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Bezerker Upgrade

farmergoose

Active member
Jan 11, 2010
37
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Russia
Not sure if this has been discussed before but i never came across it so....

now that i've leveled 3 out of 7 perks too level 6 (medic soon) ive been playin abit with the zerker and im wondering why cant he block ?

he's a mellee specialist after all...wouldnt it be a nice touch if he could defend himself aswell as attack...

not sure how it would be balanced throughout the perk levels

maybe block damage resistance kicks off at say 7-12% (so you resist 7-12% of the damage delt in that attack) and progresses untill you get say about 70% ? i realize if i was too say finish at 100% then you could block forever and not take damage so :rolleyes:, i just think it would be pretty cool if you could defend yourself from a scrake or FP rage attack seeing as you are also the mellee man.

a simple "block/defend" animation would be simple enough too animate into the weapons i think ? and have it bind to an easy access key too reach also of course:cool:
 
Berserker blocking is one of those really good ideas that's been brought up here and there. What you're suggesting sounds good, 70% resistance at lvl 6, including the zerk's static resistance (25%) so it would be an extra 45% resistance from the blocking. This would apply only from melee attacks in a forward 90 degree arc or so. Blocking should be done with right-click (no need for aiming w/ melee weapons) and be most effective with katana (or chainsaw perhaps?). Should take less time to block than to swing. Crawlers would often pounce under the block unless the player crouched.
 
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I've posted it as a suggestion before, and others before myself probably.

I personally would prefer a blocking mechanic over a static all-the-time bonus to resistance beyond what is already there because blocking would be more dependent upon player input/skill: block too much and you're overrun, surrounded, cut to ribbons as normal, but well-timed blocks/counterattacks would make for a currently unparalleled and exciting melee interchange with Fleshpounds & the Patriarch that a berserker actually has a decent chance of walking away from.

It's an intuitive mechanic that would give berserker much-needed utility during the boss fight and when Fleshpounds show up, without really changing their stats at all- which is easier from a balance perspective.
 
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This... is actually a really, really good idea. I'm surprised I've never seen it, or thought it myself.

I like the sound of a 90 degree arc, but I don't think Crawlers would be able to jump under it. That would be too hard to implement, I think. They already jump pretty high. And yeah, my first thought was it could be on the right click, though it might have problems with the rebinding.

Maybe if you block with the Chainsaw, things that attack you would take a small amount of damage? That would make it a bit better....
 
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Thanks for the feedback guys :p

As i said i havent came across any posts i would of posted my thoughts there if i found your thread ;)

i like the idea of blockin with right click as you said bezerkers have no need for it with there weapon also i would strongly agree only 1 block agaisnt an attack at a time instead of blockin a whole horde :rolleyes:


and hm yeh @ "beezerker" even a blockin mechinic would be awesome, i wouldnt mind either as long as i could block some specimens attacks :D
 
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Not to burst your bubble but zerker blocking has been discussed time and time again. In fact, its been suggested to give the zerker a riot shield and assigning an amount of damage to how much blocking a weapon (if using right click) or a shield can do before it breaks.

Also whether or not the zerker should be able to block forever, or have a strength meter that lowers after successive hits to prevent endless blocking. i.e. having 2 zerkers block a door way with a medic healing them and others killing the helpless zeds.

I suggest searching harder and/or longer.
 
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As long as execution kills were available when enemies were below a VERY low percentage of health before even being possible (cause lets face it games like God Of War were just too damned easy with their "Screw You" button for weak enemies) then I would have no objections if it were put in.

Countering IMO should only be available after a successfully timed block, not a block then strike system. Otherwise players could just soak up the damage before getting the rhythm and execute everything with ease. Would also imagine a counter would do substantially more damage, but not be an automatic instant kill. A fleshpound at the end of the day should still be something to be feared :)

Personally I'm not too fussed, but if something is put in place, then fair enough :)
 
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going a little off topic there....

this is what would make the zerker more balanced in my opnion



add a "throw shuriken/knife" button which is weak but can kil la crawler/ decap a clot in one hit. this would allow the zerker to focus on the real threats other than be surrounded by crawlers and mauled.

the block is a good idea but make it like, level 1 has a 10% damage reduction and can be used every 3 seconds eery range damage reduction increases by 5% and cooldown increased by 1 second.
 
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A block, or parry with a melee weapon I think is a nice idea.

But with weapons, Axe/katana/Knife/Machette, They already come with single quick strikes, or a heavy forceful hit (alt attack). But the idea for a 3rd acton as block/parry wouldnt be so bad. but the issue would mostly be, are Berserkers acceptable of being able to block/parry Fleshpounders and would the other class whinge like little babies. Being a melee expert, it does sound logical for them to counter enemy melee attacks.

A block that adds an extra 40% of melee damage protection isnt such a bad idea. In the end you are still taking damage but throwing away your chance to attack.

+++ for the idea. Balancing and whatnot still needs reveiwing if Tripwire accept something like this.
 
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As long as execution kills were available when enemies were below a VERY low percentage of health before even being possible (cause lets face it games like God Of War were just too damned easy with their "Screw You" button for weak enemies) then I would have no objections if it were put in.

Countering IMO should only be available after a successfully timed block, not a block then strike system. Otherwise players could just soak up the damage before getting the rhythm and execute everything with ease. Would also imagine a counter would do substantially more damage, but not be an automatic instant kill. A fleshpound at the end of the day should still be something to be feared :)

Personally I'm not too fussed, but if something is put in place, then fair enough :)

i forgot who the whole god of war situation, it was just ugly lol, own everything in your path but fun in the sense you kicked its ***, but no i wouldnt like a resemblense of this in KF now that i think of it :eek:
 
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A block, or parry with a melee weapon I think is a nice idea.

But with weapons, Axe/katana/Knife/Machette, They already come with single quick strikes, or a heavy forceful hit (alt attack). But the idea for a 3rd acton as block/parry wouldnt be so bad. but the issue would mostly be, are Berserkers acceptable of being able to block/parry Fleshpounders and would the other class whinge like little babies. Being a melee expert, it does sound logical for them to counter enemy melee attacks.

A block that adds an extra 40% of melee damage protection isnt such a bad idea. In the end you are still taking damage but throwing away your chance to attack.

+++ for the idea. Balancing and whatnot still needs reveiwing if Tripwire accept something like this.

Interesting ^

If you give the ability for the zerker too weild two katana's people would still find a way too cry about the SS so its not that much of a deal in my opinion ;)
 
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Would be great.

He should gain the block ability at lvl 1 or 2 and then get some increase in the streght of the block each level up, as suggested above.

The streght of block should depend on the melee weapon aswell, I think. So basically, if you blocked with a knife it would have next to zero affect depending on the enemy, but if you blocked with an axe it would block away like 40% of the damage. I katana block should be rather weak, to balance it out and give some use for the other melee weapons in form of greater damage resistance from the blocking. Altho it would be cool if you could block gorefasts entirely with the katana xD, like in a sword-fight.

Damn, KF would be so epic with AVP or God of War style melee battle techniques. It would be awesome if you could do a sneak attack with berserker on specimens which arent targetting him and if you are out of their field of view. Could cause some massive damage on the specimens :p, but with a cost, for example backstab a fleshpound in the neck, cause it to loose 50% of his hp, but doing this would enrage the fleshpound and make him target the berserker (maybe even do a counter attack which cant be avoided)
 
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Are you suggesting that we need counterattacks Nano?

We need something. "Counterattacks", that have to be timed JUST when an enemy is about to hit you and deal huge damage would be nice. Or the ability to block/parry. With that, you could have a system similar to AvPs, where you can only counterattack after you block (However, against specimens, unless blocking was somehow limited as I mention below, it would just promote a "Never attack, always block/counter" strategy)

And if either of these were added, it would need to be EXCLUSIVE to the Berserker. Because, really, right now the Berserker doesn't have much unique: A medic can out-tank, and ranged classes can out-damage.

Blocking/Parrying would have to be limited so as not to be gamebreaking. Some limiting ideas:
-Requiring a second or so to "Regain the stance" after blocking. Thus you could constantly block one critter's attacks, but mobs would still get you if you play stupid.
-A "Block Gauge", only visible when it's below 100%. As you take hits, your block diminishes. One really strong attack or multiple weaker attacks will empty the gauge. If you try to block with an empty gauge, your block gets "Broken" every time and you take damage. The gauge would recharge when you're not blocking, taking much longer to fill if it's empty.
-You have to "Time" the block right when you're about to be hit. If you block too soon or too late, you take damage (Perhaps reduced damage, but still significant). This would promote skillful blocking.


I dunno. It needs something. I've been playing the Aliens vs Predator demo and it showed how seamlessly blocking and counterattacks can be implimented: Do it too much or stupidly and the enemy will just use a "Strong attack" to break your block and topple you over, but do it at the right times and you leave them reeling for a counterattack.

I'm not kidding myself, though: These changes probably AREN'T gonna happen. It'd require a ton of work and a lot of testing. Plus other classes would complain that Berserker is getting "Too much" and the other classes "Not enough".

But after playing Mount & Blade or AvP, the melee in this game feels very, very lacking, right down to the weak sounds. Rush the enemy and ATTACK ATTACK ATTACK. They tried to change that in a pretty blunt way by making the "W+Mouse1" weapon, the Chainsaw, suck, and by turning the Katana into a "Click per shot" weapon. All this did was make people clickspam the Katana: It didn't change the boring way melee is handled.
 
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A block that adds an extra 40% of melee damage protection isnt such a bad idea. In the end you are still taking damage but throwing away your chance to attack.

That is, quite possibly, THE definition of a bad idea...

In KF, it's all about avoiding damage, either through skillful movement or by killing enemies before they can damage you. If blocking took away one of those options, while still GUARANTEEING damage to you, it would be worse than useless. Especially on the higher difficulties, where even if they only do half their normal damage, a raged FP or Skrake, allowed to pound on you while you block instead of finishing them off, is still going to do more than enough damage to kill you in seconds.

The ONLY time that would be useful would be to tank a raged FPs hit (It unrages after it hits once, typically), then RUN AWAY.
 
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