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Main: ShawnMcCall
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Post Re: Zerker Change (enforce the role)
Xonok2 wrote:
In any case, a berserker should practically never fall behind a sniper in initial DPS. If they do, it's not a problem with the class, but with gear in some way.
Although the 5x as high energy cost for zerk might play a part...


Actually they should... it's the benefit of having huge resists. It is a tank class.


Mon Sep 19, 2016 1:08 pm
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Post Re: Zerker Change (enforce the role)
1. Evil mods scaling the way they do means you need a Zerker with evil mods in order to hold anything, people tried to tell me they weren't an issue a long time ago but they are. We're on a roll when it comes to making gameplay clear and distinct, we'll figure something out.

2. Zerker's have no way to grab large amounts of AI's attention. Honestly it would be cool if Zerker's just couldn't do this and we instead allowed Gunners to tank with their Death Blossom and an item similar to the Sniper Analyzer. I had an idea for this that I'm still trying to sort out.

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Mon Sep 19, 2016 2:20 pm
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Post Re: Zerker Change (enforce the role)
You don't need evil mods to hold anything. You can do a dps build and if can meet half the dps of a similarly leveled sniper you can hold aggro without a single hostility increasing item on your ship, and if you can sustain that DPS or have an engineer to help you sustain it then they can never pull off of you. Which is why AoD is the Aug it is *cough cough*

Wtb devs that play the game before changing shit :P


Mon Sep 19, 2016 6:29 pm
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Post Re: Zerker Change (enforce the role)
ShawnMcCall wrote:
Wtb devs that play the game before changing shit :P

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Mon Sep 19, 2016 7:19 pm
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Post Re: Zerker Change (enforce the role)
ShawnMcCall wrote:
You don't need evil mods to hold anything. You can do a dps build and if can meet half the dps of a similarly leveled sniper you can hold aggro without a single hostility increasing item on your ship, and if you can sustain that DPS or have an engineer to help you sustain it then they can never pull off of you. Which is why AoD is the Aug it is *cough cough*

Wtb devs that play the game before changing shit :P



I figured exaggeration was the name of the game these days on the forums :P . No you don't need evil mods to hold anything, they just let you use weapons that have lower DPS but higher utility (More range/tracking or cool side effects). Evil mods matter once you start getting insane DPS snipers with Analyzers, but otherwise its not that big of an issue.

Oh, btw, the tentative aug stats I was playing around with caused you to generate more up front hostility than the current Art of Destruction does.

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Tue Sep 20, 2016 1:18 am
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Post Re: Zerker Change (enforce the role)
ShawnMcCall wrote:
Xonok2 wrote:
In any case, a berserker should practically never fall behind a sniper in initial DPS. If they do, it's not a problem with the class, but with gear in some way.
Although the 5x as high energy cost for zerk might play a part...


Actually they should... it's the benefit of having huge resists. It is a tank class.

Resists are a minor part of the class compared to damage. You have 4 skills giving damage and 1 skill giving resists. It may be important for some playstyles, but just like not all snipers use cloaks zerkers should be able to focus on DPS. Their initial DPS potential is THE SAME as the final DPS of snipers. If you have some way to temporarily circumvent the higher energy use then you should very well be able to brawl your way through the fight.


Tue Sep 20, 2016 3:04 am
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Post Re: Zerker Change (enforce the role)
Zerk imo is a Tank/DPS hybrid. SS mechanics and items prevent Zerks from being entirely Tank. Mods are stupid overpowered.

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Tue Sep 20, 2016 4:31 am
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Post Re: Zerker Change (enforce the role)
Tbh, in this game almost every class is a DPS-something hybrid. It's actually good this way because it keeps them solo-capable. Every single class that fails in solo has flaws. Either they fail to deal meaningful damage and/or they fail to stay alive. Heck, seer is the worst of all because they are lacking in both for most of the game.

Zerk - DPS-Tank
Sniper - DPS(with stealth for a safety mechanic, but it's not a group role like tanking)
FC - DPS-Tank with the twist that your DPS is slaves.
Gunner - DPS-Tank
ShM - Healer-OffDPS(slaves)
Engineer - Tank-DPS-Healer
Seer - DPH or (nowadays) DPS
SD - DPS(with speed for defense)

This list also brings out another thing - for some classes, DPS is the only thing they can provide for a group. When such classes compete you end up with a situation where the strongest class is the only one that gets used. What exactly is so special about SD in a group setting compared to sniper? Well, nothing really. The mobility is good in a group, but their DPS is not enough to really matter, so their ability to keep themselves safe doesn't matter either.


Tue Sep 20, 2016 5:19 am
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Post Re: Zerker Change (enforce the role)
The berserker class doesn't need any changes.

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Tue Sep 20, 2016 5:47 am
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