Hey GGG change berserker's rage degen to regen, thanks

you can have both I think, just made a screen for you, it was rather difficult due to the very low enduring cry buff duation, look at the buff bar.



the dps tooltip has abnormal values thaks to rallying cry and i dont have degen eventhough I should have so I am pretty sure both are active.

BUT I AM NOT DOUBTLESSLY SURE ABOUT IT I GONNA INVESTIGATE AND POST THE RESULT HERE.

Yes PoE wiki says only one can be active but thats the typical poe wiki statement with no footnote that I think it is based on rallying cries not stacking with each other but that does not prevent enduring cry and rallying cry buff being active at the same time.

And yea I remember that 10/20 degen and that somehow even more makes me sure about that they balanced the berseker degen nodes around enduring cry degen being always on (which is a stupid premise but yea in a perfect world it would be at least not be as maliciously stupid as we could think) and players going MoM.

Like I think its impossible that they would throw something out as absurd as the 10/20 degen zerker without any strong premise in their mind like the enduring cry regen being active on all the time.

If it would be a "just get rid of it" item nerf then OK but not for a whole ascendancy class ... r-right?
Última edição por The_Human_Tornado#7752 em 31 de jan. de 2019 08:04:37
just give him 40 % more dmg and 10 more taken
should fix it
Trust your mind and strengthen your abilities!
Italics are new or reworked changes to Berserker.

Minor Passive Nodes
- Physical Attack Damage is changed to Global Damage
- Attack Speed now also grants Cast Speed as well.

Rage
- For each stack of Rage you now gain the following
- 1% increased global damage
- 0.5% increased attack & cast speed
- 0.2% increased movement speed
- 0.1% of maximum life *gained per second

Pain Reaver
- 2% of Attack & Spell Damage Leeched as Life and Mana if you've Killed Recently
- 1% of Attack & Spell Damage Leeched as Life
- 1% of Attack & Spell Damage Leeched as Mana
- 20% chance to grant Pain Reaver when you Hit a Rare or Unique Enemy

Aspect of Carnage
- 10% Increased Damage Taken
- You lose Rage 50% more slowly
- 40% more Damage.
Just another Forum Signature in a Sea of Signatures.
Those suggestions are all nice but I think it would be better if they stress out the Warcry stuff more by giving Berserker another node that is gated behind Warbringer. Warcries are cool and strong they should really tune them up even more to become "a respected by everyone" game mechanic like ailments, brands and so on.

That would also make Berserker give a real face again and not just being the outdated "stats from the skilltree" clusterfuck. Something really cool and unique where everyone else is envious about it.

I would love to see something like that:

Abyssal Echo (requires Warbringer):

-Enemies taunted by your Warcries are also affected by the Abyssal Cry debuff of the same level (Abyssal Cry is by far the least used warcry in 3.5 and its just a low aoe piece of shit that is preventing a Berserker player to keep up the enduring cry life regen so just lay it together with other warcries and forget about it)

-Your Warcries can apply curses they are linked with. Curses applied by Warcries can apply to hexproof enemies.

That would be fucking crazy and OP right? Exactly how the stuff of the most other ascendencies is ... Give Berserker a piece of Occultist cake, he is the noisier one after all.





Última edição por The_Human_Tornado#7752 em 31 de jan. de 2019 06:17:56
40% more damage for 10% inc. damage taken is fine trade-off. Rage branch and leech branch are the only which needs to be updated.
retired from forum because of censorship and discrimination
(also poe2 bad)
Última edição por DivineChampion#3546 em 31 de jan. de 2019 07:02:01
Edited the wiki about the warcry thing. You can have multiple Warcry buffs at the same time and posted a video on the discussion page as proof.

https://pathofexile.gamepedia.com/Talk:Warcry
Última edição por The_Human_Tornado#7752 em 31 de jan. de 2019 11:53:13
Granted, I'm not so sold on the idea of rage giving regen; that'd just make it flat-out better than anything. I mean, just a mechanic to have 100% increased damage, 50% increased attack speed, 20% increased movement speed, stun immunity AND 10% of max life regenerated per second? This is WAY better than Rampage, and ramps up to max stacks in the same time it takes to get a single point out bonus out of Rampage.

Overall, the idea of a "berserker" being one that rushes in and doesn't stop killing is sound, even IF it's, y'know, the only feasible way to play this game. The main downside is that once the killing was done, you're left with a degen that'll rapidly kill you.

My possible solution might be to allow a means of "consuming" your rage stacks; e.g, if you used a warcry and HADN'T killed recently, all your rage stacks would be expended, recovering health. This would give the option to "turn off" at the end.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
"
ACGIFT escreveu:
Granted, I'm not so sold on the idea of rage giving regen; that'd just make it flat-out better than anything. I mean, just a mechanic to have 100% increased damage, 50% increased attack speed, 20% increased movement speed, stun immunity AND 10% of max life regenerated per second? This is WAY better than Rampage, and ramps up to max stacks in the same time it takes to get a single point out bonus out of Rampage.

Overall, the idea of a "berserker" being one that rushes in and doesn't stop killing is sound, even IF it's, y'know, the only feasible way to play this game. The main downside is that once the killing was done, you're left with a degen that'll rapidly kill you.

My possible solution might be to allow a means of "consuming" your rage stacks; e.g, if you used a warcry and HADN'T killed recently, all your rage stacks would be expended, recovering health. This would give the option to "turn off" at the end.


Yea it would be very OP. But on the other hand other hand lets look at Occultist, Elementalist and Saboteur ...

The idea of rage killing a man is a rather bad one cause I recently read passages from a book of a man who was for years in a Gulag in stalins era and one of his wisdoms from it was "that a man can LIVE on anger" (15. at https://www.theparisreview.org/blog/2018/06/12/forty-five-things-i-learned-in-the-gulag/).

So yea getting life from rage (consumption) would make way more sense than dying from it.
Última edição por The_Human_Tornado#7752 em 31 de jan. de 2019 18:36:10
Another one of my issues with the Berkser being too overpowered pre-rework was Warbringer: with 100% built-in increased cooldown speed (up to 130% with other tree passives) that meant you could use a warcry every 2 (or 1.74) seconds, for an effective life recovery rate of 12.5-14.37% per second. For next to no investment.

Hence, while it wouldn't be PERFECT (it'd tie rage mechanics into ALSO grabbing War Bringer) might be to rework War Bringer:

  • Recover 25% of Life and Mana when you use a Warcry (removed)
  • 100% increased Warcry Cooldown Recovery Speed
  • 100% increased Warcry Duration
  • Gain 5 Rage when you use a Warcry if there are nearby enemies
  • When you use a Warcry while there are no nearby enemies, expend all rage and recover 1% of maximum life per rage spent.


This would provide a means of dealing with rage's downside. (dying after combat) Rage is a leech-oriented mechanic, yet taking the obvious keystone for it (Vaal Pact) means you can't have any regen to counter your rage stacks before they wear off: it's a self-defeating mechanic. This would provide an "out" for that; once combat's over, just warcry! It'd synergize VERY well with Vaal Pact; you get insane leech during combat, and then it covers up for the "what if you're not back at full life at the end of combat" situation.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
I don't have the second Rage node yet, and i am so so on regen right now. Adding Blood Rage puts me into negatives, adding second Rage node will put me into deep shit.

The instant Rage dump onto Warcry actually makes a lot of sense in this regard. Would be nice addition. I might even drop the leech for it.

There isn't any other mechanic to dump rage? Flask up, portal or death. That's about it.

Edit: making Zerk Rage degen into a bleed would probably make it flat out broken, unless the whole Zerk Rage would be classified as bleeding, so flask management would be required - you either bleed with Rage or being immune to own rage. It seems like a silly idea tho.
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
Última edição por Marxone#0650 em 1 de fev. de 2019 10:02:52

Reportar Post do Fórum

Reportar Conta:

Tipo de Reporte

Informação Adicional