Berserk should always hit, mainly from a pvp standpoint. If it were updated to always hit, it would add some balance to pvp - where other classes ( such as paladin ) are able to always hit / and seemingly more easily hit targets with much higher defense and comparatively less ar (when required ) while being able to utilize different options in jewelry slots.
Adding greater life bonus via a synergy between BO and Zerk would also add balance in pvp. While possible for barbarians ( or any class), with the use of massively expensive charm inventory ( such as full 3/20/20s ) to achieve higher-life to ar ratio to utilize with zerk, even this is significantly negated with the elimination of defense while zerking, and for what seems, comparatively to other classes, a standard damage at best ( see above - berserk needs to always hit (or double the damage ))
Speaking of things that need improvements: all the debuff/damaging warcries should have bigger areas, perhaps getting as big as the current buff warcries around level 30 or so. I occasionally use the debuff one, but my barbarian has to stop whirling and hug the monsters firstā¦
berzerk always hitting would be too strong imo. I dont think you realise how hard it hits. I totally agree that barb needs buff in pvp but that would be just too much. Sure paladins have smite, but you have to realise smite deal way less dmg than berzerk, is physical dmg (can be reduced by %dr, tho its also an advantage in tvt because you can empower it with amp) and cannot crit.
Mainwhile Zerk hits like a trunk (you can reach more than 3k pvp dmg / hit with a max zerk build). If Zerk was changed like that, all pvp barb would pretty much instant respec to be zerkers. Noobs would still strugle with it because its hard to get a proper namelock on an always moving targets, but good playersā¦ Making zerk always hit basically remove paladin as a barb counter and make amazon easy as hell.
All in all i think it could be actually great but i would feel terrible for paladin players XD
TBH attack rating isnāt even why most people think they are missing. Itās 100% the monster block. AR is easy to get. No getting around monster block though.
Still shouldnāt be changed. We just need to reduce a lot of the caster builds aoe damage.
Id like to see these changes for zerk, still. All classes have skills which always hit, except for barbarians, and barbarians require ridiculous AR to even have a chance at landing those hits. ( speaking in terms of PVP ) having to sacrifice options for jewelry slots, etc., in favor of angelics pieces, and or visios. to achieve this.
yeah, I think they should be the same size as novaā¦but they are probably small due to the āwhatā is causing them. the barb is shouting, so idk about range for debuff and dmg being higherā¦at the same time I think a synergy bonus would be nice to add some range to them.
you have a good and valid point about berserk this make sense magic need attack rating now lolol poor melee they are doom . at least bersker is the skill that have the most attack rating compare ww
also agree this suck to have a barb 99 and use level 12 ring with Angelic Wings and halo , all this come after 1,09 this fix the eth rune back them barb have 100% hit rate , maybe next patch the mastery will have some love who know
I stopped bothering with attack rating builds when my 95% hit chance missed 10 times in a row. Iāll just stick with magic damage that hits 100% of the time at level 1, maybe one day I can try something new again
i`m french and what you say , is so clear and easy to understand , sadly some player and the dev dont get it and magic is range so you dont have to deal too geting hit on the top lol
Ive been testing a bit and my 30,000+ Attack-rating barbarian, at lvl 95, often missed 15-20+ times in a row against opponents with average, non-barbarian-level defense. Those were straight hits that did not land, not even including blocks, while standing in one position swinging at a stationary opponent. Occasionally a hit will land in 1 to 5 swings, but that is a rarity.
i guess is the part that make patch 1,08 1,09 so great back them the rune eth -25% make you always touch your target you have 100% hit ratio on the target
Double Throw - 35k ar
Berserk - 35k ar
Whirlwind - 20-30K ar
Leap Attack - 35-70K ar
War Cry - No AR needed but is blocked and significantly weaker than the already weak barbarian melee skills.
Sometimes, they can go upwards of 20 attempted hits, without landing a single blow (including landing a blocked hit) on a stationary opponent of same lesser level, and lesser defense. In general, it takes 4-5 attempts to land a hit (including blocked hit)
Conversely
I have a very poorly geared Paladin Mule, level high 80ās - 5k ar
With base 1 charge, I can land hits against higher level, high defense opponents nearly ever attempt.
i totally agree if its magic damage and you lose all your defence which i dont really get becasue you cant leech life of the magic damage anyways sustain with this skill is not advisable maybe with life tap its okā¦ which is difficult but not impossible as you just tend to use it for single target that are bosses or champion packsā¦ so most just alternate between skills because ultimately they have to or they will find its a pretty slow clear speedā¦ but on the up side you do feel like god when you smash them phyiscal immunes bosses whith huge life and defence. So if its magic there should be no chance you misses and always have 95%-100% hit rate regardless of the skill levelā¦
fully agreed. Alternatively make dex give twice as much AR. Anything to make melee chars more relevant. It is just sad. This game could be god but noooooooooooooo 4 is higher than 2 so d4 needs to be the superior gameā¦ even tho that game is a chore through and through (and I have over 500 hours in it)