DRL > Discussion
Berserk revised, or Gargulec's bit crazy idea for spicing AoB up
Gargulec:
So, here are the basics:
Current Berserk effects are halved- so it gives you 3 armor instead of 6 etc. etc. Yes, a radical nerf...
BUT:
Berserk effects now stack- so, every time when you should enter berserk but you are zerking already, you do not only get additional time for crazy bloodshed, but also all bonuses from the state of battle madness are added to your current bonuses- so, after second berserk, the bonuses are like they were pre-nerf, after third it is 12 armor and 3x melee damage, after fourth 18 armor and 4x melee damage and so on.
Also, remember that Berserer trait is 'damage-based' so, after few berserks, you go on true spree.
BUT!
First: if you heal yourself, while berserking, by a means different then picking up another zerk-pack (or Vampyre!), berserk effects end. Like in BersekerRL
Furthermore: after third berserk effect on you, you begin to loose health when not in melee, at a rate of single HP per turn. After fourth effect, you loose health every turn you do not kill an enemy, at the above rate. After fifth, you loose health anyway. After sixth, seventh... the rate doubles.
Why did I find this system interesting?
-First: it would make AoB more berserkish. To engage difficult foes, you would need to be on a killing spree already.
-Second: it would it more satisfactory- who does not love insanely high damage bonuses?
-Third: it would make endgame AoB easier.
-Fourth: it would add another layer to AoB tactics- the need time the berserk properly, to kill everything you would want to kill, but not killing yourself in the process.
Faults of this system:
-I have no idea about how would it fare on N!
-It would make early AoB even harder
-It may be overcomplicated.
Opinions?
The New Berserk System For AoB v. 0.2
Berserk states:
The number is the count of separate berserk levels on player
1:Angered: +3 armour
2:Enraged: +6 armour, x2 melee damage, +4 melee accuracy, 0.8 movespeed, 0.8 attackspeed
3:Furious: +9 armour, x3 melee damage, autohit melee, 0.7 movespeed, 0.7 attackspeed, takes one damage per every turn in which is not in melee
4:Frenzied: +12 armour, x4 melee damage, autohit melee, 0.6 movespeed, 0.6 attackspeed, takes one damage per every turn in which no foe is slain
5:BERSERK!: all damage taken is reduced to 1, x5 melee damage, autohit melee, 0.5 movespeed, 0.5 attackspeed, takes one point of damage per half-second
10:Crazed!: Same as BERSERK, but you take 2 points of damage every half-second.
15:Insane!: Same as BERSERK, but you take 4 points of damage every half-second.
mikee:
Sounds very berserkerish... but I would probably find it frustrating to play. It sounds like it would be easy to keep adding levels of berserk without wanting to, thus losing health. And one thing I've always liked about AoB is that it's fairly binary: berserk good; everything else bad, basically. =P Still, it is a very interesting idea.
Gargulec:
Well, you can always empty you berserk by healing. Also, do bear in mind that berserk levles above two are near invincibility, so the damage you take for it appears to be a fair trade, does not it?
thelaptop:
Well... if you are solo-ing small-ish cretins and accidentally berserk, you'd need to waste a med pack to unberserk yourself as you are walking from one end of the map to the next in search of things to kill.
Not sure if want...
Gargulec:
Soloing small thing cannot result in more than two zerks, in most of the cases. And those zerks you can just wait off.
Also, if it was not clear: negative (and positive) effect of stacked berserks only count as long as those berserks time of effect overlaps. So, if you've picked a zerk pack, and then, 50 turns later, zerked again, the double zerk bonus is in effect for 50 more turns, not next hundred.
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