DRL > Discussion
Berserk revised, or Gargulec's bit crazy idea for spicing AoB up
Thomas:
I'm gonna agree with passionaro and SK Ren here.
However, even with SK Ren's idea it doesn't deter people from being a pansy quite enough.
Simple solution: Berserk packs give 2 (or even 3) extra levels instead of one. Berserk packs don't last as long. (Perhaps 30-40 seconds)
Any form of 100% or 200% healing (aside from picking up a berserk pack, of course) reduces your berserk level back down to 0.
This solution means that berserk packs will give you a quick fix of berserk (2-3 levels, but it only lasts for 30-40 seconds), good for starting off your killing spree but a poor way of keeping it going. The healing clause just means that unless you have MVp (which would imply you've killed a lot of enemies anyway), it's difficult to keep berserking after 25 seconds, unless you have a lot of small medpacks.
Complex solution: A variable keeps track of how long it's been since you last did a melee attack. The higher it is, the faster your berserk time drains away. This variable is reset back to 0 whenever you go down stairs.
This solution stops people from not killing anything (and gives them a decent way to de-serk without being forced to tab back down to 0) but may make AoB too complex, as there's already a few variables for the berserker to keep track of.
Now that I've typed them out, I think the first solution is better. Or both could be implemented at once.
The new system with passionaro's and SK Ren's ideas added:
1:Angered: +1 armour, x1.5 melee damage, +2 melee accuracy
2:Enraged: +2 armour, x2 melee damage, +4 melee accuracy, 0.8 movespeed, 0.8 attackspeed
3:Furious: +4 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: +6 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!: +12 armour, x5 melee damage, autohit melee, 0.5 movespeed, 0.5 attackspeed, takes 4% of maxHP damage per second.
10:Crazed!: Same as BERSERK!, but you take 7% of maxHP damage per second.
15:Insane!: Same as BERSERK!, but you take 10% of maxHP damage per second.
EDIT: I was going to change this a little bit, but then gargulec posted a simpler idea so I've edited to his.
Gargulec:
--- Quote from: Thomas on January 15, 2010, 08:32 ---I'm gonna agree with passionaro and SK Ren here.
However, even with SK Ren's idea it doesn't deter people from being a pansy quite enough.
Simple solution: Berserk packs give 2 (or even 3) extra levels instead of one. Berserk packs don't last as long. (Perhaps 30-40 seconds)
Any form of 100% or 200% healing (aside from picking up a berserk pack, of course) reduces your berserk level back down to 0.
This solution means that berserk packs will give you a quick fix of berserk (2-3 levels, but it only lasts for 30-40 seconds), good for starting off your killing spree but a poor way of keeping it going. The healing clause just means that unless you have MVp (which would imply you've killed a lot of enemies anyway), it's difficult to keep berserking after 25 seconds, unless you have a lot of small medpacks.
Complex solution: A variable keeps track of how long it's been since you last did a melee attack. The higher it is, the faster your berserk time drains away. This variable is reset back to 0 whenever you go down stairs.
This solution stops people from not killing anything (and gives them a decent way to de-serk without being forced to tab back down to 0) but may make AoB too complex, as there's already a few variables for the berserker to keep track of.
Now that I've typed them out, I think the first solution is better. Or both could be implemented at once.
The new system with passionaro's and SK Ren's ideas added:
1:Angered: +1 armour, x1.5 melee damage, +2 melee accuracy
2:Enraged: +2 armour, x2 melee damage, +4 melee accuracy, 0.8 movespeed, 0.8 attackspeed
3:Furious: +4 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: +6 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!: +6 armour, x5 melee damage, autohit melee, 0.5 movespeed, 0.5 attackspeed, takes 4% of maxHP damage per second.
10:Crazed!: Same as BERSERK, but you take 7% of maxHP damage per second.
15:Insane!: Same as BERSERK, but you take 10% of maxHP damage per second.
--- End quote ---
This. Totally agree. And Simple Solution is just way better. BUT: BERSERK! should give almost total protections. So, either 12, not 6 armor, or old way- all damage revived is reduced to one. If it is just 6 armor, BERSERKING! is more dangerous that useful.
ZZ:
If it was intended to force the player to think twice before not killing anything, why Crazed!&Insane! is worse than BERSERK!. I think that +6 is okay, but on Crazed it'll change to +12, and the insane lasts less, but is invincible except of that 10% hp-. ANoter thought that it could eat CurHP, it'll make when you have little HP, you're berserking at no cost.
Frankosity:
The berserk changes I would appreciate the most would be for the Berserker trait to activate on taking damage as dealing it, with the chance either way increasing the lower the player's health is.
I think I could get behind the idea of berserk effects 'stacking' as has been suggested.
felttippen:
Well i´m not too sure about alll those suggestions, but one thing was evident when i gave the beta a spin: i couldnt even get my foot in the door on N!,/ got my ass handed over SEVERAL times.sergeant are even deadlier now, and even formers can kill you.
id say, the only problem we really need to fix is: give large meds the zerk ability!You could balance it by reducing the starting meds to one, but it would be oh so helpful.Chained court could be reachable this way, because right now, your only chance is that a zerk globe spawns right next to you, and that you can find the stairs befor it wears off.
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