Blood Rage/Hyper mode: Rework the scaling of heals on zerks or melee characters altogether to scale with str/con or dmg. Anything that isn't mnd. Zerks don't build it, 1,75k base net heal at max lvl is too low on hyper mode. Make this ability have a % max hp cost and then apply a heal that's based on the health lost. For example 10% max hp to use it, then you heal 20% max hp. Same with blood rage, this ability.. 852+150 at max lvl, that's nothing to a zerks max hp. And considering hyper mode has a 100s cd, the sustain from hp costs is just not there. I know gravity had to play it safe by making the numbers not so good, but since zerks don't go around with 3k mnd they can't suddenly be heal tanking anything.
Bartuk legacy: This ability is fine, but should the above mentioned changes be applied, this skill will actually make sense.
Skull Cracker: 1s static stun seems kind of weird, it should scale up to 2 with rank.
Lethal Death Blow: Fine as is but could apply a debuff on yourself to also disable evasion for 1-3 seconds for it's guaranteed hit effect.
Megaton Slash: What is this ability doing here? It costs 7 points to do less dmg, and just some dmg, than slayer at 5 points+ 2 to get there, on top of that slayer is also an aoe ability. This skill is 100% useless with the numbers you've put on it. It has no secondary effect and deals less dmg than a warrior ability using the same amount of points. Given the cd is only half of that even if it's meant as a spammy ability then 6.6s is still too much for something that does hardly any bonus damage. Add a secondary effect to it or reduce the cd to 2-4s.
Reckless Attack: Fine as is but if it was up to me I'd change the values to an attack speed rather than -s per rank, to create some AA diversity. Bludgeon users shouldn't go to only 1.4 while sword users get 1.0
Wrath Awakening: Fine as is, nothing needs to be changed here.
Rage: Fine as is, nothing needs to be changed here.
Soul of Berserker: Buff duration at static 30mins is a bit much for rank 1 but you might as well keep it this way. Also this should be the first ability in its own skill line with rage and savagery below them. I don't see the necessity of reckless for a powerup.
Berserker's Savagery: Fine as is, though the name I'd swap names with reckless attack. Nothing is more savage than a brute charging at you without giving a damn about his armor/health and just wanting to smash things asap.
Burning Dash: Fine as is, nothing needs to be changed here.
Rend Flesh: Good addition though this could be combined with shackle, why would you possibly slow down if half your organs are hanging out right? But in all seriousness, nerf shackle by a bit and add it onto rend flesh because shackle on its own is really bad to spend points on unless you max it, and even than most classes have an escape.
Shackle: See above.
Shred Armor: This ability is just too weak at 14%, make it 2-2.5x stronger. 35% shred is still not a lot but should be worth it. Also there's no point in shredding it for long range, while it makes sense to have it both reduced, from a balance point I think making it short range only would be more fair.
Counter Attack: A bit gimmicky but fun to use. I feel that weapon and magic reflection damage should be separated and get different rates. 25% for weapon and 40% for magic.
Edited by jouri, 29 August 2016 - 07:23 AM.