hrotha said:
I like the idea of having the berserkr raise friendly morale or lower enemy morale, but if implemented just like that it would encourage defensive play, which is the exact opposite of how the berserkr should be played. It would be interesting if the damage the berserkr causes could translate into a morale malus for all enemy troops or something.
Dansk viking said:
Berserker should definately not increase morale of nearby troops - they (supposedly) induced fear in the enemy, but they rarely fought alongside anyone, but was rather set loose on the enemy.
I suggested this in such a way that the berserker is defensive as long it's not time to be offensive. There where smart berserkers and not so smart, but both could be useful in a Dark Ages era with one-one battles, sparse formations etc. (For example the one who made his stand at the Stampford bridge was definitely smarter than one impaled in a shieldwall)
So let me be a little more specific in the concept...
Say this: The Berserker is at the beginning "defensive" (as long as he has no shield(or picked one up) to protected him from range weaps, if the enemy has, "using" the companionship of his comrades shields. When he manages to get in short range of his opponents he uses his Warcry to intimidate them(game terms: make them slower? perhaps, and give him more hit points or regen) and he charges (hope this get implemented anyway in new updates) . If for a short period after his Warcry stays alive and gets hit, for every hit that he manages to withstand (don't fall dead) any of his
near friends gets a
small morale bonus(perhaps bonus damage, but not like horn bonus).
This will have these effects:
a) The berserker role is to charge into enemy lines, choose careful when and where to charge and when to Battle Shout. If he is a master of chamber blocks, or generally seasoned player, he knows when to get bitten and how, to give nearby troops the reason to make tales of him, and enough morale bonus to win the round (but they must follow him in the charge, the Warcry effect wont last long, and the berserker will be killed for nothing).
b) The opposing team has to choose depending on the skill of the berserker (or if they have one too) if they must stand all together or split etc. If they stand together they must be sure they can kill the enemy berserker fast and quickly without leaving any group formation....etc. Ignoring the berserker isn't an option cause then he will break them
, and choosing to split so that only few get intimidated by the berserker's Warcry and debuffed, well we all know the results of splitting.... (the options are many, and that's the nice part)
I think that way the berserker role tends to have a disorganise aspect, except from other things, like the horse, but he must be much more good and aware of what he does.
So simply : Avoiding the berserker ,is what he wanted(you probably withdraw) . Trying to kill him , is again what he leaves for!
Both help the team, if used correctly.
That was a more detailed info upon my thought. Your's the comments...