Mad Berserker change

Started by johanmaxon, April 21, 2013, 08:04:07 PM

Previous topic - Next topic

johanmaxon

I have recently started playing a barbarian with the perk Mad Berserker to symbolize that he is a mad berserker, so a bit of a self serving suggestion but never the less.

I suggest a change to the Mad Berserker perk, because as it is now, it is easier to play a barbarian vanilla and RP a better Mad berserker, than with the Mad Berserker perk.

[Unmodified Vanilla
Level 5: 10% Damage Immunity
Level 7: 20% Damage Immunity
Level 8: 20% Total movement speed bonus

Quote:
Originally Posted by Rage
+4 STR, +4 CON, +2 Will, -2 AC.
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to STR/CON when raging.
Level 1 rage is capped at +4/+4 (Total)
Level 4 rage is capped at +6/+6
Level 8 rage is capped at +8/+8
Level 10 rage uncapped]

[Mad Berserker
The barbarian's concern for their own safety can sometimes be minimal, but some define it in an entirely new way. The mad berserker has little regard for little else than how much violence they can procure when they are enraged... to foes and themselves alike. The lifespans of both are typically abrupt, bloodied weapons in tow.

Level 1: 5% Damage Immunity, Bonus Feat: Cleave
Level 5: 10% Damage Immunity, Bonus Feat: Two-Weapon Fighting
Level 8: 15% Damage Immunity, Bonus Feat: Whirlwind Attack

Quote:
Originally Posted by Rage
+8 STR, -4 WIS, -4 AC, Immunity:Fear, Blinded, +1d4 Bludgeon Damage, +10% movement speed
Duration: 7 rounds + CON mod before raging.

Charisma modifier to STR while raging:
Level 1 rage is capped at +8
Level 4 rage is capped at +10
Level 8 rage is capped at +12]


Now, a mad Berserker I imagine dishing out alot of damage and taking alot in the process. The perk does the later very well, but the former no better than a vanilla barbarian if they both have a few buffs. This is because of the NWN hardcoded fact that one cannot get more than +12 to a stat from buffs.

The problem here is that it is very easy to reach the +12 roof to strenght, and thus making the Mad Berserker so inferior in mad berserking. At level 1 a Mad Berserker with a bulls strenght pot reaches this roof and therefore climbs ever so poorly.

Comparing the two, a vanilla barbarian and a mad berserker barbarian at level 8, with a bulls strenght and eagles splendor potion each can easily both reach the +12 roof. The vanilla barbarian is also better because it gets all the con, less ac loss and more damage immunity. The perks are all not supposed to be equal though, so that's not really what matters. What matters though is that on the one point where the Mad Berserker is supposed to be better (I presume), in dishing out damage, he isn't either!

He might have +1d4 extra damage, but with the blindness applied even with the feat Blindfight he gets a -4 to ab which the extra +1d4 damage is not even close to weight up for. As for the feats, cleave is nifty but it does not make one a powerhouse, the two weapon fighting is struck from the list as one anyways has to get Blind fight to have the rage any bit useful, and the whirlwind is as we all know bugged. Cool, but bugged.

The idea is nice, but the perk is horribly gimped. The blindness is cool symbolizing a tunnelvision, but the perk needs something to weight up the downsides. Adding some more damage or ab would be an easy fix, but perhaps someone has a more flavorfull idea?

Thoughts?

HalflingPower

I already made a similar suggestion when the perks were first released.

It's not going to get changed, you have to be mad to pick that perk.

Deception

It is indeed terrible.