JFunk wrote:xentronium wrote:I think slow+exhaustion are sufficient penalties to berserk without adding random paralysis.
Those are demonstrably
not sufficient penalties.
Berserk provides a tremendous increase in damage output, and slow is not a particularly problematic debuff. Berserk is equivalent to might + haste. The reduced damage output by the post-berserk slowing (in the event you even have survivors to worry about) is offset by the haste, meaning the might bonus becomes free (technically, it's a free (might * 1.5) since the haste multiplies the effect of the might by giving you more swings, and the might isn't similarly offset by a post-berserk dam reduction -- only the reduction in dam output implied by slowing).
It would become trivial to hammer berserk on every fight, and in the (extremely unlikely) case that post-berserk slowing introduced a serious threat, pop off a random teleport. If you aren't willing to commit to Troglodyte status, you absolutely need a chance of losing a few turns after your berserk to stop you immediately teleporting, blinking, etc. Berserk is already extremely powerful even with existing penalties.
This post is incorrect in almost every way possible.
Slow is very much an extremely problematic debuff. It's not just about the reduced damage output, it's the fact that you can't really escape. It's not about the pack you berserked on, it's about the pack that heard the noise and came over to investigate. If you needed to berserk to kill the first gnoll pack, how are you going to kill the second gnoll pack while slowed?
Secondly, as has already been pointed out, trog berserkers are in no way balanced by a chance of losing a few turns after berserk, because Trog prevents that. Yet it's commonly advised to trog followers NOT to berserk on every fight, because of the post berserk slow.
A tiny chance of a tiny chance of killing you is a bad way to balance a powerful ability anyway. If berserk is too powerful, killing 0.1% of the people who use it isn't an effective way to balance it. If the most sensible advice for an ability is "Never use it because there's a tiny tiny chance it will kill you" the ability probably should be rethought.
So, I'm in agreement with bcardren, the paralysis chance after berserk should just be removed. Slow does a fine job creating a potentially fatal drawback to a powerful ability, without the tiny chance for an RNG screw. Plus, there's an element of spoileryness, because I suspect most people don't even know berserk can paralyze you.