Many GWF players have posted there negative feelings too the Beta4 Nerfs. My own going poll for those that will play the class still have more No than Yes. But other players justify the GWF lacking capabilities by their Superior Aoe skills.
So is the GWF an Aoe Machine?
I've been thinking about this, and If the GWF is supposed to be an Aoe Damage dealer then they should be topping the damage charts above rogue as long as they consistently have 3 or more mobs to beat on.
It makes sense right You hit more mobs with an Aoe Attack you should be doing more damage than any single target striker overall. And this is balanced by the fact that you are going to draw alot more threat and mobs will want to kill you. This to me would Justify the "Great Potion Drinker" if that was the reason he goes through potions like water, Id be fine with that. But no it is because he can't kill trash fast enough that and he takes so many more extra hits that he drinks potions like that.
I guess this is just another threat about how to "Define" the GWF role.
If the GWF is an AOE damage dealer please let him do More damage, and not have them deal less damage the more targets you hit. He should be topping the charts all the time in against dungeon trash but not so much in the actual boss fights against a single big boss.
If the GWF is a tank he needs more ways to reduce damage or have self healing and Most importantly more ways to Build threat.
If the GWF is a striker he needs more options for single target damage and better single target damage At wills He will also need more CC like the rogue does because he is also very squishy and needs ways to single out mobs, without dying.
I prefer to see the GWF as all of the above, spec to choose what you want to be by sacrificing every else.
Post edited by zardoz007 on
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Comments
silknightMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 199
If the GWF is an AOE damage dealer please let him do More damage, and not have them deal less damage the more targets you hit. He should be topping the charts all the time in against dungeon trash but not so much in the actual boss fights against a single big boss.
Problem with overpowering any class in a certain department is that the players will overpopulate said class. It's evident with all the TR Love/Hate going on. Ultimately, I want a balanced class, where the play style will be different than any other damage dealer, but the contribution is no less. If GWF has the most damage, it'll just be the current "Flavor of the Week" until nerf bat class whack a mole. I hated it in other MMO's and made me stop playing them. I like the DnD universe, and I'd love to stay. So long as the damage classes are unique, but contribute equally, then everyone will potentially be reasonably happy. Currently they aren't, in many peoples eyes, so there is some dissent.
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zardoz007Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 2Arc User
edited April 2013
Yeah Silknight I agree. If the GWF numbers are "Bigger" by those end of mission numbers Generator. Then it will automatically become the new popular class. But if it still has the same problems in PvP as it does now, unlike the rogue, and is still squishy with no CC to hold of dangerous mobs like the Rogue can. Then players will realize those big numbers dont mean all that much.
Right now the TR is the class with the big numbers, good at solo and awesome at PvP. I remember joining a PvP match with my GWF and had 4 rogues on the team.. We owned. I died all the time did no damage as the other team realized I could not escape like the rest of my team and I became the focus.
I personally do not see the GWF as an AOE machine, Even in Beta3 his numbers where not all that impressive compared to other classes. I would prefer just the two options of Striker or Tank spec to choose and that would be enough.
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silknightMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 199
edited April 2013
I'll agree in the PvP department that we're currently lacking. The current round of balancing was poorly done. I also dislike them having a "AoE" requirement on the damage description. I played part of the last weekend as mainly Single Target only abilities, where the only "AoE" was wicked strike and slam. It's not to say I don't like AoE, I think it'd be fine to be described as an AoE class, just so long as our single target damage also scales properly. Heck if all AoE moves were balanced properly, then I'd do as much damage to a single target as I did spread between a group, in theory. Say a move did X total damage, x did damage distributed,and N was the total targets, X total damage would remain the same. X = x/N . Then you could balance all damage classes around X damage. At least that's what works in my head.
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neverasherMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited April 2013
the problem right now would be the scaling when you single target vs aoe. most skills do less damage when attacking multiple enemies, so hitting one enemy shouldn't be that much lower compared to other classes. as of right now the base damage on most GWF skills has been greatly reduced when they should of just kept the base damage similar but made the drop off when hitting multiple targets more apparent.
Where I discovered best results was in using AoE at-wills and dailies, but using single-target encounter powers.
While I'll fully admit to not playing any PvP it seems to me the best option when fighting 1-to-1 is to hit with swordmaster's, then follow up with a knockdown, a set of sure stike, swordmaster's again, then flourish(? the level 30 encounter paragon power) and a restoring strike.
If you can work in an Unstoppable in there you can in a single knockdown period get in two sets of sure-strike and your other 2 encounter powers which should put most classes down. Lord knows it does wonders on LT and above level mobs.
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wolfenhowlMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 26Arc User
edited April 2013
Unfortunately people do not stand still in pvp so you can do your full routine on them.GWF at-wills are not really heavy hitting and people won't bunch up just for you to enter your 'I'm an aoe class' role.PvP is most importantly about control and burst both of which are not defining this class.
Unfortunately people do not stand still in pvp so you can do your full routine on them.GWF at-wills are not really heavy hitting and people won't bunch up just for you to enter your 'I'm an aoe class' role.PvP is most importantly about control and burst both of which are not defining this class.
Hence "knock down" which will make them stand still.
Though it seems pretty clear that the GWF is going to be more a general pressure DPS rather than a straight big burst DPS like the TR. So we're party humpers, hanging close by the heals and CW and others to stack damage rather than going out hunting.
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neverasherMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited April 2013
GWF has deadly burst with it's encounter powers, moreso then a rogue's sometimes. Indomitable Battle Strike, Restoring Strike, and Flourish can make short work of anyone at high levels. Crescendo is also a very good daily in that it follows the enemy wherever they go dodge or not. Our best AoE damage comes from at-wills, just as the rogue at-wills make up for much of their single target damage(duelist flurry in pve especially). Although i will say reaping strike can hit like a truck fully specced into it; just wish it had a initial swing before the chargeup. GWF is definitely a late bloomer though since you don't get most of our best damage til 50+.
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silknightMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 199
GWF is definitely a late bloomer though since you don't get most of our best damage til 50+.
And if that's all it is, that's easily fixed by rebalancing stuff. I'd love to see that as the only problem, but these and other issues need to be addressed.
Comments
Problem with overpowering any class in a certain department is that the players will overpopulate said class. It's evident with all the TR Love/Hate going on. Ultimately, I want a balanced class, where the play style will be different than any other damage dealer, but the contribution is no less. If GWF has the most damage, it'll just be the current "Flavor of the Week" until nerf bat class whack a mole. I hated it in other MMO's and made me stop playing them. I like the DnD universe, and I'd love to stay. So long as the damage classes are unique, but contribute equally, then everyone will potentially be reasonably happy. Currently they aren't, in many peoples eyes, so there is some dissent.
Right now the TR is the class with the big numbers, good at solo and awesome at PvP. I remember joining a PvP match with my GWF and had 4 rogues on the team.. We owned. I died all the time did no damage as the other team realized I could not escape like the rest of my team and I became the focus.
I personally do not see the GWF as an AOE machine, Even in Beta3 his numbers where not all that impressive compared to other classes. I would prefer just the two options of Striker or Tank spec to choose and that would be enough.
While I'll fully admit to not playing any PvP it seems to me the best option when fighting 1-to-1 is to hit with swordmaster's, then follow up with a knockdown, a set of sure stike, swordmaster's again, then flourish(? the level 30 encounter paragon power) and a restoring strike.
If you can work in an Unstoppable in there you can in a single knockdown period get in two sets of sure-strike and your other 2 encounter powers which should put most classes down. Lord knows it does wonders on LT and above level mobs.
Hence "knock down" which will make them stand still.
Though it seems pretty clear that the GWF is going to be more a general pressure DPS rather than a straight big burst DPS like the TR. So we're party humpers, hanging close by the heals and CW and others to stack damage rather than going out hunting.
And if that's all it is, that's easily fixed by rebalancing stuff. I'd love to see that as the only problem, but these and other issues need to be addressed.