Why do we (an AoE centric class) have a drop off in damage for hitting more than one enemy? I would kinda (not really) understand for SS, being that it's leaning towards that Single-Target DPS role, but why WS? I don't... Wut? Why? Is there a reasoning behind this, or does Cryptic really just dislike AoE Melee classes?
Also, while I'm on my little rant here, why do we only hit up to 5 mobs with our attacks? As an AoE class, wouldn't it make more sense for us to be able to hit, idk, 10? 15 mobs? Okay, maybe 15 is a bit too much, but you get the point. Why are we limited to 5? That's so low (imo). >.<
I really love my GWF, and he's quickly become my favorite class to play, but dammit, Cryptic, y u hate us so much? Q_Q Was it because we were apparently OP in the Closed Beta? Well look at us now, we're like that unloved chubby kid that has to hang around the playground by himself, playing on the swing set or what have you only when the other kids feel sorry and let him come along. Q_Q
Anyway, my QQing is over for now. What do you guys think/have to say?
You're right... most of the problems with this class stem from not being able to hit enough bad guys at once. It is also the missing piece of the "dungeon puzzle", BTW.
* High level Dungeons are overly hard because -- lots and lots of adds
This resulted in clerics having to kite their hineys off, and/or forced players into cheesing with CWs to push the mobs off a cliff because they were unmanageable otherwise.
Enter the GWF... our job was to control all of those adds by slicing them into pieces, and keeping the cleric/wizard clear enough to cast. Unfortunately, the GWF as it is now does not have the means to do its job, and rather than fix that dynamic, the devs chose to alter everything else about the game mechanics except for the one little thing that could have fixed most of it in the first place. LOL
Oh, I tried to make myself heard about this already... but there's nothing but cricketsong here.
Because we can animation cancel with sprint for a minuscule amount of stam and significantly increase our dps.
No offense intended, but this is not the reason that our damage falls off... what you describe here is a cheesy play tactic that needed to be developed by players to offset poor GWF class design. Without sprint cancels and WMS weave-ins we are second-rate fighters at best. No other class has to resort to this kind of stuff, do they?
Simple enough answer. Our DPS would be perceived as thru the roof. The rest of the classes would whine (that is how we got capped).
a GWF's dps SHOULD be through the roof. It's an AoE-striker... From a theoretical stand-point, a GWF should have far more dps-done then a TR. Yes, TRs should do more single-target damage... but a class damaging 4-5 enemies constantly should do more over-all damage then the single target damage dealer. Too bad cryptic has a boner for rogues and likes to take a dump on GWFs.
It's always worked like that, just as part of the game. If you test it in a big group, you'll see that's how it works- Just hit Slam and see how many enemies ACTUALLY get hit. It's always 5. Now, with various different abilities we might be able to hit 5 DIFFERENT enemies at different times, but the fact is we're only half-assing a lot, while the non-capped Shield Burst, Repel, and Arcane Singularity that Control Wizards bring can actually deal with those enemies.
Sorry but can someone please link the patchnotes where stands that GWF can only attack 5 mobs at the same time? WTF did I miss?
It's not anything they did recently... it's been an target cap of 5 since before open beta, i think. The GFs are capped as well. Many of the other classes have no caps at all... their AoEs hit everything. Watch when a CW casts their black hole spell, and compare when you use a reaping strike or what-have-you when surrounded by mobs. You will always only hit 5 of them.
the reduced cooldowns and damage buffs on the list of fixes is just there to get your hopes up so when it doesnt really show up on patch day they can crush your soul.
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ioannides5Member, Neverwinter Beta UsersPosts: 0Arc User
the reduced cooldowns and damage buffs on the list of fixes is just there to get your hopes up so when it doesnt really show up on patch day they can crush your soul.
reduced cooldown on 90% useless encounters, and the absolute very slightest at-will damage buff that is insignificant... yay!!
Comments
* High level Dungeons are overly hard because -- lots and lots of adds
This resulted in clerics having to kite their hineys off, and/or forced players into cheesing with CWs to push the mobs off a cliff because they were unmanageable otherwise.
Enter the GWF... our job was to control all of those adds by slicing them into pieces, and keeping the cleric/wizard clear enough to cast. Unfortunately, the GWF as it is now does not have the means to do its job, and rather than fix that dynamic, the devs chose to alter everything else about the game mechanics except for the one little thing that could have fixed most of it in the first place. LOL
Oh, I tried to make myself heard about this already... but there's nothing but cricketsong here.
No offense intended, but this is not the reason that our damage falls off... what you describe here is a cheesy play tactic that needed to be developed by players to offset poor GWF class design. Without sprint cancels and WMS weave-ins we are second-rate fighters at best. No other class has to resort to this kind of stuff, do they?
Seze - Rogue - Necropolis - RIFT
a GWF's dps SHOULD be through the roof. It's an AoE-striker... From a theoretical stand-point, a GWF should have far more dps-done then a TR. Yes, TRs should do more single-target damage... but a class damaging 4-5 enemies constantly should do more over-all damage then the single target damage dealer. Too bad cryptic has a boner for rogues and likes to take a dump on GWFs.
It's not anything they did recently... it's been an target cap of 5 since before open beta, i think. The GFs are capped as well. Many of the other classes have no caps at all... their AoEs hit everything. Watch when a CW casts their black hole spell, and compare when you use a reaping strike or what-have-you when surrounded by mobs. You will always only hit 5 of them.
edit: LOL ninja'd
the reduced cooldowns and damage buffs on the list of fixes is just there to get your hopes up so when it doesnt really show up on patch day they can crush your soul.
reduced cooldown on 90% useless encounters, and the absolute very slightest at-will damage buff that is insignificant... yay!!
Seze - Rogue - Necropolis - RIFT