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Suggestion about gwf pvp.

thatsecretthatsecret Member Posts: 1 Arc User
edited June 2014 in PvE Discussion
I know they've been nerf today, but still this is only a suggestion for the tab activate ability. First of all I do not play GWF, so if I am lacking information please recall me gently.

The tab activate give temporary hp point, CC immunity and bonus damage.

This need a nerf, I do not know, maybe no temporary hp point, or no bonus damage. I understand the CC immunity that all they have.

On another point, diminishing return need to be on. When a GWF prone you 3 time in arrow for a total of 5 sec, well you are pretty much dead. 5 GWF, this is the meta actually because of this continuous prone.
Post edited by thatsecret on
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Comments

  • shivonomineshivonomine Member Posts: 163 Arc User
    edited June 2014
    They didn't get a nerf . They got a buff . The bleed stack dmg gets on Istant Dmg burst .
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited June 2014
    Actually, you are wrong about the GWF tab ability. This is what it does, as far as the base ability without any feats:
    da9f691ad9.jpg

    The temporary HP is cut in half while they are under healing depression as far as I know. Now, they do get bonus damage IF they are specced as a destroyer (which used to be rare in PvP before the major change to the tree, but now it is way more common). They also get 5% hp each unstoppable pop using Unstoppable Recovery (feat) since it currently ignores healing depression (a dev said they were fixing it a few days ago so it would only give 2.5% while under healing depression, so take it for what its worth). The issue with messing with Unstoppable too much is this: they have no immunity frames they they can use whenever they want, unlike every other class. If you break unstoppable too much, the class literally becomes a liability.
    They didn't get a nerf . They got a buff . The bleed stack dmg gets on Istant Dmg burst .

    They did get a nerf today, -13% damage overall from fixing two class power/feats.


    Honestly, I think the devs needs to add a PvP effect to major powers/feats that decrease damage done or its effectiveness to other players. For example, if you take Destroyer's Purpose (the capstone for the Destroyer tree) you get to keep all of that damage in PvE, but you also deal 30-40% less damage only to other players so we don't see these stupidly high numbers in PvP even with tenacity.
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited June 2014
    simple solution to all dps (if it is possible to program).

    call the "David and Goliath mechanical" (why that is a funny name).

    taking the example of gwf: instead of you having an "executioner style" whose damage is based on the percentage of missing hp, take damage based on the potential volume of hp of the opponent.

    example, a "ibs" (lb / Aimed / whatever) against enemies up to 40000 hp has its damage pattern (even less, not make a difference). But every "40000" hp the enemy has, the dps gains a bonus of 10% damage (have a limit, of course).

    Briefly, enemies with 16000 hp receive +30% damage... all time.


    thus the dps would do large volumes of damage against "real challenges".

    ps:as reasonable solutions to mere mortals is not taken into consideration, expect another nerf ... sorry, sorry. a "retroactive fix".
  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited June 2014
    They did get a nerf today, -13% damage overall from fixing two class power/feats.

    It wouldn't surprise me if it was somehow a buff. Every GWF nerf so far has actually been a buff.

    Anyway, they can take me down to 20% health in a 1v1 today, so any nerf is not substantial. Once my HR set bonus gets nerfed, they will be killing me outright in one rotation before I can get up.
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • osterdracheosterdrache Member Posts: 480 Arc User
    edited June 2014
    I am with gwfs on this one.

    If the feats really got fixed with todays patch (havent test it yet) I dont want hefs to do less dmg. They are Great Weapon fighters! They should do great damage.
    Also unstoppable seems fine to me. Its not without reason called "unstoppable".

    Only things that needs a fix is now stupid roar bug, some random proc-bugs, and maybe
    the mobility threatening rush gives. Especially that u can out of some ccs with it.

    Fix these issues and gwfs should be still a force to be count on, but not with so much "cc buginess".
  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited June 2014
    If the feats really got fixed with todays patch (havent test it yet) I dont want hefs to do less dmg. They are Great Weapon fighters! They should do great damage.
    Also unstoppable seems fine to me. Its not without reason called "unstoppable".

    So the reason they should have the both the best damage and the best tankiness is because of the names of things?
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • vasdamasvasdamas Member Posts: 2,461 Arc User
    edited June 2014
    All GWFs need now is a roar fix.


    Prone duration should be reduced by tenacity too. That would solve a huge list of problems.
  • tang56tang56 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2014
    zacazu wrote: »
    simple solution to all dps (if it is possible to program).

    call the "David and Goliath mechanical" (why that is a funny name).

    taking the example of gwf: instead of you having an "executioner style" whose damage is based on the percentage of missing hp, take damage based on the potential volume of hp of the opponent.

    example, a "ibs" (lb / Aimed / whatever) against enemies up to 40000 hp has its damage pattern (even less, not make a difference). But every "40000" hp the enemy has, the dps gains a bonus of 10% damage (have a limit, of course).

    Briefly, enemies with 16000 hp receive +30% damage... all time.


    thus the dps would do large volumes of damage against "real challenges".

    ps:as reasonable solutions to mere mortals is not taken into consideration, expect another nerf ... sorry, sorry. a "retroactive fix".

    This is probably the best suggestion for balancing PvP/PvE damage numbers I've ever seen.
    RIP Neverwinter 26/06/2014
  • revovlerjesus1revovlerjesus1 Member Posts: 481 Arc User
    edited June 2014
    So funny everybody cries about the gwf, 1on1 contest on a node gwf vs hr that thornward and new atwill + fox dealing tons of dmg. Plus constrict arrow that screws up the rotation. Imho hr are more hp then gwf. And if the hr is about to die, put thorn on node then sitt in forest med in the middle of it all, heal up to full while the gwf slowly dies...
  • kolevrakolevra Member Posts: 345 Arc User
    edited June 2014
    Please don't try to change Unstoppable.

    Roar is getting a fix and GWF will be just about balanced with equally skilled / geared TRs. These two classes are in a good spot to "set the bar" for balance. DC plays a strong support role and I think is also fairly well balanced. CW plays a good support role but could use some defensive capabilities. GF is underpowered. HR is overpowered.
    --- Ranked matches need to be solo-queue only
    Enforce rainbow parties in PvP ---- 10v10 PvP ----
  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited June 2014
    So funny everybody cries about the gwf, 1on1 contest on a node gwf vs hr that thornward and new atwill + fox dealing tons of dmg. Plus constrict arrow that screws up the rotation. Imho hr are more hp then gwf. And if the hr is about to die, put thorn on node then sitt in forest med in the middle of it all, heal up to full while the gwf slowly dies...

    So much not true here I don't know where to begin.
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited June 2014
    kolevra wrote: »
    Please don't try to change Unstoppable.

    Roar is getting a fix and GWF will be just about balanced with equally skilled / geared TRs. These two classes are in a good spot to "set the bar" for balance. DC plays a strong support role and I think is also fairly well balanced. CW plays a good support role but could use some defensive capabilities. GF is underpowered. HR is overpowered.

    If we're talking Roar fixed and future buffs, then HR is way underpowered with the upcoming nerf to our set bonus.

    If GWF and TR is the bar for balance, then fine take away the set bonus and the healing but give us a CC-escape move and something like a God-move move (Unstoppable/Stealth).

    I would be happy with maruder's escape and rush breaking CC and having CC-immunity during it. Then HR's defense would be focused on mobility, where it should be. I actually don't like having to wear the set for some artificial heals just to be competitive since we lack inherent survival skills.
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • lisaxxiilisaxxii Member Posts: 207 Bounty Hunter
    edited June 2014
    So much not true here I don't know where to begin.

    Actually it's all pretty spot on. Like.... All of it.
    Enemy Team
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    edited June 2014
    Lol no it's not. Forest meditation can be outdammaged easily, it's just a last resort "stay alive for 5 seconds" button. If you slot it. Uses all of your ap if you let it run, and takes up space where you could slot something actually useful. Fox shift got nerfed by approx 33% last big patch. The new at will is useful, but forces you down the tank/TW path, and even then, it's a slow burn rather than a burst, and ill-adapted to open world pvp, where your opponent can just run away. Domination wise, if you have to use forest med. in combat, it means you've already lost, and know it.

    Play an hr, before you pretend expertise plz.
    No idea what my toon is now.
  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited June 2014
    lisaxxii wrote: »
    Actually it's all pretty spot on. Like.... All of it.

    "that thornward and new atwill + fox dealing tons of dmg." Old fox shift+thornward+old split shot was more damage and faster. Plus you're looking at an ideal situation for HR which maximizes their dps potential- it only works 1v1, on a node where someone is compelled to stand in thorn ward.

    "Plus constrict arrow that screws up the rotation." Constricting arrow loses almost all of it's effectiveness against a GWF since they just pop unstoppable and avoid the future stuns.

    "Imho hr are more hp then gwf." What? No. Clearly a gear issue.

    "And if the hr is about to die, put thorn on node then sitt in forest med in the middle of it all, heal up to full while the gwf slowly dies..."

    Don't touch the HR and it'll heal for about 6k. Hit them with any ability as a GWF and it negates all the healing (at this point with how messed up GWF damage is, probably 1 takedown would do it- let alone IBS). If you sit there and spam your at-will like an idiot, with plaguefire, you might heal the HR about halfway, but that's only because you don't understand the ability and you're basically TRYING to heal him.

    So yeah, basically none of it is true.
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • syn100syn100 Member Posts: 137 Bounty Hunter
    edited June 2014
    jonkoca wrote: »
    Lol no it's not. Forest meditation can be outdammaged easily, it's just a last resort "stay alive for 5 seconds" button. If you slot it. Uses all of your ap if you let it run, and takes up space where you could slot something actually useful. Fox shift got nerfed by approx 33% last big patch. The new at will is useful, but forces you down the tank/TW path, and even then, it's a slow burn rather than a burst, and ill-adapted to open world pvp, where your opponent can just run away. Domination wise, if you have to use forest med. in combat, it means you've already lost, and know it.

    Play an hr, before you pretend expertise plz.

    True... and dont mention that are a waste 75% Action Points (and a daily slot) for 5-6K heal... 75 Action points are 3 destrcutive shots... about 12-15K damage, interrupts and 3 seconds stuns.

    Those so called FOTM OP pathfinders are the weakest template that can be build by a HR... expecially the nob 40K HP guys that slots all HP enchants increase...the HR PvP sets (+ all other usefull stuffs) give only 26-27K HP... very very low damage... low regen, low recovery, low deflection (without the combined effects of aspect of lone wolf and others defensive pathfinders feats) ... and zero utilities agaist ranged... they are PvE HRs.

    The so called unkillable pathfinders can be easy fixed (without screw all other HR templates)... move Aspect of Lone Wolf from the general HR path to stormwarden path... (or simple remove one of defensive pathfinder feats).

    I think that the pathfinder path was in the mind of the devs a fix for the weak performance of HRs (too squishy) in epic dungeons (PvE HRs).
    HR Syncro - The Equalizer - PvP stats: 10000/4800 (kills/deaths)
  • lisaxxiilisaxxii Member Posts: 207 Bounty Hunter
    edited June 2014
    "that thornward and new atwill + fox dealing tons of dmg." Old fox shift+thornward+old split shot was more damage and faster. Plus you're looking at an ideal situation for HR which maximizes their dps potential- it only works 1v1, on a node where someone is compelled to stand in thorn ward.

    "Plus constrict arrow that screws up the rotation." Constricting arrow loses almost all of it's effectiveness against a GWF since they just pop unstoppable and avoid the future stuns.

    "Imho hr are more hp then gwf." What? No. Clearly a gear issue.

    "And if the hr is about to die, put thorn on node then sitt in forest med in the middle of it all, heal up to full while the gwf slowly dies..."

    Don't touch the HR and it'll heal for about 6k. Hit them with any ability as a GWF and it negates all the healing (at this point with how messed up GWF damage is, probably 1 takedown would do it- let alone IBS). If you sit there and spam your at-will like an idiot, with plaguefire, you might heal the HR about halfway, but that's only because you don't understand the ability and you're basically TRYING to heal him.

    So yeah, basically none of it is true.

    *shrug* I can't speak to the exact name of the abilities or the effects of them. What I can speak to is that I'm a nearly perfect geared GWF who isn't too terrible and an HR speced like he stated above will kill me.

    You said
    Plus you're looking at an ideal situation for HR which maximizes their dps potential- it only works 1v1, on a node where someone is compelled to stand in thorn ward.

    I think that's pretty much what he was talking about, so you actually agreed with him by restating what he said with very slightly different wording so.... I dunno what you are driving at.

    The meditation thing has been covered extensively in other threads, (including the one with the Dev post confirming almost exactly what this guy is saying). Everyone but a few seem to agree so... I dunno what you mean there either.

    Concerning constricting, it defiantly messes you up. Unstoppable helps a lot, but it's not up all the time and if the HR is even slightly clever about when he uses it, it defiantly tips the scales back toward him.

    So yeah, pretty much all right on.

    Not saying GWF isent stupid! But HR is just as, or more stupid. And 1v1 on a point (the situation specifically mentioned) HR defiantly have an advantage.

    I don't know, maybe you need help with your build, ask around to see what you are doing wrong maybe :)
    Enemy Team
  • osterdracheosterdrache Member Posts: 480 Arc User
    edited June 2014
    syn100 wrote: »
    Those so called FOTM OP pathfinders are the weakest template that can be build by a HR... expecially the nob 40K HP guys that slots all HP enchants increase...the HR PvP sets (+ all other usefull stuffs) give only 26-27K HP... very very low damage... low regen, low recovery, low deflection... and zero utilities agaist ranged... they are PvE HRs.


    I think gwfs should do high dmg AND should be tanky. Thats their thing. Whats currently wrong is their buggy cc (roar ofc and almost forgot the ranged takedown cc) and their insane mobility, which is nearly infinite due Threat rush.

    Remember the the old days when gwfs had to rely on their stamina. They where very tanky, they could do good dmg (tenes ofc) but they had to actually chase a mobile class. I think that was the reason why takedown was designed to have a shorter CD when missed.

    But now, because of Threat rush and sprint the gwf has to do ZERO positioning work like in old days. When I played a near bis geared gwf (before mod3) all I had to do was smash button, encounter 1, smash button, enc2 … and so on. Nobody can escape from a gwf, and in the end, with aoe prone and super low cool down prones and stuns, the only thing for u is to just endure the prone chains, survive it and do as much dmg as u can while avoiding as much dmg as u can in the same time.
  • syn100syn100 Member Posts: 137 Bounty Hunter
    edited June 2014
    Oster... Im autoself balanced... I play usually with grim PvP set and 13.5K GS, but I can reach if I want 14.5K GS (do u think that a guy with 500 PvP matchs have problem to buy a profound set? :) )... if I move too far from 50% win/loss I usually degrade the GS rank and fight with 11-12K GS.

    The 13.5K GS is perfect... not too high against the new pvp guys.. competive and funny against 16-17K GS enemy.
    HR Syncro - The Equalizer - PvP stats: 10000/4800 (kills/deaths)
  • query523query523 Member Posts: 1,515 Arc User
    edited June 2014
    kolevra wrote: »
    Please don't try to change Unstoppable.

    Roar is getting a fix and GWF will be just about balanced with equally skilled / geared TRs. These two classes are in a good spot to "set the bar" for balance. DC plays a strong support role and I think is also fairly well balanced. CW plays a good support role but could use some defensive capabilities. GF is underpowered. HR is overpowered.
    You are a funny guy. GWF I hold down left click and press encounters when they come up....win.... Hr overpowered? HR i pull out all stops switch stance rotate abilities hold/ manuever, dance to make it work. I'm not saying there are not skilled GWFs. I am saying you do not need skill to succeed as a GWF. For HR the opposite is true.
  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited June 2014
    The meditation thing has been covered extensively in other threads, (including the one with the Dev post confirming almost exactly what this guy is saying). Everyone but a few seem to agree so... I dunno what you mean there either.

    You have to hit an HR about 45 times with negligible damage to heal him to full. People just don't know what they're talking about and rather than learning how to counter an ability they're just nerfing HR's viability in PVP entirely. WTG whining GWFs.

    I know GWF is brainless EZ-Mode but come on! You guys really can't stop yourself from spamming Sure Strike when an HR uses Meditation. It's pathetic.
    *shrug* I can't speak to the exact name of the abilities or the effects of them. What I can speak to is that I'm a nearly perfect geared GWF who isn't too terrible and an HR speced like he stated above will kill me.

    God forbid a class can kill you on your GWF. I know it's probably shocking since your class is beyond the realm of reason OP.
    I think that's pretty much what he was talking about, so you actually agreed with him by restating what he said with very slightly different wording so.... I dunno what you are driving at.

    What I'm driving at is yes it's good damage 1v1 in node contesting. 2v1, 2v2, anywhere else- HR damage is nerfed with mod 3.
    Concerning constricting, it defiantly messes you up. Unstoppable helps a lot, but it's not up all the time and if the HR is even slightly clever about when he uses it, it defiantly tips the scales back toward him.

    The power of constricting arrow is its 3 stuns. Unstoppable is going to eat 2 of them most likely, unless the HR is doing no damage.

    But yes the initial hit is a brief stun (about as long as it takes to cast). Is it OK that an HR has any CC at all?

    I mean seriously at this point it's like- OMG an HR has an ability that does something- NERF IT.
    I don't know, maybe you need help with your build, ask around to see what you are doing wrong maybe :)

    Smug GWF. How novel.
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • cryptfoundationcryptfoundation Member Posts: 342 Arc User
    edited June 2014
    GWFs are OP. The only ones who disagree with that statement are the people who have a GWF themselves. Everyone says that when they nerf the GWF they just end up accidentally buffing them. That's untrue because they buffed them intentionally. If you don't have a GWF on your team and the other team does then prepare for a loss. Mobility and the strongest attacks in game. Okay Neverwinter :D
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  • hamletswordshamletswords Member, Neverwinter Beta Users Posts: 1,320 Bounty Hunter
    edited June 2014
    macjae wrote: »
    As luck would have it, lots of people nowadays are running around with an enchant that inflicts a lot of nice little ticks of damage over time.

    I'm aware, but to give an HR a significant heal, you have to keep reapplying it. If you're running with a dot enchant, the best thing to do would be only hit him with IBS once. You'd negate any healing if not outright kill him if he's low.

    Or just don't touch him at all and HR would get the 6k base heal off meditation.

    But instead what we have is GFs and GWFs who just spam their lowest at-wills and then complain because it's giving an HR a significant heal, and then come on the forums and lie and say it heals them to full.

    To heal an HR to full from low health you'd literally have to try to do it, spamming nothing but your quickest at-wills with a dot enchant.
    My Harem: Dawn HR, Erin CW, Piper TR, Zoe GWF
  • zhaofuozhaofuo Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 129 Bounty Hunter
    edited June 2014
    lets just put it this way,

    1.The devs has already mentioned that the armor set is not being affected by HD so that is a fix not a nerf.
    2.They should not be heal if they deflect a tick damage(dev already mentioned that they can deflect PF tick damage thus they are getting healed) so that is a bug that needs to be fix <-- not a nerf but a bug fix.


    The only thing i really hate about the HR is their thorn wards but i don't see any problems in this power.
  • fuzzychaos13fuzzychaos13 Member, Neverwinter Beta Users Posts: 127 Bounty Hunter
    edited June 2014
    thatsecret wrote: »
    I know they've been nerf today, but still this is only a suggestion for the tab activate ability. First of all I do not play GWF, so if I am lacking information please recall me gently.

    The tab activate give temporary hp point, CC immunity and bonus damage.

    This need a nerf, I do not know, maybe no temporary hp point, or no bonus damage. I understand the CC immunity that all they have.

    On another point, diminishing return need to be on. When a GWF prone you 3 time in arrow for a total of 5 sec, well you are pretty much dead. 5 GWF, this is the meta actually because of this continuous prone.

    Unstoppable only gives a DMG bonus if your feat specced into it, as a certain build is intended to do.
  • marnivalmarnival Member Posts: 1,432 Arc User
    edited June 2014
    Unstoppable only gives a DMG bonus if your feat specced into it, as a certain build is intended to do.
    Well almost all gwf now use that build.

    I have myself a high geared gwf whish i have stopped playing in pvp because its down right to OP.
    The problem with gwfs in pvp is mostly that they have such a high burst dam combined with knock down ccs that they can pretty much outright kill most classes in one cc chain.

    Now that would be something most could live with if it wasent for the durability to sustain dam over a long period of time tnx to unstoppable.

    2 gwf vs about any class is certain death as you can not escape the cc chain and burst dam, you can as well go afk once the first prone hit you until you can run from rezz.

    2 cw against a bis geared gwf can take him down but he stands a very good chanse of killing one of them same goes for most classes (perma tr and hr can survive unless they are at low enough hp to be burst down).

    Thanks to being able to survive for so long time and still dish out an enormous amount of dam during that time gwf stands alone as the nr1 in pvp (yes again perma tr can compeat in this).

    No class can do what a gwf is able to do when it comes to survivabilty and dam combined and that is the major problem with gwfs in pvp.

    1 gwf in a party of 5 is mostly ok but nowdays they run 3-4 gwfs in teams and that is just no way to counter that.

    The burst dam combined with high survivability and extream movabilty+redicules spam gap closer is nothing but game breaking when it comes to pvp and thats is why we see so many gwfs these days.

    This has been pointed out in so many threads that I think if not all most of players has lost any faith that it will be done something about it.

    Just do NOT pretend that its ok or try to defend gwfs in pvp - they have all the advantages and extreamly few drawbacks.

    Best
  • fuzzychaos13fuzzychaos13 Member, Neverwinter Beta Users Posts: 127 Bounty Hunter
    edited June 2014
    So funny everybody cries about the gwf, 1on1 contest on a node gwf vs hr that thornward and new atwill + fox dealing tons of dmg. Plus constrict arrow that screws up the rotation. Imho hr are more hp then gwf. And if the hr is about to die, put thorn on node then sitt in forest med in the middle of it all, heal up to full while the gwf slowly dies...

    Agreed HR is more OP then GWF. no question about it.
  • kolevrakolevra Member Posts: 345 Arc User
    edited June 2014
    query523 wrote: »
    You are a funny guy. GWF I hold down left click and press encounters when they come up....win.... Hr overpowered? HR i pull out all stops switch stance rotate abilities hold/ manuever, dance to make it work. I'm not saying there are not skilled GWFs. I am saying you do not need skill to succeed as a GWF. For HR the opposite is true.

    You wish MMOs took a significant amount of skill to be successful. Skill required for success directly correlates with how overpowered that class is. HR being the most overpowered class in the game makes it the easiest class to be successful with. Gwf would be next easiest. Then TR. Very simple and straightforward stuff.

    Take the most skilled GWF in the game and take someone who has never played Neverwinter before in their life and have them play as an HR. Explain to the newcomer the basic mechanics of the game and the class and the strategy against a GWF (would take 30 seconds) then give him equal gear to the GWF. Have them fight. HR will win.

    You have skill because you "pull out all stops" what does that even mean? You switch stances so you're skillful? For pressing tab? You realize thats like me saying GWF takes skill because we have to know how to use Unstoppable... You rotate abilities? Dude are you even serious with saying something like that? "Maneuver and dance to make it work" is the only legitimate argument you have for utilizing skill but every single class does this in some form or another, pressing spacebar exhibits the most minute form of skill that its hardly even worth mentioning. Talk about balance all you want, I respect others opinions, but if you really think one class requires more skill than another you are absolutely delusional.
    --- Ranked matches need to be solo-queue only
    Enforce rainbow parties in PvP ---- 10v10 PvP ----
  • fuzzychaos13fuzzychaos13 Member, Neverwinter Beta Users Posts: 127 Bounty Hunter
    edited June 2014
    marnival wrote: »
    Well almost all gwf now use that build.

    I have myself a high geared gwf whish i have stopped playing in pvp because its down right to OP.
    The problem with gwfs in pvp is mostly that they have such a high burst dam combined with knock down ccs that they can pretty much outright kill most classes in one cc chain.

    Now that would be something most could live with if it wasent for the durability to sustain dam over a long period of time tnx to unstoppable.

    2 gwf vs about any class is certain death as you can not escape the cc chain and burst dam, you can as well go afk once the first prone hit you until you can run from rezz.

    2 cw against a bis geared gwf can take him down but he stands a very good chanse of killing one of them same goes for most classes (perma tr and hr can survive unless they are at low enough hp to be burst down).

    Thanks to being able to survive for so long time and still dish out an enormous amount of dam during that time gwf stands alone as the nr1 in pvp (yes again perma tr can compeat in this).

    No class can do what a gwf is able to do when it comes to survivabilty and dam combined and that is the major problem with gwfs in pvp.

    1 gwf in a party of 5 is mostly ok but nowdays they run 3-4 gwfs in teams and that is just no way to counter that.

    The burst dam combined with high survivability and extream movabilty+redicules spam gap closer is nothing but game breaking when it comes to pvp and thats is why we see so many gwfs these days.

    This has been pointed out in so many threads that I think if not all most of players has lost any faith that it will be done something about it.

    Just do NOT pretend that its ok or try to defend gwfs in pvp - they have all the advantages and extreamly few drawbacks.

    Best

    Well thats fine If "Most" is doing it, that's their problem not yours. Respec your toon, try something new.
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