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Great Weapon Fighter Feedback - Discussions

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  • zardoz007zardoz007 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 2 Arc User
    edited July 2014
    I would like to get this back on a PvE discussion again.

    GWF is suffering in PvP with these changes I agree with no prones and nerfed roar GWF have little to use against HR and TR's in PvP. There improved sprint will do little to enable a GWF to land attacks in PvP. Prone is the only way to do it. Maybe if Bravery got a bigger speed boost, GWF might be able to run down other classes. HR they can never run down especially if HR is using there speed boost set that grants a bigger speed boost than bravery.

    But onto PvE. The problem with the new GWF is they are either a glass cannon or an unkillable pacifist that can't hurt anything. There is no mid ground a player cannot build a GWF to be a combination of tanky and damage you are one or the other. And seeing how the GF is stealing WMS damage from the GWF they will easily be the go too tank in PvE, making sentinel only good for PvP. If ppl will PvP at all with GWF.

    When I look at the GWF feats I would like to build a Sentinel with the destroyers capstone or a Destroyer with a sentinels capstone so I have the choice of being a tough fighter that deals damage. I saw a post suggesting that a GWF should have two options for Unstoppable a defensive one and an offensive one.

    I strongly agree with this idea. It gives players choice at lv 10 which is great. Because why should you wait till lv 50 to have any choice at all on how your character plays. And because it would remove the absolutely absurdly powerful capstones a GWF has in it's destroyer and Sent trees. No other class get capstones this good. But if a GWF did not have these capstones they would go back to the days of Mod 1 and never taken in any group.

    So focus on bringing up the GWFs base damage and defenses and less on capstones. But still keep the destroyers GWFs overall damage the same no matter what. If you reduce the capstone give them an equal amount of damage back in another area.

    Also Unstoppable needs to be 15%-30% damage reduction from even the destroyer class to have any hope of being a member of a party. Right now GWFs are spending way too much time running for there lives than Dealing damage. This is why HR's and CW's easily out damage them. A GWF's defenses are essential to being able to deal good damage. And as I stated earlier you can't balance enough defenses to make destroyer work no matter how you gear it.

    I know I am wasting my breath saying 15-30% is needed for unstoppable but at least I'm with a team of many other players who also feel the same thing so when the flame wars come to the devs again for ignoring my players you can see here and now that I told you so.
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  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited July 2014
    zardoz007 wrote: »
    I know I am wasting my breath saying 15-30% is needed for unstoppable but at least I'm with a team of many other players who also feel the same thing so when the flame wars come to the devs again for ignoring my players you can see here and now that I told you so.

    It already is 15-30% (it was last week, but it wasn't added into the patch notes).
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited July 2014
    so if devs will keep with this nerfs on this class, i will be lookin forward for the new path ... maybe on mod 5 ... until then, GWF will replace GF spot as being useless in PVP... and for what i've read on those new patches GF will be great in dungeons as they'll buff alot with damage bonus the teammates..
    BRING SOMETHING NEW TO THE TABLE FOR GWF , REVAMP THE INSTIGATOR PARAGON !!!!
    IV was great in pvp because of threating rush too
    SM isn't that great... as they will never get near any range class ...
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited July 2014
    clonkyo1 wrote: »
    So, basically, are you telling us that Deflection and Crit chance [Dex stat] in PvP are useless?? O__oUu . I mean, i have +3 points on Cons, +3 points on DEX and +6 on strenght (as all you saw on my vids) instead of +6 on both or +6 on con/dex and +6 on strength and my main is "good" at end game (not r10s or perfects) pvp (no undergeared players)

    stop contradictin with ayoroux, cuz what he said it's true... PVE GWF put points in STR/dex and pvp gwf in con/dex , i mean this is basically for a halfing race...

    indeed we dont have any prones... but we dont have any dodge at all ... as i use my dailies they can block/dodge my daily, but i take all their dailies... there is no more GWF at this point... no matter how we try, we try to balance it sayin all the problems with the GWF, but on other threads people dont do like we do... so they still gettin buffs that will unbalance the pvp .. and our feedback is useless as the devs who do the job for the GWF doesn't communicate with us...
    didn't saw a post from 1 dev that would explain why /how he does this changes for the gwf... at least talk with ayourx as he is enough experienced to tell the real problems..


    and again i've tested the GWF SM in icewind pass (without companions/active bonusus ) against a CW , he beat the **** out of me with just 2-3 rotation, and i couldn't land a proper hit... not to say a fight that is on equal par takes some minutes , but for what i've seen the cw can kill gwf so easily... so what have devs done? they unbalanced GWF so much ... that he will fight against companions in pvp even then he will get killed..
  • hefisdohefisdo Member Posts: 709 Bounty Hunter
    edited July 2014
    I'm going to come in this topic more frequently, because today on preview I did notice how you guys became so squished.

    I really hope you guys get buffed. For real.
    (´・ ω ・`)
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited July 2014
    hefisdo wrote: »
    I'm going to come in this topic more frequently, because today on preview I did notice how you guys became so squished.

    I really hope you guys get buffed. For real.

    yes, but the dev san now will give a HUGE buff to battle fury - SELF (you know; the party buff dont work... i reported for nothing in the last module) ridiculous dps DESTROYER boost - to put it in Into the Fray line, a tank PARTY buff.

    you know, dps and tank have diferents jobs now. 4x the effect is what this encounter need, but double the effect - and extend the effect for all damage types (daily, steel blitz) - is fine for me (and still far, far above to tank version). maybe a extra critical chance by feet? you know, the dps tree of the dps class dont give any critical bonus.

    ah, slam dont hit critic too. wait for good news this week. for now, everything here was summed to give a punch in the face and ask if hurt.
  • saini50990saini50990 Member Posts: 309 Arc User
    edited July 2014
    i agree with many points in this forum,
    1>sprint maybe be abused , cause players will use sprint rather than determination . but it shld be nerfed till other things are balanced.
    if u r going to nerf sprint u have to,
    1>> bring prone on takedown and also boost the dmg too back to it was .
    2>> bring the dmg of FLS to back it was but make it stun based power.
    3>> animation for florish shld be faster and grants CC immunity , also boost its dmg cause its a single target power so it need dmg buff , or increase its range rather then dmg.
    4>> steel grace isnt wrking in PVP.

    2>boost the bonus dmg from trample the fallen.
    3>GWF need atleast 1 prone , we r melee fighter and we dont have prone , while other class is ranged and keep on stunning us or CC us . in a fight between ranged class(1v1) , all melee fighter out of 10 sec , spends 6 sec getting CC , 2 sec chasing them and rest 2 sec trying to dmg them(this is without unstoppable). if the melle fighter get lucky in 2 sec he does the dmg and stun/prone them and starts its chain or if he does not becomes a punching bag. thats the story in live and preview too. and in case for 1 vs 2+, 8-10 sec of CC and dmg and wait for unstoppable to come and then he attacks. so to break this chain takedown is necessary for successful chain of GWF or else all ranged class can dodge and start from top.
    4> sent need some dmg boost and need some nerf on unstoppable DR , its way too much . but apply nerf after u boost there dmg or leave as it is. dmg boost here means all the nerf on dmg on powers.
    5> sent in IV need a feat to allow the player to increase the no. of charges in threatning rush or decrease the CD.
  • reagenlionel1reagenlionel1 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited July 2014
    saini50990 wrote: »
    i agree with many points in this forum,
    1>sprint maybe be abused , cause players will use sprint rather than determination . but it shld be nerfed till other things are balanced.
    if u r going to nerf sprint u have to,
    1>> bring prone on takedown and also boost the dmg too back to it was .
    2>> bring the dmg of FLS to back it was but make it stun based power.
    3>> animation for florish shld be faster and grants CC immunity , also boost its dmg cause its a single target power so it need dmg buff , or increase its range rather then dmg.
    4>> steel grace isnt wrking in PVP.

    2>boost the bonus dmg from trample the fallen.
    3>GWF need atleast 1 prone , we r melee fighter and we dont have prone , while other class is ranged and keep on stunning us or CC us . in a fight between ranged class(1v1) , all melee fighter out of 10 sec , spends 6 sec getting CC , 2 sec chasing them and rest 2 sec trying to dmg them(this is without unstoppable). if the melle fighter get lucky in 2 sec he does the dmg and stun/prone them and starts its chain or if he does not becomes a punching bag. thats the story in live and preview too. and in case for 1 vs 2+, 8-10 sec of CC and dmg and wait for unstoppable to come and then he attacks. so to break this chain takedown is necessary for successful chain of GWF or else all ranged class can dodge and start from top.
    4> sent need some dmg boost and need some nerf on unstoppable DR , its way too much . but apply nerf after u boost there dmg or leave as it is. dmg boost here means all the nerf on dmg on powers.
    5> sent in IV need a feat to allow the player to increase the no. of charges in threatning rush or decrease the CD.

    I agree with everything except flourish getting immunity. If the damage increases, the activation time I feel should stay the same. Most times even if you dodge the initial hit of Flourish, the other hits will still attack you and stun you at the end (if feated) because the attack animation outlast dodge's immunity frames.

    And yes fix Steel Grace, and be nice to have something done with Steel Blitz as well.
  • cookiecrisp15cookiecrisp15 Banned Users Posts: 532 Bounty Hunter
    edited July 2014
    saini50990 wrote: »
    i agree with many points in this forum,
    1>sprint maybe be abused , cause players will use sprint rather than determination . but it shld be nerfed till other things are balanced.
    if u r going to nerf sprint u have to,
    1>> bring prone on takedown and also boost the dmg too back to it was .
    2>> bring the dmg of FLS to back it was but make it stun based power.
    3>> animation for florish shld be faster and grants CC immunity , also boost its dmg cause its a single target power so it need dmg buff , or increase its range rather then dmg.
    4>> steel grace isnt wrking in PVP.

    2>boost the bonus dmg from trample the fallen.
    3>GWF need atleast 1 prone , we r melee fighter and we dont have prone , while other class is ranged and keep on stunning us or CC us . in a fight between ranged class(1v1) , all melee fighter out of 10 sec , spends 6 sec getting CC , 2 sec chasing them and rest 2 sec trying to dmg them(this is without unstoppable). if the melle fighter get lucky in 2 sec he does the dmg and stun/prone them and starts its chain or if he does not becomes a punching bag. thats the story in live and preview too. and in case for 1 vs 2+, 8-10 sec of CC and dmg and wait for unstoppable to come and then he attacks. so to break this chain takedown is necessary for successful chain of GWF or else all ranged class can dodge and start from top.
    4> sent need some dmg boost and need some nerf on unstoppable DR , its way too much . but apply nerf after u boost there dmg or leave as it is. dmg boost here means all the nerf on dmg on powers.
    5> sent in IV need a feat to allow the player to increase the no. of charges in threatning rush or decrease the CD.

    Bravery- should give +15% deflect like it used to back then
  • saini50990saini50990 Member Posts: 309 Arc User
    edited July 2014
    Bravery- should give +15% deflect like it used to back then
    oh yeah forgot about that, swordmaster path shld get a feat to give extra 5 % deflect , since its a single target path , in PVP many players attack u , while IV has multi purpose attack SM need some buff on deflection.
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited July 2014
    bravery is a "general feet". sword master give steel blitz (a chance to give a extra sure strike damage attack by aoe) steel defence (5 sec imortal after use a daily... good in beta) and steel grace (small cc resistance... of course you will need now after the sprint changes). SM = 1 bad damage feet and 2 "tank" feets. and that is your dps paragon.

    understand now why iv is so, so superior than sm? and why this nerfs, for me, are so outrageous?

    ps: i see i video of cw using the new shield against a gwf. so... cw is a BETTER "tank" now (and your feets, in live, give 2-3x more damage bonus). but 13%damage+ 25-50 unstoppable is the problem.

    this thread is so indecent... the "nerfs argumants" are so cretins... this here is more immoral than punching your own mother, kick a baby or to say that the new zen system served to prevent bad behavior.
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited July 2014
    http://youtu.be/tXzX2L3L5KU?list=UUhPmvoFXVyxAI3gv30-z4tQ

    will give a real buff to gwf damage now? becouse different to gf and cw, we are not tank (and pve is not all that).
  • effectensteineffectenstein Member Posts: 1,031 Bounty Hunter
    edited July 2014
    zacazu wrote: »
    http://youtu.be/tXzX2L3L5KU?list=UUhPmvoFXVyxAI3gv30-z4tQ

    will give a real buff to gwf damage now? becouse different to gf and cw, we are not tank (and pve is not all that).
    cw didnt even attack and killed the gwf, nice.
  • gweddrygweddry Member, NW M9 Playtest Posts: 278 Arc User
    edited July 2014
    Shoot this is far worse than it looks on paper. Hopefully a dev will take a look at how balanced that fight was.
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited July 2014
    is a surprising? he should be giving these buffs/nerfs based on what people said that gwf supposedly did in pvp.

    People lie... is to promote yourself, is to destroy the class of someone, either for pure anarchy. anarchy... I already said this thread is a joke?

    time to call the batman.

    but what I know about it? I'm a "hue, hue" ...

    minha Nossa Senhora... se tivesse consertado o iv/ bugs do cw, melhorado um pouco o dano do gf/rogue/ranger + alguns pequenos ajustes estaria tudo perfeito agora. tudo. mas a vontade de ******* com a porra toda é maior. é sempre maior... dá vontade de arrancar os cabelos do ** de raiva. hahah
  • farfig1337farfig1337 Member Posts: 108 Bounty Hunter
    edited July 2014
    GWF need one PvP Prone. CW, HR, GWF and Warlock can all prone with encounter powers. So why take away all of a GWF's prones?. Takedown needs to be the PvP prone.

    I am for streamlined play if GWF have no prones then all classes should have no prones. If most classes have a prone then GWF as a Melee class also needs one prone.
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  • charononuscharononus Member Posts: 5,715 Arc User
    edited July 2014
    macjae wrote: »
    They don't "need" a prone; GWFs don't "need" to have the highest damage, the greatest mobility, be the tankiest and retain a ton of cc on top of that. The prones possessed by the other classes are also on (much) higher cooldowns than Takedown.

    The damage encounters don't hit without a prone.
  • vteasyvteasy Member Posts: 708 Arc User
    edited July 2014
    farfig1337 wrote: »
    GWF need one PvP Prone. CW, HR, GWF and Warlock can all prone with encounter powers. So why take away all of a GWF's prones?. Takedown needs to be the PvP prone.

    I am for streamlined play if GWF have no prones then all classes should have no prones. If most classes have a prone then GWF as a Melee class also needs one prone.

    Takedown needed to have its prone removed. Its essentially a chance to prone every 6 seconds, insta cast, with range. Not to mention the damage was out of wack. You can still land your encounters, you just don't get to auto land them now with a prone. Like other classes you will have to wait for your opening. The changes to sprint are helping that a lot as well.
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  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited July 2014
    macjae wrote: »
    Which "damage encounters" in the plural would that be? IBS? GWFs get other powers than that. It's not mandatory to use that one power. Given how hard it hits in PvP, it should be difficult to land. Furthermore, it's not like GWFs are alone on a team; get someone else to cc a target so the GWF can land an IBS. Teamwork.

    I posted a video of a poor gwf using everything, full stack, trying to hurt one cw. Now, on the same channel, search the performance of gf with a sequence of Atwill (ranger then...)

    gwf dont need one prone. need a +100% damagebonus /50-50 unstoppable after this new ridiculous change. gf give more damage than the gwf (+party buff) and cw is more tank... whats happening to "balance arguments?

    No bug (old cw feets / bleed) compare to that. and this <font color="orange">HAMSTER</font> is official.
  • emilemoemilemo Member Posts: 1,718 Arc User
    edited July 2014
    vteasy wrote: »
    Takedown needed to have its prone removed. Its essentially a chance to prone every 6 seconds, insta cast, with range. Not to mention the damage was out of wack. You can still land your encounters, you just don't get to auto land them now with a prone. Like other classes you will have to wait for your opening. The changes to sprint are helping that a lot as well.

    Hmm "wait for an opening" ? CWs dont have to "wait" to land damage on a GWF, they just press their buttons from 80 range. Same for a HR with his Bow. A GF can block and time his own attacks, a TR can hide/dodge and attack.. a DC can also freely land attacks on a GWF who can not dodge , can not block, can not avoid damage in any way. The coin always has 2 sides you know. Looking at just your side is not enough.
    Row, row, row your boat, Gently down the stream.
    Merrily, merrily, merrily, merrily, Life is but a dream.
  • lewel555lewel555 Member Posts: 616 Arc User
    edited July 2014
    General
    • Unstoppable: Unstoppable now grants 5~10% damage resist when activated (down from 25~50%)

    A toggle is needed then to disable Unstoppable. Mod4 Unstoppable is a mere animation with no benefit, still too many gwf players will hit Tab because they're used to hitting Tab.

    General
    • Takedown: This power now stuns players rather than proning them. No change on NPCs.
    • Takedown: This power now deals ~30% less damage.

    If TakeDown does not take down any more, then the name has to be changed. As it delivers no damage either, then WetNoodle suggests itself. As for the 30% less damage, given that the foes (and, even more, the pvp opponents) are significantly more
    resistant than the Blade Vendor dummies, the actual delivered damage is 80% less than before.


    General
    [*]Iron Vanguard: Frontline Surge: blah-blah-blah
    [*]Iron Vanguard: Threatening Rush: blah-blah-blah

    The concern is not about tweaking this or that power of IV. The concern is IV itself. Give IV back to GF and design a proper gwf paragon.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited July 2014
    emilemo wrote: »
    Hmm "wait for an opening" ? CWs dont have to "wait" to land damage on a GWF, they just press their buttons from 80 range. Same for a HR with his Bow. A GF can block and time his own attacks, a TR can hide/dodge and attack.. a DC can also freely land attacks on a GWF who can not dodge , can not block, can not avoid damage in any way. The coin always has 2 sides you know. Looking at just your side is not enough.


    GWF's have Unstoppable and can Sprint out of the way.
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited July 2014
    lewel555 wrote: »
    A toggle is needed then to disable Unstoppable. Mod4 Unstoppable is a mere animation with no benefit, still too many gwf players will hit Tab because they're used to hitting Tab.

    Please check patch notes; the first page of this thread was the initial changes (there have been 3 more patches since this one was put on preview). Unstoppable now gives 15-30%.
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited July 2014
    zebular wrote: »
    GWF's have Unstoppable and can Sprint out of the way.

    Auto-targeting? How do you move out of the way from that besides hoping that moving behind an obstacle will interrupt the power's path.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited July 2014
    Auto-targeting? How do you move out of the way from that besides hoping that moving behind an obstacle will interrupt the power's path.
    emilemo wrote: »
    CWs dont have to "wait" to land damage on a GWF, they just press their buttons from 80 range. Same for a HR with his Bow.
    Go Unstoppable or use Slam daily or use Punishing Charge to close the distance then interrupt with something like Slam or Takedown or any other interrupt depending on your Paragon Path. Look at all GWF's abilities, they have so many that can knock back or interrupt. Stunning Flourish as well, or even Frontline Surge... There's more I am forgetting too...

    You see them casting? Unstoppable, Sprint to them (or Charge), and do a kockback or stun.
  • reagenlionel1reagenlionel1 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited July 2014
    zebular wrote: »
    Go Unstoppable or use Slam daily or Takedown or Punishing Charge to interrupt or any other interrupt depending on your Paragon Path. Look at all GWF's abilities, they have so many that can knock back or interrupt. Stunning Flourish as well, or even Frontline Surge... There's more I am forgetting too...

    You see them casting? Unstoppable, Sprint to them (or Charge), and do a kockback or stun.

    Punishing charge doesnt interrupt. You have to be in very close range to even use Takedown. Unstoppable doesnt move out of the way, and you have to be damaged a significant bit first to have unstoppable ready, and cant rely on a daily to dodge one attack reliably. Stunning Flourish is way too slow to use to interrupt much, often when the attack lands, whatever the person was doing had already triggered. (ex: Ever tried to interrupt someone using ice knife with a flourish? )


    In all cases, By the time you sprint to them, by the time you get to them, the ability has already gone off. the only thing you can do is hope you have enough determination to trigger unstoppable. (which sometimes wont trigger in time)
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