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Top 5 changes to GWF post BW4

bringthenoise001bringthenoise001 Member, Neverwinter Beta Users Posts: 0 Arc User
edited April 2013 in PvE Discussion
Guys,

As the title says, after testing the changes to the GWF in BW4 , what are the top 5 things you would like to see changed (or even put back).

This way, at least the devs can easily see what we want changed (and hopefully do something about it).
Post edited by bringthenoise001 on

Comments

  • zingarbagezingarbage Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited April 2013
    1. Sure strike can hit multiple targets.

    2. Punishing charge moved to level 1.

    3. Destroyer increased from 2% to 5%. If not just straight out, add to the feat "Focused Destroyer" The damage increase. Something like: Focused Destroyer: Destroyer now has a 20/40/60/80/100% chance to grant a stack when hitting any number of targets. The damage is also increased by .5/1/1.5/2/3% per charge.

    4. Increase damage of Not So Fast.

    5. Increase healing of Restoring Strike.
    [SIGPIC][/SIGPIC]
  • elspethtirelnwelspethtirelnw Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 200 Bounty Hunter
    edited April 2013
    Based on my experiences as a level 50 GWF in both an offensive and defensive capacity (thanks to working respecs in BW4):

    1. Sure Strike could stand to be changed back to how it was in BW3.

    2. The ability to properly generate threat if we so choose to be backup tanks. The feats do virtually nothing to help the current situation. The 25% threat increase to Daring Shout and Come and Get it does little to nothing, and the damage boost provided is an insult that should be outright removed. The 25% increase to threat generated via crits by Sure Strike also does little in the way of effective threat generation.

    3. A slight buff to base ability damage at rank 3 in general would be nice.

    4. A minor buff to reduced class features at rank 3 wouldn't hurt.

    5. The ability to specialize and gear for either DPS or Survival (for backup tanking) and not feel completely lackluster (as in BW4). The problem in regards to backup tanking is simply due to the issues currently surrounding threat generation, as we can in fact mitigate damage well enough.

    I have more detailed posts in the Barracks forum, so I'm not going to go through that again here. I'd honestly be happy with just points 1 and 2 to start. Either way, I'm sticking by the class and providing what feedback I can. I don't expect sweeping changes between now and pre-release, although something does need to change. GWF just doesn't feel up to par with the other classes in BW4.
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  • volcxxxvolcxxx Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 0 Arc User
    edited April 2013
    1. Sure Strike - from BW3

    2. Possibility to interrupt Weapon Master strike animation

    3. Destroyer Purpose last feat - from BW3 (passive damage to all skills, not only encounters)

    4. AOE encounters damage - Not so fast/roar/Mighty leap - from BW3

    5. Sure Strike (again) - this change is gamebreaking
    5cm82e.jpg
    Old "Blood and Sand: Unchained" quest
    Played more than 100 000 times!
    > TRY IT NOW!

    http://www.youtube.com/watch?v=-Ecy4o6JqLc
  • aeon9221aeon9221 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 5 Arc User
    edited April 2013
    Have you guys seen any response at all from devs regarding the GWF thus far? :s
  • elspethtirelnwelspethtirelnw Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 200 Bounty Hunter
    edited April 2013
    aeon9221 wrote: »
    Have you guys seen any response at all from devs regarding the GWF thus far? :s

    Not that I can recall, at least not on the beta boards. If they have at any point, I wouldn't mind being pointed in the direction of that thread.

    I'm sure that if this thread fills up with a decent amount of feedback, some of this information may reach the eyes that could benefit from seeing it. There's a lot of complaining going on in other threads, but we need to provide some specifics in regards to the issues we feel are important.
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  • aeon9221aeon9221 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 5 Arc User
    edited April 2013
    Not that I can recall, at least not on the beta boards. If they have at any point, I wouldn't mind being pointed in the direction of that thread.

    I'm sure that if this thread fills up with a decent amount of feedback, some of this information may reach the eyes that could benefit from seeing it. There's a lot of complaining going on in other threads, but we need to provide some specifics in regards to the issues we feel are important.

    Personally this weekend was my first BWE because of my schedule irl and it was the first chance I had to play the GWF..I only got her to lvl 13 but man is it tedious. Post lvl 10 it gets a LITTLE better but I feel as if I have barely any damage mitigation and my ability to stay alive is directly proportional to my speed at killing, which is low inherently.

    My armor therefore feels pretty useless at such a low level. Not to mention the fact that in PVP (<19 bracket) I could get into a group of enemies, hit them, but barely even make a dent. Such an embarrassment, honestly.
  • vonthvonth Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 85
    edited April 2013
    1) Damage feels like i'm using a 1h weapon, but slower (barely changing damage numbers equal to GF)

    2) Pretty much slower regarding to BW3.

    3) Skills need to be reset, i mean they and their ranks are useless mostly, it was better in BW3.

    Finally, i felt like i was playing a peasant holding a big *** weapon rather than a *GREAT WEAPON FIGHTER*. Please whatever you do , buff or anything change this no working at all fighter to a reliable class. You have great animations and great skill potential in this class.

    Best Regards
    ~V
  • rufusscipio23rufusscipio23 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited April 2013
    I'm 22 so far, and played to 15 in BW3 and I don't feel weak. I put some effort into getting better gear and enchants, and I do well. The change to sure strike was annoying, and restoring strike needs to heal more, but after I got a companion I never had a problem with health anymore. Dungeons are not even a problem. I even do well in PVP though I think getting MVP is probably impossible because of the lack of DPS. Even geared I'm really only doing burst damage. I really do like the controlling aspects of the class though and I"m interested to see where it goes.
  • extinction777extinction777 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 185 Bounty Hunter
    edited April 2013
    Around level 35 against the tougher mobs you will see how our damage output really feels weak. Up to around level 35ish it's doable, but you become a great potion drinker later on.
    [SIGPIC][/SIGPIC]
    Extinction - GWF
  • rockxoonrockxoon Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 23 Arc User
    edited April 2013
    1. Sure Strike - from BW3

    2. Let us do dmg - we should be a slow but hart hitting one - not slow AND no DMG

    3. Destroyer Purpose last feat - from BW3 , else it is not worth it,

    4. AOE encounters damage - must be higher again, slow hard hitting...

    5. Punishing charge moved back to level 1.
  • scatheukscatheuk Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 49
    edited April 2013
    1. Sure Strike hitting multiple targets.

    2. Sure Strike dmg increased if only hitting one target.

    3. flat 10% dmg increase to everything.

    4. Either increase aoe dmg of the aoe encounters, or increase range significantly on "Come and Get It". Currently encounter aoe is low for an aoe class, and if we must use our at-wills for aoe, give us the ability to pull things into range. Currently the range for "Come and Get It" is only marginally greater than the range of our aoe at-wills. Maybe also a snare for 2s at end of pull.

    5. If you're worried about GWF out-dpsing rogues at higher levels, then give GWF more debuff abilities (preferably on-hit power upgrades as well as +% dmg on at-wills) that increase group dmg and makes GWF a required component of 5-man setup.

    Nice to have: Punishing Charge back at level 1.
  • nemesis788450nemesis788450 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited April 2013
    give gwf more survivability
    increase overall damage by 5-10%
    increase damage of avalanche of steel by 30%
  • vonthvonth Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 85
    edited April 2013
    What is the point of "Not so Fast" in the first skill tier anyway? I think that needs to change. As well as Sentinel Paragon Path gives 5 points attribute at lower rank to a skill you get at 50 level, i mean it feels like you just wasted 5 skill points to upcoming 20 levels AND you don't have the chance to try the skill either, it's just lame
  • silknightsilknight Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 199
    edited April 2013
    Scrap Weapon master strike and all related feats.
    Scrap Reaping Strike, and bring wicked strike and sure strike as lvl 1 at wills.
  • zanixiuszanixius Member Posts: 10 Arc User
    edited April 2013
    The damage is completely and utterly abysmal. I mean really bad. Before people say LOL2P, I was in gear that was within about 2 or 3 levels of whatever my current one was. Now granted they were all greens, I didn't run anything other than skirmishes really this BW4, I should still have been able to put up better numbers. I would swap around abilities to try different combos and would consistently get beat out by clerics (which I don't know how many times absolutely blew everyone else out of the water often) and even guardians, like what is that even about?

    Most of my complaints are from a PvP standpoint but really do apply to PvE as well. Anyways at lvl 36 I felt I honestly wasn't doing any damage, like I couldn't even see so much as slivers of health being shaven off meanwhile I have rogues absolutely demolishing me in massive chunks of health.

    So top 5 changes?

    1. How about actually dealing damage that is consistent with wielding a massive blade of steel that requires two hands to even swing?

    2. No. Seriously, like at the very least, bare minimum +25% damage across the board.

    3. Next is survivability, either we need more mitigation from armor, more hitpoints to soak up these enormous spikes of damage or actually make Reapers heal more than 65 hps when I have close to 10k. Like what is that even about, are they serious..? Ridiculous. I really think they must have forgot an extra digit or honestly even two.

    4. The range on some of these gap closers needs to increase or sprint needs to last longer because GWF simply can't keep while also applying something to keep a target locked in place while also wishing to do something remotely close to damage. Leap should have a mini-root or snare, possibly an aoe stun, since we're clearly not a DPS class then give us some CC.

    5. Determination takes forever to fill up, if this is our main ability often times in PvP especially even with all the abilities to fill it up faster, you're just getting CC'ed into the ground or kited forever while your health bar flashes from red to black in a matter of seconds.

    TL;DR Can't stress enough how worthless our damage is right now.
  • bringthenoise001bringthenoise001 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited April 2013
    I've been reading a lot of posts regarding disapointment with the changes to the GWF at BW4.

    What I hope is that these people will post in this thread stateing these disapointments and list what they would like to see changed so that the devs can use this thread to get:-

    1).A true understanding of peoples frustrations

    2). Just as importantly, what we believe needs changing, giving the devs ideas/direction of these changes we would like to see.

    Thanks all.
  • kimonagikimonagi Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited April 2013
    Well i love the class but it seems to have no identity in terms of role. All the other classes have a clear and defined role.

    I dont understand reaping strike and feel it has no place in a class that seemed designed for mobility.
  • ofkathriaofkathria Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited April 2013
    I agree regarding Reaping Strike; I got very little use out of it and played through most of the game using Sure Strike and Wicked Strike for my at-wills.

    I also don't really "get" Weapon Master's Strike. The "ghost double" animation, while I get what they were going for, felt entirely wrong for the class, adding a pseudo-mystical element to what is (and should be) an otherwise raw, visceral-feeling character type. And maybe I didn't give it enough of a chance to shine, but it felt really clunky as well; just a couple of slow, ponderous swings vs. Wicked Strike's more competent-looking (and feeling) three-strike combo. And on top of that, I didn't really notice a significant improvement in DPS.
  • extinction777extinction777 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 185 Bounty Hunter
    edited April 2013
    ofkathria wrote: »
    I agree regarding Reaping Strike; I got very little use out of it and played through most of the game using Sure Strike and Wicked Strike for my at-wills.

    I also don't really "get" Weapon Master's Strike. The "ghost double" animation, while I get what they were going for, felt entirely wrong for the class, adding a pseudo-mystical element to what is (and should be) an otherwise raw, visceral-feeling character type. And maybe I didn't give it enough of a chance to shine, but it felt really clunky as well; just a couple of slow, ponderous swings vs. Wicked Strike's more competent-looking (and feeling) three-strike combo. And on top of that, I didn't really notice a significant improvement in DPS.

    Weapon master and wicked strike together do very nice damage.
    [SIGPIC][/SIGPIC]
    Extinction - GWF
  • fr0gurtfr0gurt Member Posts: 0 Arc User
    edited April 2013
    I played most of the classes through low levels. While I don't know how they fare at high levels, it is important that a class gives you a good impression of how it plays at low levels. And right now, the GWF gives a pretty bad first impression.

    In Beta Weekend 3, the GWF gave the impression that it could be a highly mobile melee unit adept at clearing out trash mobs. In Beta Weekend 4, about the only thing it excelled at was chugging potions. Here are the changes I propose:

    1. Return Sure Strike's cylinder AoE to 5'. In BW3, this was an excellent At-Will attack for clearing out mobs. With its range reduced to 2', it is now inferior to the Trickster Rogue's Sly Flourish. Wielding a 5' sword should count for something, and a 5' reach for Sure Strike fit the bill just fine before.

    2. Improve Reaping Strike's mechanic. A charge-up mechanic is always a detriment to a power because something can go wrong during the charge phase (target moves away, target gets killed by somebody else, you get interrupted). Reaping Strike's reward for the full 3-second charge-up is lackluster at best. Also, it is tactically unsound. To get the best DPS from Reaping Strike against a group of 4 henchmen, you need to charge to the middle of the group and withstand 8-12 counterattacks for the 2-3 strikes you need to take them out. A better tactic is to take on the henchmen one at a time with Sure Strike, and again it's advantage Trickster Rogue who probably had already taken out two of them with Cloud of Steel.

    Ideas for fixes: Change the mechanic to maintain or tap? Reduce time for full charge? Make it more like Cleave with more damage to primary target? Allow better mobility during charge phase so that you can charge up outside melee range, then move in to uncork?

    (Reaping Strike does have that Determination build mechanic, but it doesn't come into play until level 10.)

    3. Better Stamina regeneration. The GWF is currently unique among classes in that it is a melee class that dodges (via Sprint ability) to avoid damage. That means it will need to use Sprint again to re-engage in combat. Maybe add a Stamina regeneration feature to the At-Will Attacks because the GWF will need to move more often than the other classes.

    4. The first Encounter Power. I think Restoring Strike will be much more useful here for the damage boost and healing. Mighty Leap or Punishing Charge would also be good for the mobility. Not So Fast's crowd control is rather pointless for the early levels.

    5. Low-level durability. The GWF's core mechanic is to build Determination by killing enemies and getting hit. But Unstoppable doesn't come into play until level 10, so the GWF is just a punching bag until then. Maybe make the first Class Feature Bravery, and give it a minor Health Steal buff to help with low level durability?
  • wolfenhowlwolfenhowl Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 26 Arc User
    edited April 2013
    1.Sure strike should stay as it is but needs a big buff in damage to help with single target damage as we get enough aoe at-wills to choose from.This class might be rounded for aoe but aoe is not always the game.

    2.Determination gains from offense as a basic.As it stands right now a GWF doesn't have a class mechanic in group play unless you go into damage areas on purpose just to get it up.

    3.Sprint feat should be removed and replaced with some aggro mechanic.Sta should regen faster as it stand right now.Compared to the other classes sprint only offers more control but is too slow for effective use.

    4.A daily that does massive damage to a single target early on.

    5.Restoring strike either getting a much lower CD or a damage and healing buff.Also for Reaping strike there should either be a faster charge time or a defense buff while keeping it charge for either tanking purposes or some PVP usefulness.
  • warpetwarpet Member Posts: 1,969 Arc User
    edited April 2013
    1.return feasts and skills how they were in bw3
    2.improve damage of all at wills
    3.improve max hp
    4.give us stun
    5.increase duration of tab skill
  • elspethtirelnwelspethtirelnw Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 200 Bounty Hunter
    edited April 2013
    wolfenhowl wrote: »
    1.Sure strike should stay as it is but needs a big buff in damage to help with single target damage as we get enough aoe at-wills to choose from.This class might be rounded for aoe but aoe is not always the game.

    I personally feel that the skill was designed more with Sentinel in mind, as opposed to a single target DPS build. The Sentinel path has a feat that increases threat by 25% on all critical strikes by Sure Strike. I don't think Sure Strike was intended to hit extremely hard, although I do agree that it could use a slight increase in damage. Either way, you do make a very good point concerning single target damage.

    Without a properly working threat mechanic in BW4, it's hard to tell if keeping the cone itself smaller was not meant to allow a Sentinel to be more selective about which targets he was attempting to pull threat on. Then again, I could be completely wrong and the nerf could have been purely focused around DPS output. Though, I sometimes like to think that a little more thought goes into those decisions.

    Regardless, I think most people agree it needs some kind of buff: Damage, Cone, or Both. :o
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