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How to fix the GWF in one simple change. (less than 5 mins of coding)

jestal1jestal1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 33
edited April 2013 in PvE Discussion
Let me preface the importance of getting the GWF to a fun level from 1-60 before its released on Tuesday. Come Tuesday, conceivably 200-500K players are going to try the game in the first few weeks. Of those a good portion are going to look to the <font color="orange">HAMSTER</font> looking 2-hander wielding warrior and give it a go (more than a wizard, more than a cleric, and more than a shield wielding tank). This being a free to play its even more important to have a good "first" impression because people will have not spent money in the first place to feel inclined to stick through with something that is weaker than those around them (which it is and doesn't get "better", not OP, "better" and still could improve without being OP, till close to end game). If you don't believe me or my friend that have played one or every thread that speaks about GWF that they are weak in comparisson (there is literally no threads/post that say otherwise, except maybe 1-2%, and I've read them all).

Solution:

Now what can be done in 3 days that could properly balance, since it does take time to adjust skill numbers and stat numbers and coding and what not.

Simple, buff the coefficient of the rate in which you currently gain determination so that a player can us unstoppable more, thus improving their survivability and damage output. Plus this is such a cool mechanic that players would love to be able to use it more. My approximations of buffing would be to increase the rate by 20-30%. I estimate this would effectively increase the total survivability of the class by 10ish% (since increasing determination is not a linear increase of damage reduction) and its damage output by 10-15% (not linear as well, since at will's are not always being used) across all levels, thus making it more in line with the others and more fun to level, and more players happy!.

If you find any error in this idea please post and if you support please bump, cryptic really needs to do something, and I can't conceive of a easier more plausible fix by open release.
Post edited by jestal1 on

Comments

  • jestal1jestal1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 33
    edited April 2013
    Also in regards to PvP, this buff actually fixes to some degree an issue the class faces vrs its biggest enemy, CC, since more unstoppable is more time the player is CC free.

    Another thing to clarify is this would not make it OP or close for the 50-60 level where it gets better, since the amount it would be buffed (an overall 20% but split towards its designed mechanics damage/tanking) would not throw off its power level.

    Again, no class should be designed to get "better" at end game and weak till then.
  • miphiousmiphious Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited April 2013
    I agree. To me this class was or is meant to be your aoe style melee class. as some of its skill point in that direction. However, its clunk, and doesn't do enough damage even a 3 second charge ability should do way more damage then an instant sun burst.

    I feel that they either need to make all of the GWF attacks hit more then one mob, some should hit anything in a cone infront of the GWF, some should hit anything in a straight line, or 360 directly near him.

    Or they need to really boost his single target damage... cause lets face it, what good does aoe do on a raid boss that doesn't have spawns?
    Or maybe even both. perhaps a class passive that divides his damage across multiple targets, "when ever the great weapons fighter is face more then one target his damage is cut by 25% but his attacks will hit all foes in front of him. this will allow him to be a great at aoe, but keep him from being worthless on boss fights.
  • zylaxxzylaxx Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 591 Bounty Hunter
    edited April 2013
    jestal1 wrote: »
    Let me preface the importance of getting the GWF to a fun level from 1-60 before its released on Tuesday. Come Tuesday, conceivably 200-500K players are going to try the game in the first few weeks. Of those a good portion are going to look to the <font color="orange">HAMSTER</font> looking 2-hander wielding warrior and give it a go (more than a wizard, more than a cleric, and more than a shield wielding tank). This being a free to play its even more important to have a good "first" impression because people will have not spent money in the first place to feel inclined to stick through with something that is weaker than those around them (which it is and doesn't get "better", not OP, "better" and still could improve without being OP, till close to end game). If you don't believe me or my friend that have played one or every thread that speaks about GWF that they are weak in comparisson (there is literally no threads/post that say otherwise, except maybe 1-2%, and I've read them all).

    Solution:

    Now what can be done in 3 days that could properly balance, since it does take time to adjust skill numbers and stat numbers and coding and what not.

    Simple, buff the coefficient of the rate in which you currently gain determination so that a player can us unstoppable more, thus improving their survivability and damage output. Plus this is such a cool mechanic that players would love to be able to use it more. My approximations of buffing would be to increase the rate by 20-30%. I estimate this would effectively increase the total survivability of the class by 10ish% (since increasing determination is not a linear increase of damage reduction) and its damage output by 10-15% (not linear as well, since at will's are not always being used) across all levels, thus making it more in line with the others and more fun to level, and more players happy!.

    If you find any error in this idea please post and if you support please bump, cryptic really needs to do something, and I can't conceive of a easier more plausible fix by open release.

    Agreed 100%

    I would love to be able to use unstoppable every fight because every class can use their Tab ability every fight. Right now its about 1 ever 3 fights.
    [SIGPIC][/SIGPIC]
    Character is what a man is in the dark
  • trickshawtrickshaw Member Posts: 497 Arc User
    edited April 2013
    GWFs are fine as is.

    Sincerely,
    ~ Trickster Rogues
    [SIGPIC][/SIGPIC]
  • divinehopedivinehope Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 48
    edited April 2013
    trickshaw wrote: »
    GWFs are fine as is.

    Sincerely,
    ~ Trickster Rogues

    Yep, GTFO...

    With Love,
    ~~GWFs
  • warfurybladezwarfurybladez Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 29 Arc User
    edited April 2013
    trickshaw wrote: »
    GWFs are fine as is.

    Sincerely,
    ~ Trickster Rogues

    I lol'd.

    GWF @30-ish seems to really ramp up. Im coming a clean second in dungeons for DPS. However it really really feels that Im stuck in limbo between being a gimped AoE tank or even offtank, or a gimped DPS.
    Underworld Knights - Premier Oceanic Guild
  • kartofflenkartofflen Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 58
    edited April 2013
    Fix GWF : for lvl 39 atleast
    4/5 unstoppable action (optional 5/5 if you want to sacrifice crit)
    3/3 disciple of str
    3/3 endless assault
    5/5 steely defense
    3/3 devestating critical
    2/3 weapon mastery ( can go 1/3 if you want 4/5 unstoppable)
    5/5 great weapon focus
    5/5 deep gash

    Max out steel blitz and steadfast determination
    use Weapon master strike / sure strike with roar/flourish/restoring strike
    Always always use Slam its amazing

    Stack power>>defense>>>crit in that order then profit and watch rogues cry. Ran throne of idris like that did 2.3 million damage rogue was behind me by just over 900k with the other GWF about 1.2 mil behind.
  • zylaxxzylaxx Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 591 Bounty Hunter
    edited April 2013
    I also think that Punishing Charge should be our Utility Power. Remove the damage component and add in the old Reaver in its place. Up the damage by a few percentage and the class is fixed IMO.
    [SIGPIC][/SIGPIC]
    Character is what a man is in the dark
  • startuxstartux Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 49
    edited April 2013
    They could do with this boost, fun class, especially when you toss around with you sword like ragdolls :).
  • jestal1jestal1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 33
    edited April 2013
    Exactly.

    Also something people need to realize with this particular fix is, unlike other potential fixes (and there a lot of them out there and not sayin they won't work, just will take much longer to implement and don't work for all possible builds), this raising of the unstoppable mechanic addresses all builds, since if you up a skill here or there another GWF might not use it and not see the buff to the class as a whole, where as here its a buff to the entire class.
  • phantombkphantombk Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1 Arc User
    edited April 2013
    Agreed with OP, bump in hope devs read this information
  • axlmaniaaxlmania Member Posts: 1 Arc User
    edited April 2013
    lol in the game that don't care about 2 handed sword which is the most iconic fiction weapon ,wont last for 3 month
  • ganjaman1ganjaman1 Member Posts: 792 Arc User
    edited April 2013
    jestal1 wrote: »
    Let me preface the importance of getting the GWF to a fun level from 1-60 before its released on Tuesday. Come Tuesday, conceivably 200-500K players are going to try the game in the first few weeks. Of those a good portion are going to look to the <font color="orange">HAMSTER</font> looking 2-hander wielding warrior and give it a go (more than a wizard, more than a cleric, and more than a shield wielding tank). This being a free to play its even more important to have a good "first" impression because people will have not spent money in the first place to feel inclined to stick through with something that is weaker than those around them (which it is and doesn't get "better", not OP, "better" and still could improve without being OP, till close to end game). If you don't believe me or my friend that have played one or every thread that speaks about GWF that they are weak in comparisson (there is literally no threads/post that say otherwise, except maybe 1-2%, and I've read them all).

    Solution:

    Now what can be done in 3 days that could properly balance, since it does take time to adjust skill numbers and stat numbers and coding and what not.

    Simple, buff the coefficient of the rate in which you currently gain determination so that a player can us unstoppable more, thus improving their survivability and damage output. Plus this is such a cool mechanic that players would love to be able to use it more. My approximations of buffing would be to increase the rate by 20-30%. I estimate this would effectively increase the total survivability of the class by 10ish% (since increasing determination is not a linear increase of damage reduction) and its damage output by 10-15% (not linear as well, since at will's are not always being used) across all levels, thus making it more in line with the others and more fun to level, and more players happy!.

    If you find any error in this idea please post and if you support please bump, cryptic really needs to do something, and I can't conceive of a easier more plausible fix by open release.







































































    the GWF is pretty balanced right now , so no changes are needed . If you want to play overpowered classes pick another game .
  • zardoz007zardoz007 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 2 Arc User
    edited April 2013
    I think Unstoppable should also last longer. Using Determination building encounters, Roar and Daring shout you can build it pretty fast and get a half bar quickly after your determination wears off. using it twice in a row. but it just doest last long enough and then you have to wait 10 seconds before your encounters are up again and you just get beat on.
  • jestal1jestal1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 33
    edited April 2013
    zardoz007 wrote: »
    I think Unstoppable should also last longer. Using Determination building encounters, Roar and Daring shout you can build it pretty fast and get a half bar quickly after your determination wears off. using it twice in a row. but it just doest last long enough and then you have to wait 10 seconds before your encounters are up again and you just get beat on.

    Your relying on balancing the class around those two skills, when that limits choice. While maybe it couldn't hurt to make unstoppable last longer, my solution address a fix for all builds.
  • onyxgrifteronyxgrifter Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 8 Arc User
    edited April 2013
    I played the GWF over the last 2 beta weekends and I really didn't like it at all. Normally rushing into combat with a twohanded sword and ripping **** up is my cup of tea but this just didn't feel right. Breaking out of stuns seems to be a really weak class mechanic compared to all the other classes. i.e. stealth (untargetable) , guard (ignores damage), cleric (modifies skills) and whatever the control wiz does...

    I hope they bring the class in line with everyone else soon.
  • unjustbladeunjustblade Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 91
    edited April 2013
    I find it funny no one has brought up the fact that the Guardian Fighter's damage modifiers and mechanics on their abilities are just complete and utter <font color="orange">HAMSTER</font>. Let's compare their damage to a Guardian Fighter

    Guardian Fighter:
    Total Character Power: 100
    Weapon Damage: 42-51
    44-51 physical damage cleave (2 ranks) (No damage debuff for hitting multiple enemies)

    162-182 damage griffin's wrath
    202-233 lunging strike

    And now the Great Weapon Fighter:

    Character Power: 144 Total
    Weapon Damage: 83-101
    38-45 physical damage Sure Strike (2 ranks)
    41-49 physical damage wicked strike (2 ranks) (damage debuff for every target hit beyond the first)
    165-195 physical damage Reaping Strike (2 ranks) (Approximately 3.2-3.7 seconds between each fully charged Reaping Strike)

    So we can see that the Great Weapon Fighter's abilities use not even half of the equipped sword's full power, while a Guardian Fighter's abilities use 100% +. Not to mention, Cleave has no damage debuff for hitting multiple enemies. Does this seem like it's keeping with the GWF's theme of "Great AoE Damage Dealer" to anyone else? It doesn't to me. And yes the feats you get later help the problem, but you shouldn't have to play a class to level 30 just to become viable. Most people won't play it that far. I probably won't play it that far.

    This isn't even considering the GWF's other flaws, like Sprint not allowing you to "Dodge" enemy attacks like the Wizard's teleport. The only thing sprint is decent at is getting you out of a red zone. Unstoppable lasts, what? Three seconds? So you're still there, eating damage, sure it's less but you're still eating it.
  • mmoplaya1971mmoplaya1971 Member Posts: 158 Arc User
    edited April 2013
    jestal1 wrote: »
    Let me preface the importance of getting the GWF to a fun level from 1-60 before its released on Tuesday. Come Tuesday, conceivably 200-500K players are going to try the game in the first few weeks. Of those a good portion are going to look to the <font color="orange">HAMSTER</font> looking 2-hander wielding warrior and give it a go (more than a wizard, more than a cleric, and more than a shield wielding tank). This being a free to play its even more important to have a good "first" impression because people will have not spent money in the first place to feel inclined to stick through with something that is weaker than those around them (which it is and doesn't get "better", not OP, "better" and still could improve without being OP, till close to end game). If you don't believe me or my friend that have played one or every thread that speaks about GWF that they are weak in comparisson (there is literally no threads/post that say otherwise, except maybe 1-2%, and I've read them all).

    Solution:

    Now what can be done in 3 days that could properly balance, since it does take time to adjust skill numbers and stat numbers and coding and what not.

    Simple, buff the coefficient of the rate in which you currently gain determination so that a player can us unstoppable more, thus improving their survivability and damage output. Plus this is such a cool mechanic that players would love to be able to use it more. My approximations of buffing would be to increase the rate by 20-30%. I estimate this would effectively increase the total survivability of the class by 10ish% (since increasing determination is not a linear increase of damage reduction) and its damage output by 10-15% (not linear as well, since at will's are not always being used) across all levels, thus making it more in line with the others and more fun to level, and more players happy!.

    If you find any error in this idea please post and if you support please bump, cryptic really needs to do something, and I can't conceive of a easier more plausible fix by open release.

    Well I got to lvl 22 and there are my thoughts. THIS CLASS SUCKS. It sucks in PVE, it REALLY sucks in PVP. It is a lost cause and I am pretty GD furious because I wasted all weekend on this POS. In beta I only played to lvl 10 because I didnt want to ruin the fun. So I played a GF and a TR. Let me tell you, they are GODMODE compared to GWF. It boggles my mind. We have this massive 2 hander and these little rogues with their pig stickers to 2x the damage and have better utility and survivability? GUARDIAN fighters out DPS us in instances?!?! Well screw this. I am rolling either a TR of a CW. If you are going to PVP those are the only 2 viable classes.
  • idontcomehereidontcomehere Member, Neverwinter Beta Users Posts: 156 Bounty Hunter
    edited April 2013
    What is it about the GWF that makes it suddenly good at lvl 50-60 ?
  • lurkersxlurkersx Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited April 2013
    GWF get better once they get that 45 encounter, increases survivability as its almost a damaging dodge. They still aren't that great at 50-60 from what I have seen. A good cleric can out dps a good gwf.
  • buz1buz1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 7 Arc User
    edited April 2013
    I find it funny no one has brought up the fact that the Guardian Fighter's damage modifiers and mechanics on their abilities are just complete and utter <font color="orange">HAMSTER</font>. Let's compare their damage to a Guardian Fighter

    Guardian Fighter:
    Total Character Power: 100
    Weapon Damage: 42-51
    44-51 physical damage cleave (2 ranks) (No damage debuff for hitting multiple enemies)

    162-182 damage griffin's wrath
    202-233 lunging strike

    And now the Great Weapon Fighter:

    Character Power: 144 Total
    Weapon Damage: 83-101
    38-45 physical damage Sure Strike (2 ranks)
    41-49 physical damage wicked strike (2 ranks) (damage debuff for every target hit beyond the first)
    165-195 physical damage Reaping Strike (2 ranks) (Approximately 3.2-3.7 seconds between each fully charged Reaping Strike)

    So we can see that the Great Weapon Fighter's abilities use not even half of the equipped sword's full power, while a Guardian Fighter's abilities use 100% +. Not to mention, Cleave has no damage debuff for hitting multiple enemies. Does this seem like it's keeping with the GWF's theme of "Great AoE Damage Dealer" to anyone else? It doesn't to me. And yes the feats you get later help the problem, but you shouldn't have to play a class to level 30 just to become viable. Most people won't play it that far. I probably won't play it that far.

    This isn't even considering the GWF's other flaws, like Sprint not allowing you to "Dodge" enemy attacks like the Wizard's teleport. The only thing sprint is decent at is getting you out of a red zone. Unstoppable lasts, what? Three seconds? So you're still there, eating damage, sure it's less but you're still eating it.

    Yea and they seriously need to fix the wizards teleport as I was in a PVP game with a control wizard and I know for fact I was hitting him before he teleported as the dmg counter was coming up but it was coming up as 0 dmg which means I was hitting him before he teleported away and at one point I had him in a corner so theres no way he coulda avoided one of the hits but it was counting as no dmg which imo is just pure stupid if you hit them before they teleport it should still count as a hit
  • jestal1jestal1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 33
    edited April 2013
    lurkersx wrote: »
    GWF get better once they get that 45 encounter, increases survivability as its almost a damaging dodge. They still aren't that great at 50-60 from what I have seen. A good cleric can out dps a good gwf.

    I wouldn't use the word great. It may feel great from where you were before, but TR, CLERIC, and GF will do more damage and survive better (well not the TR).
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