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Suggestion to improve GWF.

tarnisradtarnisrad Member Posts: 12 Arc User
GWF is the only class who doesn't benefit from a dodge frame on his shift ability. If Sprint is to remain the same, why not make it so that it at least gives GWFs a 100% deflection chance while sprinting?

This way Sprint will still be garbage compared to other class shift mechanics (50% damage res vs. 100% with cc immunity) but it will still be a little more practical.
Daint's the name. Pizza's my game.
[SIGPIC][/SIGPIC]
Post edited by tarnisrad on

Comments

  • zardoz007zardoz007 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 2 Arc User
    edited June 2013
    This is true GWF does need this change but from what I have been seeing so far on the New GWF. this still will not save the class. GWFs reputation is shot, I will not be surprised to see the GWF kicking startup again within I week or less from the new patch. When other players see that the GWF still does not bring anything to party groups.

    GWF need party buffs not just solo buffs. All GWF solo buffs need to affect the entire party
    GWF need a better dodge mechanic as you stated. You know what the Devs did they gave GWF "Dodge" while using mighty leap.... yeah... A Class is only as good as his 3 best encounters. Buffing weaker encounters does nothing to making the class more viable. Y ouneed to buff the best encounters then really buff the weak encounters to be on par with them to show any results.

    I still cant believe the Devs are going live after this patch it tells me they think they are done and have fixed the problem with no playtest. They can make me eat my words if more changes are made before live. but I doubt it.
  • mkretributionmkretribution Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 11 Arc User
    edited June 2013
    Give the gwf a x3 dmg buff too on all encounters while ur at it... seriouslu its a useless class atm
  • zardoz007zardoz007 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 2 Arc User
    edited June 2013
    +1 mkretribution, GWF still have the highest damage weapons in the game but have the lowest damage powers. Now at least there cool downs are on par with the other classes. But common Cryptic has gutted and destroyed the class. I don't even know if the beta 3 version would be holding up in groups with the classes lack of abilities to work with the group. But at least then they would of just been goony enough for other players to like having one around.
  • xeromus20xeromus20 Member Posts: 43 Arc User
    edited June 2013
    Give the gwf a x3 dmg buff too on all encounters while ur at it... seriouslu its a useless class atm
    I'd love to do 6 digit damage every 9 seconds with my IBS but tripling its damage would be ridiculous >.> There's a big difference between bringing a class back in line with the rest, and turning it into the next op and consequently having it re-nerfed into oblivion.

    Damage was never the GWFs shortfall
    Paradigm - Instigator Great Weapon Fighter - Mindflayer - 13k GS
    Instigate and Eradicate
    Alek Silverkin - Sentinel Great Weapon Fighter - Mindflayer - 11k GS
    How do you kill that which gets tankier the more you hit it?
  • ioannides5ioannides5 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    xeromus20 wrote: »
    I'd love to do 6 digit damage every 9 seconds with my IBS but tripling its damage would be ridiculous >.> There's a big difference between bringing a class back in line with the rest, and turning it into the next op and consequently having it re-nerfed into oblivion.

    Damage was never the GWFs shortfall

    Actually, you're wrong. Damage is the GWF's shortfall. We're suppose to be AoE-DPSers, but we get penalized for doing exactly that (reduced damage, and a 5 hit cap). Defeats the purpose of doing AoE damage. Not to mention, our single target DPS is laughable. On top of this, single target damage is the only thing useful in most dungeons... hence why GWFs suck at the moment and have no room in dungeon parties. You don't need AoE damage when you have control wizards knocking everything off edges. Have you ever done spell plague or CN? The last boss in both those dungeons the GWF literally doesn't do anything..
  • chronomancerchronomancer Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1,223
    edited June 2013
    100% deflection might be too powerful... maybe 50% deflection. I agree with the hit cap.. it should be relaxed or maybe removed. I suggest something more of a soft cap. 5 targets and below = 100% damage, 6 - 10 targets = 75% damage, more than 10 targets = 50% damage.
  • ioannides5ioannides5 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    I have a way better suggestion for our shift ability. Take away punishing charge as an encounter, make it our shift ability instead of this garbage sprint, take the damage off it, and add a dodge mechanic. FIXED.
  • nevrus03nevrus03 Member Posts: 0 Arc User
    edited June 2013
    ^^^^^^^^^

    I love punishing charge but I feel bad slotting it over any other power.
  • chronomancerchronomancer Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1,223
    edited June 2013
    Sadly Punishing Charge is HAMSTER with a capital C. The damage is abysmal, maybe add some effect like knock back or knock down (prone) then it might actually be worth something.
  • atompenguinatompenguin Member Posts: 93 Arc User
    edited June 2013
    ...I forgot about punishing charge completely. I didn't even realize GWF still got it and I have one at level 60.

    I just remember it kind of sucking in beta.
    -Campaign: Spells and Coin
    --Part 1: Spells and Coin (NW-DHM3XQVQK)
    --Part 2: A Blind Eye (NW-DI3QTHZGJ)
    --Part 3: Dodo's Dinner (NW-DHPA8O253)

    -One Shots
    --The Wizard of Eldeur (NW-DRKQNE4S7)
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