Is simple the main problem is all other players perception of the class.
It does not matter how you can play the class or what the class is good at. Nothing matters when you cannot get an end game group just because you play the GWF. And one of the Main reasons for the GWF perceptions is how poorly the class perfomrs at low levels because most players has tried each class at least once right?
If you don't believe me try playing the tutoruial 5 levels again once with each class. the GWF even at these levels is noticeably slower and drinks more potions than any other class. As long as you know what your doing with all classes.
To fix the GWF the devs need to focus on what players expect to see from the GWF moves.
GWF wield big Two handed swords so why arnt there moves very high damage but with long cooldowns
GWF are a defensive class but they have the weakest "shift" power in the game for personal defense. All melee class need a power to engage mobs for GWF it is shift. GF get at will charges and TR gets encounter charges as well as Stealth and other tricks to maneuver around mobs. GWF get a daily charge that moves them right next to enemy. A very slow and Aoe Leap move that is more for engaging than using after a battle has started and punishing charge a good shortrange charge with 3 charges that does veryvery poor damage, the GF's At will charge power does more damage than this just not to an area....
GWFs are tanks so why do they have 0 teamwork moves? they cannot buff parties like GFs. You would think the offensive fighter could buff the entire parties damage like the GF buffs entire parties defense.
The devs need to focus on the main issues with the GWF, on what players expect from the class not what they think is useful even if it is useful for how "They" want to play the game not how "we" want to play the game
GWFs get the weakest shift power when it comes to defense because they are, by far, the toughest DPSers in the game at higher levels. Even a "glass cannon" GWF with good skills/build can abuse certain powers to gain invincibility pretty often in combat, and of course there's Unstoppable. And the cleric's Astral Shield. And all the deflection powers/feats. What's really worrying imo is that GWFs are strikers first, defenders second. And yet they generally will not be able to replace a TR when it comes to killing bosses. At this point things get tricky: given the current meta in epic dungeons if you're not attacking the boss then that means you're on mob duty. Unfortunately, while the GWF has excellent AoE skills the control wizard offers good AoE damage AND amazing control.
It would be different if the GWF had more ways of keeping mobs on him or keeping them off other party members, which would offset the need for more control, but atm he just can't (or at least I can't with my GWF).
Atm the GWF is basically trying to compete with the control wizard for the same party slot, which should not be happening. I understand the next major patch aims to correct this, and I hope it successfully does so.
Anyway the low level thing only lasts until around level 15ish. After that GWFs become ridiculously more powerful, like a wizard who finally got to level 6 and learned the Fireball spell in old D&D. The main reason GWFs are so weak at lower levels is because of their dismal damage. Weapon damage at lower GWF level scales really badly atm, and also explains the constant pot use. Once you're over that hurdle though you should have no further problems with most normal content.
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^ rly? I've got 60 gwf in AoW and Anc main hand + GPF. And I have 60 CW with same type of gear. GWF doen't even come close to CW's aoe\control + u can use all them tenebrous chants in pvp from range. That was the reason I rolled CW after GWF and I don't regret it. During the boss fight or large pull CW can carry his team if things go wrong, GWF can only die.
IF gwf were to be a single target striker then things would be different cause TR\GWF would compete for top DPS. And that is good cause some ppl like to play fancy looking rogue and some prefer beast of a man with 2h weapon.
Carnage TR Dragon shard - retired? hell yea it's retired along with Nevewinter
Seze - Rogue - Necropolis - RIFT
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craftymangMember, Neverwinter Beta UsersPosts: 26Arc User
^ rly? I've got 60 gwf in AoW and Anc main hand + GPF. And I have 60 CW with same type of gear. GWF doen't even come close to CW's aoe\control + u can use all them tenebrous chants in pvp from range. That was the reason I rolled CW after GWF and I don't regret it. During the boss fight or large pull CW can carry his team if things go wrong, GWF can only die.
IF gwf were to be a single target striker then things would be different cause TR\GWF would compete for top DPS. And that is good cause some ppl like to play fancy looking rogue and some prefer beast of a man with 2h weapon.
This 100 million times, GWF single target DPS should be just just short of TR, 10-15% lower or so and they should also be 10-15% lower aoe damage than CW so that they can fill a dynamic gap and adapt to situations. Also fix blasting mobs into holes or make dungeons with far less holes to blast into.
Also sprint is THE worst [shift] skill in the game IMO.
Also sprint is THE worst [shift] skill in the game IMO.
I see this repeated a lot here on these forums and I'm just wondering what could take its place. Rogues dodge. Guardians block. Should Fighters parry? It'd just be the Guardian's block with a different animation. Maybe we could build extra determination for every successful parry. But there's also the question of mobility. There's a tanking component to the Fighter and our shift allows us to zoom around and pick up adds. I guess the loss of that utility could be compensated with our other gap closers, if maybe their cooldowns were decreased and their range increased. Like it or not, getting rid of the Fighter's sprint is taking away some of its mobility and to some extent, a part of its identity. Maybe it's not too late in the game's life cycle to do something about it, but it is problematic. Considering all the other issues keeping the class from firmly establishing and defining its place in group settings, I don't see the sprint as that big of a priority.
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joebaeMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 40
edited June 2013
GWF's are great dps with 2 of their paths, and sprint is rather nice for: 1 . pre charging into a group of mobs before the tank arrives 2. getting quickly out of to much damage to avoid dead.
If you die a lot on your GWF you got a problem or you need to learn playing the class.
GWF's are only defensive with the last path, which I agree on, it's rather useless, especially with the GF changes.
Comments
It would be different if the GWF had more ways of keeping mobs on him or keeping them off other party members, which would offset the need for more control, but atm he just can't (or at least I can't with my GWF).
Atm the GWF is basically trying to compete with the control wizard for the same party slot, which should not be happening. I understand the next major patch aims to correct this, and I hope it successfully does so.
Anyway the low level thing only lasts until around level 15ish. After that GWFs become ridiculously more powerful, like a wizard who finally got to level 6 and learned the Fireball spell in old D&D. The main reason GWFs are so weak at lower levels is because of their dismal damage. Weapon damage at lower GWF level scales really badly atm, and also explains the constant pot use. Once you're over that hurdle though you should have no further problems with most normal content.
IF gwf were to be a single target striker then things would be different cause TR\GWF would compete for top DPS. And that is good cause some ppl like to play fancy looking rogue and some prefer beast of a man with 2h weapon.
Seze - Rogue - Necropolis - RIFT
This 100 million times, GWF single target DPS should be just just short of TR, 10-15% lower or so and they should also be 10-15% lower aoe damage than CW so that they can fill a dynamic gap and adapt to situations. Also fix blasting mobs into holes or make dungeons with far less holes to blast into.
Also sprint is THE worst [shift] skill in the game IMO.
Because the rogues already have those? Lashing Blade takes forever to cooldown.
I see this repeated a lot here on these forums and I'm just wondering what could take its place. Rogues dodge. Guardians block. Should Fighters parry? It'd just be the Guardian's block with a different animation. Maybe we could build extra determination for every successful parry. But there's also the question of mobility. There's a tanking component to the Fighter and our shift allows us to zoom around and pick up adds. I guess the loss of that utility could be compensated with our other gap closers, if maybe their cooldowns were decreased and their range increased. Like it or not, getting rid of the Fighter's sprint is taking away some of its mobility and to some extent, a part of its identity. Maybe it's not too late in the game's life cycle to do something about it, but it is problematic. Considering all the other issues keeping the class from firmly establishing and defining its place in group settings, I don't see the sprint as that big of a priority.
If you die a lot on your GWF you got a problem or you need to learn playing the class.
GWF's are only defensive with the last path, which I agree on, it's rather useless, especially with the GF changes.