Since TRs get 1% deflect per DEX, and GFs/OPs get more CON per point, shouldn't the GWF get 2% damage per point in STR?
I'm expecting better arp or the Icewind damage (seens better than wod... what can be the effect of arp) Or both.
destroyers dont have any resistance and even restoring strike seens no longer have a proporcional healing. some classes are better fitted with damage and survival tools.
if my single tool to survive and function in this game will be so much mitigated... well... i dont see the point to bring theses buffs
dont have defence and the damage is not enough . 20 seconds=death
choose what gwf you want for the next module. a good dps which requires the presence of the paladin or that who will empty the playerbase of the game even more.
nothing about "my fealings" are videos. are proves about what iam saying here. is the simple true.
note: 20k to a melee damage. the "dungeon changes" followed that; the only danger still a melee damage? when a range class will be abled to be one shoted even in distance and not a single target who need take all types of damage to do your? that is not my personal opinion again, just facts.
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schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
edited February 2015
Feedback GWF sentinel tree :
I feel GWF daring shout and come and get it shoud affect more adds cuz he is not capable to manage the agro aganst add swarm.
Also i feel Treatening Rush shoud have at least have 5-7 charges to manage agro or to mark more frequent more adds .
Well here we are 36 pages later, still saying the same thing.
GWFs dont have the defensive tools to survive... The damage boosts may end up being nice once everything is said and done.
GWFs need improvements in a few areas: 1) Determination gain.
Currently Insta/Sent have to take damage to get determination, they are completely reliant on other classes attacking them to access their defensive tool Unstoppable. Currently its based on % of HP loss, it was nerfed from damage taken (which we had a buffer of DR) so now we must take SUBSTANTIALLY more damage to access unstoppable.
Destroyers have it slightly better but worse at the same time since they dont gain their "stacks" until AFTER being in unstoppable and attacking multiple times. For PVE this isnt that bad and the long duration is great, however in PVP its a horrible mechanic with so many classes having abilities to dodge/avoid being hit. So its going to be VERY tough to get Destroyer stacks.
- An easy solution here would be to grant the "destroyer capstone" to all GWFs in that ANY GWF now gains determination by also DEALING damage. Also Destroyer Capstone stacks should be changed so that you gain stacks off ANY attack and they last as long as you are in combat RATHER than only applying stacks during unstoppable. Thus their damage boosts would kick in just by attacking even at the beginning of the fight, but arguably have less "uptime" since when they leave combat the stacks also fall off.
2) Sustainability
We are receiving a Temp HP boost, however being based on +damage % doesnt seem to make alot of sense. For Instagator this may work, but for Destroyer they wont have their damage boosts until AFTER they pop unstoppable for the first time. This is why the change to Destroyer Capstone is needed.
I will wait to cast judgement on this area until this weeks patch to see the Temp HP we get off Unstoppable with damage boosts.
IDEALLY, again, I would just suggest re-working the Temp HP to grant you 5% Temp HP/Second while IN unstoppable. This gives us MUCH more temp HP to work with (20-40%) however in PVP will be only 10-20%. Its also granted overtime so it gives GWFs a litlle "temp HoT" where the Temp HP would last outside unstoppable which helps the GWF inbetween unstoppables - where they need it most.
I dislike the mechanic of just giving GWFs MORE TEMP HP upfront with each Unstoppable since its not DURING unstoppable that we need the help, its when it ends that we need help thus having a 5% per second, the temp HP gained at the end of unstoppable will be much more relevant towards a "buffer" when it ends than if you gave that temp HP at the beginning.
3) Stamina Gain Our Stamina gain is VERY dismal.
I have on my GWF about 19% stamina regen, I have a TR who has about 8-10% Stamina regen. My GWF takes 18 seconds to get full stamina while my TR only takes 16. While that seems like not much difference, note that I have nearly DOUBLE the Stamina regen he does and I take a full 2 seconds LONGER.
I know Stamina is a weird feature because its a fine line of too little or too much, for this I propose a 20% DECREASE in our total POOL, however a 50% INCREASE in our stamina Gain.
On my Current GWF (this isnt exact math I know) I can sprint for about 5 seconds. This 20% nerf would mean I could sprint for only 4 seconds however instead of 18 seconds to regen 5 seconds worth, I would only have 4 seconds to regen (14.4 currently) which would be reduced ALOT down to ~ 10 seconds.
What this allows us to do is use Sprint more often as "dodge" mechanic. It gives us short bursts of speed.
Another option would be to give GWFs "HR-LIKE" dodges however for this to be plausible it would have to be the distance more like a TR but animation of an HR. This would also work as it provides immunity frames.
4) HUGE reliance on RNG stacking
Again this has been brought up. Destroyers dont generate determination on command, thus must both take and deal damage to THEN get their damage boosts. Instagators MUST receive damage for a short term damage boost.
The worst culrpits of this though are:
- Weapon Master
- Destroyer
These feats "uptime" is ridiculously small. Weapon master is hard to sustain in PVP and so is Destroyer. They both are OK in PVE however they just DO NOT work in PVP where classes can easily "dodge" or "control" the GWF and he loses ALL stacks of these. Heck even our OWN "Avalanche Daily" removes our own stacks just because the animation time is GREATER than the uptime on the stacks for both WM and Destroyer!?!
Again, I would propose that ALL stacking mechanics for the GWF last throughout combat and fall off when you exit combat. This would apply to ALL Stacking: Instagator Captsone, Destroyer Capstone, Destroyer Feat, Weapon Master Feat.
With these things changed, I think the GWF would be in a fair position. Overall classes would have more reliable access to their damage boosts AND Unstoppable. We would have more utility options with Sprint rather than save it up for 1 "longer" 5 second duration of use.
We would have a little "self-sustainability" which is going to be key for PVP. Dont forget that AoE Powers return less Lifesteal so if you want to use things like "Fissue/Frontlike/Daggers" the lifesteal you get is reduced from AoE AND by healing depression makng those worthelss for "self heals" in PVP.
I really thing these things NEED consideration. Not only just for PC users but imagine Xbox GWFs trying to keep Destroyer stacks on themselves... OR Instagator stacks up. Its going to be VERY frustrating....
36 pages.... Its clear to me this class needs some work, not just later, not just next module but we need it NOW the class is in a very dismal state.
every other class has selfheals, doesnt relly on tons of stacks in order to deal dmg, has alot more CC and survaviblity than us aswell i have no idea why Crush refuse to bring GWF to other class lvls in it current state GWF in mod 6 ill just extinct.
also sprint seems to be worst shift ability it was nice and fun back then in m1-2 but now? i do like to change it into something HR Dash alike but 2x longer distance and max 4 dodges when feated.
**** that
sprint is <font color="orange">HAMSTER</font>. i would really be pissed if they changed it into dodge...
Elitist dooshbag
Guardian Fighter main. I will never switch to Paladin even if we're a dying breed. GF for ever!
What I am saying is REPLACE SPRINT with a "dodge- like mechanic" for the "animation" this would LOOK like what Punishing charge looks like. So instead of having 3-4 "dodges" or "rolls" or "teleports" you would have 3-4 "dashes"
Its the same thing just different animation.
What I merely said was for visualization purposes NOT an actual encounter that consumes stamina.
Better yet, keep current shift and just make us immune to damage while Sprinting or 100% Deflect. Too OP? I dont think so, esp not with how CWs will be able to hit for 50-100k every 6 seconds .. The way things are we have a GWF who is supposed to be super mobile but the only thing that cant run from us is a GF ( add Paladin to that in mod 6.. not that any of them will have to run from us ). Intimidation is useless at 70, so no more big aoe bursts which means no more lucky hits on people behind us or to the side. GWFs will have to do everything head-on in melee range. This means we need a reliable way to get close to someone without being killed on the way. And the HP on the elemental pvp gear needs to be adjusted. Paladins and GF should have the most, GWFs next highest and all the other classes should be way below. Time to make some distinctions between "tanky" , "squishy" ,"dps" and "control"... cause things are again looking like a single ranged class will have it all.
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
have If you work the encounters pre 50 points to be ridiculously fasts (3/4 secs of cooldown) or stacks.
mleap will be a close gap and dodge. roar a super counter attack... 1000 rabbits in one blow. both now will do 3x more damage if you think about use x time.
GWF really have a lack of defense please do not ignore it.
Whit M6 it will be easy to reach 15k Power stat or 18-20k+ Power for all Classes & "Distance Class Especially!,
the Currently GWF will be completely breaking and wont have any chance to survive by hitting from the distance,
with that burst of dmg coming with M6, due the lack of defense and power, brocken unstoppable, low %DR defense
The Removing of "Aoe Prone" from encounters it's ok,(like frontline)
But there is No reason to remove it from Single target? too, this is absolutely not fair.
Come on "Take down" should doing, for what it was made.
GWF really need a higher defense,resistance to keep standing.
<::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
Used lvl 60 Sentinel GWF. No buffs used (not that Sentinel got any self buffs). Wanted to test destroyer too but respec is not working in preview.
Preview power: 10240 which equals to 61% dmg bonus on my lvl 60 GWF.
6176 temp hp/38991 max hp = 15.8% increase @live
13068 temp hp/42784 max hp = 30.5% increase @preview
Sorry, that's just not enough, considering that it will be nearly impossible to reach even 50% dmg bonus from power at lvl 70. Whereas Paladin can get +100% max HP as temporary HP AND CC immunity for 20s by using a daily.
This encounter was over nerfed in the previous mods, the damage is low, the aoe cone is small and the semi stun cannot be considered utility.
I agree with this. If roars damage was increased and it was given a more reliable stun effect, it'd be far more useful and I'd slot it over other powers. I've been trying it on preview and its got potential to be a great skill for us. But with the sheer amount of CC every other class has now in dazes, stuns, and prones, we need to slot lots of CC also just to be even considered useful. To be honest I think theres too much hard CC in the game now.
In regards to what I just said about CC
Feedback : Daze And CC
There should be a difference between "daze" and "silence" Daze should stop all at wills, "Silence" should stop all encounters. This would balance out the CC of other classes and help pvp. they can both affect PVE the same but they need this difference in PVP. as it is some classes (*Cough cough*) Can Perma Daze/ CC you and you literally cannot do anything at all. its extremely unbalanced and not enjoyable at all for the other clasess. and probably after a while will get boring for the attacker also because unless fighting their own class, they just have to do the same thing every time.
Feedback : Temp HP After Unstoppable.
Definitely an improvement, but we cannot gain determination from this temp hp damage, if we could gain 25% or 50% normal rate, that would be better I also suggest that this be based off your base HP + the bonus from power. so at 40k hp you might get 13k, at 80k you might get 26-27k etc. Also. Temp HP should be able to stack. ATM if I have 11k. and I use Roar / Encounter to build enough to go unstop again when I have some left. it should stack on my existing temp hp, not delete it and give me a lower amount.
The below is general to classes. its not GWF specific, But was tested with my using my GWF
Bug : Plaguefire weapon.
Screenshot here. It basically ticked me about 20-30 times a second until I died. enemy who was using it was a HR. may have something to do with it. It also seems it interacts with Careful attack in a similar way, possibly this is part of the reason it did this to me.
Feedback : Elven Ferocity and Fey thistle
FAR too powerful. elven ferocity can basically one shot people in PVP at the moment if they are upscaled to 70, I took 33k off it. so its affected by damage bonuses. This needs to either scale with level (perhaps 10% strength at 60, up to 100% strength at 70. or be harshly nerfed to about 4000-5000 damage, I then stacked up my DR more and put on tenacity gear. and still took 23k from it after a few stacks of my negation + 39% tenacity DR + 39% normal DR . its overpowered for a boon. (Screenshot linked)
Fey thistle is ridiculous also. It also needs to be toned back. OR scale with level like the suggestion for Ferocity above. I watched a rogue kill herself accidentally just from hitting someone with fey thistle a few times.
I get at level 70 with new gear and over 80-100k hp this isnt as bad damage, but having a boon that does 30% of your hp in damage, and one that can heal a similar amount is crazy broken. Please look into this as IWD is hillarious at the moment , this guys just standing here and 3 of us are all dying just my attacking him
Feedback : Piercing damage to Tanks
Well we all know this. but Piercing damage 100% makes tanks useless. a TR can literally 1 or 2 shot you with Duelist flurry purely because of the piercing damage. It still seems to do damage premitigation (so not a % of unavoidable damage after mitigation) The way it should work is lets say the rogue hits you for 10,000 damage. your DR reduces this too 4000, Then they deal piercing from that amount. If this is actualy how it works and Immisreading the Combat log.. Its seriously overpowered still. You'd have to at least Halve its current %'s to make it even remotely balanced. its ridiculous when you have stacked up massive DR. yet die to a passive feat procced by an at-will ability.
1 -gwf need the bugged damage when you pass the charater to the lvl 60 to 70 after enter in some zone. 2 - some powers pre 50 points is horrible and even ibs is outdated. 3 - strength is a horrible status now. 4 - battle fury is a horrible encounter. 5 = reaping strike is a horrible atwill.
After start tera yesterday (slayer/berserk) I reinforced the idea: How to fix all that by a simple and funny solution?
1 - categorize encounters by "maneuver function" (mleap/roar/punishing charge ) "burst function" (ibs/grand fissure/not so fast) and utilitaty funcions (cgi, ds… no idea how work that).
2 - give stacks to maneuver encounters (improve the damage of olds). Give manual castings bars to burst encounters over the actual base.
3 - strength now reduct the casting time equal to damage bonus.
4- battle fury now instead to give 25% of damage, give 25 points of strength
5 Mighty Blade now reduct the casting in 25%
So, over the top, will have here 1 sec of casting up in 100%/200% the damage of some burst encounters, 200% (3 stacks) a damage like roar, and 200% the actual utility.
rp unstoppable will be really, really fast.
another things is:
A - after status curve, need change Battle Awareness and Defiance
B - rework Disciple of War to give 25% of POWER is ARP
the temporary hp for destroyers seens fine.BUT i just test for few seconds and use a bugged damage
a secundary solution too is use the rp casting of reaping strike to up these encounters. str can do that casting more fast. othe good use for str is, of course, determination gain bonus.
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
- iNTIMIDATION damage needs his amplifiers back, its damage is to small , fighting against players who have 100.000 HP, an sentinel is hitting them 2k - 6k crit, this is laughable, just bring back the amplifiers. leave it scaled on weapon damage, 125% out of 2000 weapon damage it's 2.500 base damage for intimidation, i just hoped we had at least 3500 base damage. maybe tommorow patch will give what i hoped for.
meaning that our weapon damage at BIS should be around 2.700-2900, and 125% is truly fair, if not increase it to 175%.
- Daring Shout and Come and Get it should get 2-3 seconds shorter, it's a must.
- After GWF uses a DAring shout he will buff his allies with Damage REsistance.
After GWF uses COme and Get it he will buff his allies with Flat Damage %.
TEMPORARY HITPOINTS FROM UNSTOPABLE
you get 40%-60% out of your MAX HP as TEMPORARY HITPOINTS THAT PERSISTS AFTER UNSTOPABLE IS OVER.
after by HD in PVP its 20%-30% out of your max HP.
so out of 100k hp its 20.000 hp as temporary hitpoints, and 30.000 temporary hitpoints this change should be made.
its not okai at all to get 11.000 hp / 50% damage bonus. what were you thinking ?
Honestly if they Remove HD on Temp hp. and make it so its a flat 15-30% of our max hp boosted by our damage bonus, it'd be way better.
Then at 100k hp (using this as base) and a 30% damage bonus from power (very achievable) thats 19500 at half determination and 39000 at full. Which is much more manageable in PvE and PvP.
Even at lower hp levels, this would be fine. Consider current hp level of an average player at 60 with a power bonus of ~40% we'll put their hp around 30000 (obviously a rough reading, but PVE usually is lower than pvp) , This would be 6750 hp at half, and 13500 at full. Also a really respectable amount.
Temp HP should be just that, Temporary HP, and not be affected by a Debuff that reduces HEALINGS effectiveness, as its not actually healing you, just buffering you.
Honestly if they Remove HD on Temp hp. and make it so its a flat 15-30% of our max hp boosted by our damage bonus, it'd be way better.
Then at 100k hp (using this as base) and a 30% damage bonus from power (very achievable) thats 19500 at half determination and 39000 at full. Which is much more manageable in PvE and PvP.
Even at lower hp levels, this would be fine. Consider current hp level of an average player at 60 with a power bonus of ~40% we'll put their hp around 30000 (obviously a rough reading, but PVE usually is lower than pvp) , This would be 6750 hp at half, and 13500 at full. Also a really respectable amount.
Temp HP should be just that, Temporary HP, and not be affected by a Debuff that reduces HEALINGS effectiveness, as its not actually healing you, just buffering you.
FEEDBACK: UNSTOPAPPBLE TEMP HP
- I dislike that it is factored on damage bonus.
- I dislike that its affected by healing depression - This fact alone makes it IMPOSSIBLE to "balance" for both PVE and PVP.
What I would SUGGEST:
- *REMOVE* Healing Depression on Temp HP from Unstoppable.
- *REMOVE* the bonus from 'damage bonus' and INSTEAD: Unstoppable now grants 4% Temp HP per Second. (This makes it 16%-32% but overtime) Temp HP persists after Unstoppable ends.
FEEDBACK: STACKING - I dislike Destroyer (feat) short duration of stacks. Being CCd or Kited makes it impossible to keep stacks up.
- I dislike Weapon Master Stacking, short duration also makes being "kited" or CCd impossible to keep up.
- I dislike Destroyer AND Instigator Capstones. Destroyer should not require you to be IN unstoppable to build stacks. Instagator - stacks are reliant on someone attacking you. In PVP there is no way to force someone to attack you. (This is also why Destroyer Capstone sucks - you cannot force someone to attack you).
Used lvl 60 Sentinel GWF. No buffs used (not that Sentinel got any self buffs). Wanted to test destroyer too but respec is not working in preview.
Preview power: 10240 which equals to 61% dmg bonus on my lvl 60 GWF.
6176 temp hp/38991 max hp = 15.8% increase @live
13068 temp hp/42784 max hp = 30.5% increase @preview
Sorry, that's just not enough, considering that it will be nearly impossible to reach even 50% dmg bonus from power at lvl 70. Whereas Paladin can get +100% max HP as temporary HP AND CC immunity for 20s by using a daily.
In saying that though, We do deal far more damage than a paladin, even in sentinel spec. we might not tank as well but we are a hybrid tank/dps class. if we excelled at tanking AND at Damage, we'd be nerfed into the ground again. As long as I can get ~30% temp hp at level 70, I'd be happy. Ayrouxs' Idea of x% a second works well also if they remove HD on temp hp. (TEMP HP IS NOT A HEAL..)
FEEDBACK: UNSTOPAPPBLE TEMP HP
- I dislike that it is factored on damage bonus.
- I dislike that its affected by healing depression - This fact alone makes it IMPOSSIBLE to "balance" for both PVE and PVP.
What I would SUGGEST:
- *REMOVE* Healing Depression on Temp HP from Unstoppable.
- *REMOVE* the bonus from 'damage bonus' and INSTEAD: Unstoppable now grants 4% Temp HP per Second. (This makes it 16%-32% but overtime) Temp HP persists after Unstoppable ends.
FEEDBACK: STACKING - I dislike Destroyer (feat) short duration of stacks. Being CCd or Kited makes it impossible to keep stacks up.
- I dislike Weapon Master Stacking, short duration also makes being "kited" or CCd impossible to keep up.
- I dislike Destroyer AND Instigator Capstones. Destroyer should not require you to be IN unstoppable to build stacks. Instagator - stacks are reliant on someone attacking you. In PVP there is no way to force someone to attack you. (This is also why Destroyer Capstone sucks - you cannot force someone to attack you).
These are the two biggest issues I see on the PTR and testing.
Unstoppable Temp HP is ONLY good once you have full stacks and ONLY as a destroyer - this makes the other two worthless (Insta/Sent). Since Sent literally deals zero HP its even more worthless now due to intim nerf.
Thus making it fair for ALL classes only makes sense. I REALLY like the 4% temp hp / second. WITH the removal of HD on it.
Then stacking is VERY unreliable.
I dont know why they make these things so hard to balance between PVE and PVP:
REMOVE the HD on temp HP - only allows you to balance PVE and PVP better.
REMOVE the SHORT duration on stacks - AGAIN only allows you to balance the two better.
CURRENTLY: TEMP HP is only good in PVE and is NOT enough in PVP. IF you DOUBLE it, it will be FINE in PVP but WAY too strong in PVE.
CURRENTLY: Stacking is FINE in PVE because your nearly always in combat- mobs dont 'kite' you. However in PVP its HORRIBLE!!!!!
So remove the two barriers there... remove the short duration on our stacks, and remove HD from temp HP - THIS IS NOT A HEAL!!!!!!
I feel as if all these changes to GWFs are bandaids on a gunshot wound to the chest. The CORE of the class, meaning everything about the class prior to level 30 is broken. Weak, miserable damage, bad survivability. Just bad everything. My 4.8k power protector GF's Cleave does more than my 5.5k Sentinel GWF Wicked Strike AND Sure Strike. CLEAVE!!!!
Now, the feat trees are 'somewhat' covering these gaping holes, but this turns into something that cannot be scaled appropriately with gear. The devs cannot balance the class with feats because the class itself is broken. Adding 30% damage to Sure Strike would be awesome for Sents and Instigators, but then Destroyers would be DPS machines. Adding 10% more DR to Unstoppable would make Sentinels shrug off every damage source in the game.
TL; DR - Devs need to heavily scale back feat paths to prevent unscalable class divergence. Buff core mechanics of the class.
Comments
I'm expecting better arp or the Icewind damage (seens better than wod... what can be the effect of arp) Or both.
destroyers dont have any resistance and even restoring strike seens no longer have a proporcional healing. some classes are better fitted with damage and survival tools.
if my single tool to survive and function in this game will be so much mitigated... well... i dont see the point to bring theses buffs
to comparative porpose:
https://www.youtube.com/watch?v=jzVTLYafhFI
close to die only in 1:26, after try "off tank". the damage is broken, but... iam close to die only when i try use the function of a paladin/gf.
http://youtu.be/3qs4FZdpK1g
dont have defence and the damage is not enough . 20 seconds=death
choose what gwf you want for the next module. a good dps which requires the presence of the paladin or that who will empty the playerbase of the game even more.
nothing about "my fealings" are videos. are proves about what iam saying here. is the simple true.
note: 20k to a melee damage. the "dungeon changes" followed that; the only danger still a melee damage? when a range class will be abled to be one shoted even in distance and not a single target who need take all types of damage to do your? that is not my personal opinion again, just facts.
I feel GWF daring shout and come and get it shoud affect more adds cuz he is not capable to manage the agro aganst add swarm.
Also i feel Treatening Rush shoud have at least have 5-7 charges to manage agro or to mark more frequent more adds .
GWFs dont have the defensive tools to survive... The damage boosts may end up being nice once everything is said and done.
GWFs need improvements in a few areas:
1) Determination gain.
Currently Insta/Sent have to take damage to get determination, they are completely reliant on other classes attacking them to access their defensive tool Unstoppable. Currently its based on % of HP loss, it was nerfed from damage taken (which we had a buffer of DR) so now we must take SUBSTANTIALLY more damage to access unstoppable.
Destroyers have it slightly better but worse at the same time since they dont gain their "stacks" until AFTER being in unstoppable and attacking multiple times. For PVE this isnt that bad and the long duration is great, however in PVP its a horrible mechanic with so many classes having abilities to dodge/avoid being hit. So its going to be VERY tough to get Destroyer stacks.
- An easy solution here would be to grant the "destroyer capstone" to all GWFs in that ANY GWF now gains determination by also DEALING damage. Also Destroyer Capstone stacks should be changed so that you gain stacks off ANY attack and they last as long as you are in combat RATHER than only applying stacks during unstoppable. Thus their damage boosts would kick in just by attacking even at the beginning of the fight, but arguably have less "uptime" since when they leave combat the stacks also fall off.
2) Sustainability
We are receiving a Temp HP boost, however being based on +damage % doesnt seem to make alot of sense. For Instagator this may work, but for Destroyer they wont have their damage boosts until AFTER they pop unstoppable for the first time. This is why the change to Destroyer Capstone is needed.
I will wait to cast judgement on this area until this weeks patch to see the Temp HP we get off Unstoppable with damage boosts.
IDEALLY, again, I would just suggest re-working the Temp HP to grant you 5% Temp HP/Second while IN unstoppable. This gives us MUCH more temp HP to work with (20-40%) however in PVP will be only 10-20%. Its also granted overtime so it gives GWFs a litlle "temp HoT" where the Temp HP would last outside unstoppable which helps the GWF inbetween unstoppables - where they need it most.
I dislike the mechanic of just giving GWFs MORE TEMP HP upfront with each Unstoppable since its not DURING unstoppable that we need the help, its when it ends that we need help thus having a 5% per second, the temp HP gained at the end of unstoppable will be much more relevant towards a "buffer" when it ends than if you gave that temp HP at the beginning.
3) Stamina Gain
Our Stamina gain is VERY dismal.
I have on my GWF about 19% stamina regen, I have a TR who has about 8-10% Stamina regen. My GWF takes 18 seconds to get full stamina while my TR only takes 16. While that seems like not much difference, note that I have nearly DOUBLE the Stamina regen he does and I take a full 2 seconds LONGER.
I know Stamina is a weird feature because its a fine line of too little or too much, for this I propose a 20% DECREASE in our total POOL, however a 50% INCREASE in our stamina Gain.
On my Current GWF (this isnt exact math I know) I can sprint for about 5 seconds. This 20% nerf would mean I could sprint for only 4 seconds however instead of 18 seconds to regen 5 seconds worth, I would only have 4 seconds to regen (14.4 currently) which would be reduced ALOT down to ~ 10 seconds.
What this allows us to do is use Sprint more often as "dodge" mechanic. It gives us short bursts of speed.
Another option would be to give GWFs "HR-LIKE" dodges however for this to be plausible it would have to be the distance more like a TR but animation of an HR. This would also work as it provides immunity frames.
4) HUGE reliance on RNG stacking
Again this has been brought up. Destroyers dont generate determination on command, thus must both take and deal damage to THEN get their damage boosts. Instagators MUST receive damage for a short term damage boost.
The worst culrpits of this though are:
- Weapon Master
- Destroyer
These feats "uptime" is ridiculously small. Weapon master is hard to sustain in PVP and so is Destroyer. They both are OK in PVE however they just DO NOT work in PVP where classes can easily "dodge" or "control" the GWF and he loses ALL stacks of these. Heck even our OWN "Avalanche Daily" removes our own stacks just because the animation time is GREATER than the uptime on the stacks for both WM and Destroyer!?!
Again, I would propose that ALL stacking mechanics for the GWF last throughout combat and fall off when you exit combat. This would apply to ALL Stacking: Instagator Captsone, Destroyer Capstone, Destroyer Feat, Weapon Master Feat.
With these things changed, I think the GWF would be in a fair position. Overall classes would have more reliable access to their damage boosts AND Unstoppable. We would have more utility options with Sprint rather than save it up for 1 "longer" 5 second duration of use.
We would have a little "self-sustainability" which is going to be key for PVP. Dont forget that AoE Powers return less Lifesteal so if you want to use things like "Fissue/Frontlike/Daggers" the lifesteal you get is reduced from AoE AND by healing depression makng those worthelss for "self heals" in PVP.
I really thing these things NEED consideration. Not only just for PC users but imagine Xbox GWFs trying to keep Destroyer stacks on themselves... OR Instagator stacks up. Its going to be VERY frustrating....
36 pages.... Its clear to me this class needs some work, not just later, not just next module but we need it NOW the class is in a very dismal state.
**** that
sprint is <font color="orange">HAMSTER</font>. i would really be pissed if they changed it into dodge...
Guardian Fighter main. I will never switch to Paladin even if we're a dying breed. GF for ever!
Main alts: Great Weapon Fighter, Control Wizard.
Sprint is what makes GWF fun to play for me.
i agree it is underperforming and the animation is <font color="orange">HAMSTER</font> and they never fixed that.
i proposed a few pages back that GWF/SW gets a complete damage immunity in the first 3 seconds of sprinting (GWF still gains determination).
Guardian Fighter main. I will never switch to Paladin even if we're a dying breed. GF for ever!
Main alts: Great Weapon Fighter, Control Wizard.
10% deflect buff as an instigator, the heck good is that for?
Better yet, keep current shift and just make us immune to damage while Sprinting or 100% Deflect. Too OP? I dont think so, esp not with how CWs will be able to hit for 50-100k every 6 seconds .. The way things are we have a GWF who is supposed to be super mobile but the only thing that cant run from us is a GF ( add Paladin to that in mod 6.. not that any of them will have to run from us ). Intimidation is useless at 70, so no more big aoe bursts which means no more lucky hits on people behind us or to the side. GWFs will have to do everything head-on in melee range. This means we need a reliable way to get close to someone without being killed on the way. And the HP on the elemental pvp gear needs to be adjusted. Paladins and GF should have the most, GWFs next highest and all the other classes should be way below. Time to make some distinctions between "tanky" , "squishy" ,"dps" and "control"... cause things are again looking like a single ranged class will have it all.
Merrily, merrily, merrily, merrily, Life is but a dream.
sprint should deal 100% of your weapon damage as piercing damage around you.
mleap will be a close gap and dodge. roar a super counter attack... 1000 rabbits in one blow. both now will do 3x more damage if you think about use x time.
GWF really have a lack of defense please do not ignore it.
Whit M6 it will be easy to reach 15k Power stat or 18-20k+ Power for all Classes & "Distance Class Especially!,
the Currently GWF will be completely breaking and wont have any chance to survive by hitting from the distance,
with that burst of dmg coming with M6, due the lack of defense and power, brocken unstoppable, low %DR defense
The Removing of "Aoe Prone" from encounters it's ok,(like frontline)
But there is No reason to remove it from Single target? too, this is absolutely not fair.
Come on "Take down" should doing, for what it was made.
GWF really need a higher defense,resistance to keep standing.
Think would be a good time to give them back their original 50% DR from it.
This encounter was over nerfed in the previous mods, the damage is low, the aoe cone is small and the semi stun cannot be considered utility.
Full unstoppable on preview:
Used lvl 60 Sentinel GWF. No buffs used (not that Sentinel got any self buffs). Wanted to test destroyer too but respec is not working in preview.
Preview power: 10240 which equals to 61% dmg bonus on my lvl 60 GWF.
6176 temp hp/38991 max hp = 15.8% increase @live
13068 temp hp/42784 max hp = 30.5% increase @preview
Sorry, that's just not enough, considering that it will be nearly impossible to reach even 50% dmg bonus from power at lvl 70. Whereas Paladin can get +100% max HP as temporary HP AND CC immunity for 20s by using a daily.
I agree with this. If roars damage was increased and it was given a more reliable stun effect, it'd be far more useful and I'd slot it over other powers. I've been trying it on preview and its got potential to be a great skill for us. But with the sheer amount of CC every other class has now in dazes, stuns, and prones, we need to slot lots of CC also just to be even considered useful. To be honest I think theres too much hard CC in the game now.
In regards to what I just said about CC
Feedback : Daze And CC
There should be a difference between "daze" and "silence" Daze should stop all at wills, "Silence" should stop all encounters. This would balance out the CC of other classes and help pvp. they can both affect PVE the same but they need this difference in PVP. as it is some classes (*Cough cough*) Can Perma Daze/ CC you and you literally cannot do anything at all. its extremely unbalanced and not enjoyable at all for the other clasess. and probably after a while will get boring for the attacker also because unless fighting their own class, they just have to do the same thing every time.
Feedback : Temp HP After Unstoppable.
Definitely an improvement, but we cannot gain determination from this temp hp damage, if we could gain 25% or 50% normal rate, that would be better I also suggest that this be based off your base HP + the bonus from power. so at 40k hp you might get 13k, at 80k you might get 26-27k etc. Also. Temp HP should be able to stack. ATM if I have 11k. and I use Roar / Encounter to build enough to go unstop again when I have some left. it should stack on my existing temp hp, not delete it and give me a lower amount.
The below is general to classes. its not GWF specific, But was tested with my using my GWF
Bug : Plaguefire weapon.
Screenshot here. It basically ticked me about 20-30 times a second until I died. enemy who was using it was a HR. may have something to do with it. It also seems it interacts with Careful attack in a similar way, possibly this is part of the reason it did this to me.
Feedback : Elven Ferocity and Fey thistle
FAR too powerful. elven ferocity can basically one shot people in PVP at the moment if they are upscaled to 70, I took 33k off it. so its affected by damage bonuses. This needs to either scale with level (perhaps 10% strength at 60, up to 100% strength at 70. or be harshly nerfed to about 4000-5000 damage, I then stacked up my DR more and put on tenacity gear. and still took 23k from it after a few stacks of my negation + 39% tenacity DR + 39% normal DR . its overpowered for a boon. (Screenshot linked)
Fey thistle is ridiculous also. It also needs to be toned back. OR scale with level like the suggestion for Ferocity above. I watched a rogue kill herself accidentally just from hitting someone with fey thistle a few times.
I get at level 70 with new gear and over 80-100k hp this isnt as bad damage, but having a boon that does 30% of your hp in damage, and one that can heal a similar amount is crazy broken. Please look into this as IWD is hillarious at the moment , this guys just standing here and 3 of us are all dying just my attacking him
Feedback : Piercing damage to Tanks
Well we all know this. but Piercing damage 100% makes tanks useless. a TR can literally 1 or 2 shot you with Duelist flurry purely because of the piercing damage. It still seems to do damage premitigation (so not a % of unavoidable damage after mitigation) The way it should work is lets say the rogue hits you for 10,000 damage. your DR reduces this too 4000, Then they deal piercing from that amount. If this is actualy how it works and Immisreading the Combat log.. Its seriously overpowered still. You'd have to at least Halve its current %'s to make it even remotely balanced. its ridiculous when you have stacked up massive DR. yet die to a passive feat procced by an at-will ability.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
now a problem.
1 -gwf need the bugged damage when you pass the charater to the lvl 60 to 70 after enter in some zone. 2 - some powers pre 50 points is horrible and even ibs is outdated. 3 - strength is a horrible status now. 4 - battle fury is a horrible encounter. 5 = reaping strike is a horrible atwill.
After start tera yesterday (slayer/berserk) I reinforced the idea: How to fix all that by a simple and funny solution?
1 - categorize encounters by "maneuver function" (mleap/roar/punishing charge ) "burst function" (ibs/grand fissure/not so fast) and utilitaty funcions (cgi, ds… no idea how work that).
2 - give stacks to maneuver encounters (improve the damage of olds). Give manual castings bars to burst encounters over the actual base.
3 - strength now reduct the casting time equal to damage bonus.
4- battle fury now instead to give 25% of damage, give 25 points of strength
5 Mighty Blade now reduct the casting in 25%
So, over the top, will have here 1 sec of casting up in 100%/200% the damage of some burst encounters, 200% (3 stacks) a damage like roar, and 200% the actual utility.
rp unstoppable will be really, really fast.
another things is:
A - after status curve, need change Battle Awareness and Defiance
B - rework Disciple of War to give 25% of POWER is ARP
the temporary hp for destroyers seens fine.BUT i just test for few seconds and use a bugged damage
a secundary solution too is use the rp casting of reaping strike to up these encounters. str can do that casting more fast. othe good use for str is, of course, determination gain bonus.
Think it's bad for the GWF, you see how pathetic the GF's steel blitz is.
Honestly if they Remove HD on Temp hp. and make it so its a flat 15-30% of our max hp boosted by our damage bonus, it'd be way better.
Then at 100k hp (using this as base) and a 30% damage bonus from power (very achievable) thats 19500 at half determination and 39000 at full. Which is much more manageable in PvE and PvP.
Even at lower hp levels, this would be fine. Consider current hp level of an average player at 60 with a power bonus of ~40% we'll put their hp around 30000 (obviously a rough reading, but PVE usually is lower than pvp) , This would be 6750 hp at half, and 13500 at full. Also a really respectable amount.
Temp HP should be just that, Temporary HP, and not be affected by a Debuff that reduces HEALINGS effectiveness, as its not actually healing you, just buffering you.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
FEEDBACK: UNSTOPAPPBLE TEMP HP
- I dislike that it is factored on damage bonus.
- I dislike that its affected by healing depression - This fact alone makes it IMPOSSIBLE to "balance" for both PVE and PVP.
What I would SUGGEST:
- *REMOVE* Healing Depression on Temp HP from Unstoppable.
- *REMOVE* the bonus from 'damage bonus' and INSTEAD: Unstoppable now grants 4% Temp HP per Second. (This makes it 16%-32% but overtime) Temp HP persists after Unstoppable ends.
FEEDBACK: STACKING
- I dislike Destroyer (feat) short duration of stacks. Being CCd or Kited makes it impossible to keep stacks up.
- I dislike Weapon Master Stacking, short duration also makes being "kited" or CCd impossible to keep up.
- I dislike Destroyer AND Instigator Capstones. Destroyer should not require you to be IN unstoppable to build stacks. Instagator - stacks are reliant on someone attacking you. In PVP there is no way to force someone to attack you. (This is also why Destroyer Capstone sucks - you cannot force someone to attack you).
In saying that though, We do deal far more damage than a paladin, even in sentinel spec. we might not tank as well but we are a hybrid tank/dps class. if we excelled at tanking AND at Damage, we'd be nerfed into the ground again. As long as I can get ~30% temp hp at level 70, I'd be happy. Ayrouxs' Idea of x% a second works well also if they remove HD on temp hp. (TEMP HP IS NOT A HEAL..)
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
Isn't Puncture strike basically Threatening rush just for both paragons...
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
because its 25% seconds on the base seconds.
These are the two biggest issues I see on the PTR and testing.
Unstoppable Temp HP is ONLY good once you have full stacks and ONLY as a destroyer - this makes the other two worthless (Insta/Sent). Since Sent literally deals zero HP its even more worthless now due to intim nerf.
Thus making it fair for ALL classes only makes sense. I REALLY like the 4% temp hp / second. WITH the removal of HD on it.
Then stacking is VERY unreliable.
I dont know why they make these things so hard to balance between PVE and PVP:
REMOVE the HD on temp HP - only allows you to balance PVE and PVP better.
REMOVE the SHORT duration on stacks - AGAIN only allows you to balance the two better.
CURRENTLY: TEMP HP is only good in PVE and is NOT enough in PVP. IF you DOUBLE it, it will be FINE in PVP but WAY too strong in PVE.
CURRENTLY: Stacking is FINE in PVE because your nearly always in combat- mobs dont 'kite' you. However in PVP its HORRIBLE!!!!!
So remove the two barriers there... remove the short duration on our stacks, and remove HD from temp HP - THIS IS NOT A HEAL!!!!!!
I feel as if all these changes to GWFs are bandaids on a gunshot wound to the chest. The CORE of the class, meaning everything about the class prior to level 30 is broken. Weak, miserable damage, bad survivability. Just bad everything. My 4.8k power protector GF's Cleave does more than my 5.5k Sentinel GWF Wicked Strike AND Sure Strike. CLEAVE!!!!
Now, the feat trees are 'somewhat' covering these gaping holes, but this turns into something that cannot be scaled appropriately with gear. The devs cannot balance the class with feats because the class itself is broken. Adding 30% damage to Sure Strike would be awesome for Sents and Instigators, but then Destroyers would be DPS machines. Adding 10% more DR to Unstoppable would make Sentinels shrug off every damage source in the game.
TL; DR - Devs need to heavily scale back feat paths to prevent unscalable class divergence. Buff core mechanics of the class.