I’ve been preaching this for a while, but I wanted to give it its own post. Here goes:
The Problem
The simple reality is the greatsword is not a good PvP weapon. In fact, it’s an absolutely abysmal one. The axe is more effective by a significant margin. It is very hard to land its attacks on players. Necromancers have little mobility, and most classes are not only faster than us, but about 90% of the time they’re in range they’re evading, invulnerable, blocking, stealthing, applying blinds, interrupting our long casts, or just moving so fast a GS attack will not land. I don’t know if a dev has sat down and seriously PvPed with this weapon, but it’s…pretty miserable.
Speeding it up ISN’T an option
It’s been made very clear the greatsword is supposed to be a slow, powerful weapon. If you speed it up, it will become very generic. Unfortunately, its slow speed makes it very non-viable in PvP. How do we solve this?
Give it slightly more range (Hear me out!)
I am not proposing we make the greatsword a ranged weapon like the necro staff, mesmer greatsword, or even the necro axe. It should be somewhere between melee and medium range akin to the Guardian staff, but shorter and broader. Several skills (GS3, GS4, and GS5) already have sufficient range for their function. Really only the auto attack and gravedigger need a range boost.
How to change these abilities
The first two swings of the auto attack should emit a small shadowy particle effect a short range in front of the caster in a broad cone (say 200-300 units). This could be a simple black swoop with some of the falling raven feathers we see on Gravedigger.
The third swing of the auto attack should be a frost nova-esque explosion at the point of impact, doing a radial chill effect with about 200-300 units.
Finally, Gravedigger should just get a small boost to its radius, (again 200-300 units). It does not have to be tremendous, but this attack almost never hits a remotely competent player in PvP who isn’t downed. Even when the cast does complete and an opponent is still in range, they’ve usually had ample time to block, evade, pop an invulnerability, interrupt you (no stability on greatsword or utilities), or have afflicted you with blind or weakness, making this attack that never lands score a very mediocre hit. It’s a huge amount of work for a very rare, very unreliable payoff.
If you are fighting a decent PvPer on a non-reaper class (reapers coincidentally being the only thing slow enough to ever eat a gravedigger), I can basically guarantee you will NOT land this skill even one time in 10-20 fights. It really shouldn’t even be on the bar for PvP as it is.
Would this be overpowered?
I’m almost 100% certain it would not. What I am proposing is a modest range boost that would only correct for a very small number of times that GD currently misses (those times when an extra 100 units makes the difference, and not block, dodge, greater distance, invuln, blind, etc – and I assure you these cause many, many of the missed attacks).
The simple fact is the greatsword is very weak at the moment in PvP, and in absolutely no danger of being overpowered. When it comes to its range and utility, there’s very little risk of overbuffing this.
I strongly feel changes comparable to this should be implemented. I also feel that, if they were, the general consensus would STILL be that the greatsword is far from an optimal SPvP weapon, because its design is just not appropriate for a fast-paced gameplay. However, this would certainly help it actually feel like a cleave weapon as opposed to a miss-a-bunch-and-die weapon.
Thanks for reading.
(edited by Jackalrat.5493)