(edited by sorrow.2364)
Maul's vulnerability is too weak
Healing Spring+Maul+Swoop+Auto+Maul and leave field.
Let’s do some math with this relatively quick set of actions, with 0 healing power.
Healing Spring+3 finishers is 4920+(1320×3)=8880 health. If you are contesting a point it will be much more than this, and if the Engineer wants to stay off the point and use grenades, he’s losing the point.
With un-traited cd greatsword, you can use Maul x 3 and Swoop x 2, which is 6600 health at 0 healing power. That’s a ridiculous amount of healing.
Correct me if I’m wrong, but it is still less than 0 Healing power Healing Surge max healing.
Blast finisher on Maul makes sense if Healing Spring duration is reduced.
To be honest, its duration is kinda ridiculous even without blast finisher on Maul.
I guess I forgot to mention the fact that blast finishers are aoe heals, meaning it’s actually more than the number I gave you if there is at least one ally nearby. In a team fight, that can mean an additional 1320-5280 per finisher. If you get at least 2 finishers off on (as an example) you and two other people, your total health gain between you and those allies is 12840 before you factor in any regeneration they received or any finishers they used themselves. If you are getting all four of your teammates, that’s 18120 between all of you.
Healing Surge doesn’t remove conditions, doesn’t provide a field, and has an either-or option by getting less healing for maxing your adrenaline after usage, or healing before using it to get more health back.
Nerfing Healing Spring is the last thing rangers need because its ticking condition removal is crucial to holding points. (as well as being extremely helpful in PvE)
I’m just not seeing a good reason to nerf anything just to give GS a blast finisher it doesn’t need, when it still needs other improvements to basic function.
(edited by Leuca.5732)
I guess I forgot to mention the fact that blast finishers are aoe heals, meaning it’s actually more than the number I gave you if there is at least one ally nearby. In a team fight, that can mean an additional 1320-5280 per finisher. If you get at least 2 finishers off on (as an example) you and two other people, your total health gain between you and those allies is 12840 before you factor in any regeneration they received or any finishers they used themselves. If you are getting all four of your teammates, that’s 18120 between all of you.
Healing Surge doesn’t remove conditions, doesn’t provide a field, and has an either-or option by getting less healing for maxing your adrenaline after usage, or healing before using it to get more health back.
Nerfing Healing Spring is the last thing rangers need because its ticking condition removal is crucial to holding points. (as well as being extremely helpful in PvE)
I’m just not seeing a good reason to nerf anything just to give GS a blast finisher it doesn’t need, when it still needs other improvements to basic function.
Healing Spring water field is too long, regardless the hypothetical buff on Maul, period. As you can see, it stops the Ranger to get more useful buffs just because of that water field. 8-10s is more reasonable to me.
If Rangers need more condition removals, it is a good thing to spread them among other utilities/skills/traits. Packing everything in a single skill has never been healthy for the game.
Healing Spring water field is too long, regardless the hypothetical buff on Maul, period. As you can see, it stops the Ranger to get more useful buffs just because of that water field. 8-10s is more reasonable to me.
If Rangers need more condition removals, it is a good thing to spread them among other utilities/skills/traits. Packing everything in a single skill has never been healthy for the game.
No, if that happens you’ll still have a problem with rangers having access to fields with such an easy blast finisher. GS already has two finishers. If the weapon functioned nearly as well as it was probably envisioned to, people probably wouldn’t even be discussing adding anything to Maul.
You’re bringing up another problem in this game, which is the ease of access to blast finishers. There are far too many and suggestions like this would serve to exacerbate the problem.
Rangers need more condition removal options; the fact that Healing Spring is one good option doesn’t mean it has too much.
Even if our GS dealt as much dmg as warrior’s one, that wouldn’t make us wanted in zergs. What we need is some addional utility, not just bigger numbers. Adding blast finisher would make it interesting option for raid composition.
No, if that happens you’ll still have a problem with rangers having access to fields with such an easy blast finisher. GS already has two finishers. If the weapon functioned nearly as well as it was probably envisioned to, people probably wouldn’t even be discussing adding anything to Maul.
You’re bringing up another problem in this game, which is the ease of access to blast finishers. There are far too many and suggestions like this would serve to exacerbate the problem.
Rangers need more condition removal options; the fact that Healing Spring is one good option doesn’t mean it has too much.
Maul wouldn’t be an easy blast finisher. It is still locked to a 6s cooldown and melee range.
Cluster Bomb is an easy blast finisher.
Weapon sets with multiple combo finisher aren’t a problem either.
Just look at D/D on thief. Leap, whirl and projectile finishers on the same set.
Even if our GS dealt as much dmg as warrior’s one, that wouldn’t make us wanted in zergs. What we need is some addional utility, not just bigger numbers. Adding blast finisher would make it interesting option for raid composition.
Which is why the auto attack needs to have its speed improved and have the evade be the same speed as the regular attacks on top of the damage increase. Maul needs to have a better coefficient and more vulnerability with the ability to hit 5 targets instead of 3 like auto. Response time and distance knocked back need to be improved on 4 to either sync better with Hilt Bash, which needs to sync better with traits like Moment of Clarity so that you are not wasting a potential damage buff.
Even a change a simple as increasing the vulnerability and targets hit by Maul would be a great start, because its the one condition that amplifies the damage of everybody attacking your target. It’s amazing offensive utility that doesn’t break the weapon or necessitate nerfs to anything.
Maul wouldn’t be an easy blast finisher. It is still locked to a 6s cooldown and melee range.
Cluster Bomb is an easy blast finisher.Weapon sets with multiple combo finisher aren’t a problem either.
Just look at D/D on thief. Leap, whirl and projectile finishers on the same set.
A traited GS gets a 4.8 second CD on Maul. If GS receives other QoL adjustments it needs, adding a blast finisher will definitely make GS too appealing.
GS already has multiple finishers; leap and projectile, and these are not overtly problematic by themselves. Thief D/D (I think thieves have a terrible design to begin with) at least doesn’t have a blast finisher, which is a very reliable and efficient aoe, and whirl finishers are pretty insignificant due to their usually short duration as well as unpredictability of the finisher effects.
What you are saying is that we should compound upon the problem of weapons having a lot of finishers by adding another one instead of fixing core problems the weapon will have regardless.
(edited by Leuca.5732)
A traited GS gets a 4.8 second CD on Maul. If GS receives other QoL adjustments it needs, adding a blast finisher will definitely make GS too appealing.
GS already has multiple finishers; leap and projectile, and these are not overtly problematic by themselves. Thief D/D (I think thieves have a terrible design to begin with) at least doesn’t have a blast finisher, which is a very reliable and efficient aoe, and whirl finishers are pretty insignificant due to their usually short duration as well as unpredictability of the finisher effects.
What you are saying is that we should compound upon the problem of weapons having a lot of finishers by adding another one instead of fixing core problems the weapon will have regardless.
Thief can easily have a cheap blast finisher by picking Shortbow as secondary set, which is mandatory anyway in most thieves build. That’s 4 cheap finishers in 2 weapon sets.
It is all a matter of where they want to bring GS for rangers.
If they designed it as a support/defensive weapon, then a blast finisher on Maul is the best choice.
If they designed it as an offensive weapon, then a vulnerability boost on Maul is the way to go.
Both choices are good, it is all a matter of where the Devs want the weapon to be.
Thief can easily have a cheap blast finisher by picking Shortbow as secondary set, which is mandatory anyway in most thieves build. That’s 4 cheap finishers in 2 weapon sets.
It is all a matter of where they want to bring GS for rangers.
If they designed it as a support/defensive weapon, then a blast finisher on Maul is the best choice.
If they designed it as an offensive weapon, then a vulnerability boost on Maul is the way to go.Both choices are good, it is all a matter of where the Devs want the weapon to be.
Bolded is important because:
1. It requires a second set to achieve that many finishers and
2. Thieves have a paltry selection of fields to combo off of; their only real advantage is smoke. That is a totally different context when compared to a profession that has both water/fire fields which are much more broadly useful from a team perspective.
On another note, I dislike using thieves as examples for balance, because Anet inherently made them much more difficult to balance by changing their skill attrition function.