Hey Anet devs. Two things got me to make a rare visit to the official forums to voice my input on the Decemeber 10 proposed changes. First, the general attitude of people on these forums is toxic, and I feel really bad for you guys, especially as someone who has been around since early GW1 and loves the games you make, and who has always loved your take on the brutal archetype of the warrior class. I’m not sure why the community has gone so far down hill since launch, but I want you to know I appreciate that you still try to involve us in some way and interact, and to also know that there are many people who respect what you do. The second reason is that if I dont say anything before the nerfs, I will have no one to blame for myself for not giving input. SO here goes:
I think the proposed nerfs to hammer go a little to far if they are launched exactly as proposed. A reduction to the damage of both burst mastery and the base damage on earth shaker and the hammer knockback skill combined with moving Unsuspecting Foes to Master tier is overkill on damage reduction. I understand your goal is to make warriors choose between damage or control, but the problem with this change is that it actually makes warriors choose between control or picking a different weapon.
You see, hammer’s design philosophy (as I believe it was intended) is to be a big, slow, cumbersome weapon with devastating attacks. It currently fills that role quite nicely with the right setup, at least in wvw. In pve, hammer has never been an optimal choice because it lacks the DPS that GS + axe/mace brings, and Defiant stacks make the control that hammer brings not worth the damage gap. In spvp, on the other hand, control is so important that blinds, stability, dodges, and other forms of avoiding control are practically required and keep hammer balanced and in check.
This brings us to a very important point: the reason why earthshaker deserves to have DPS AND control. Earthshaker is one of the most telegraphed attacks in the game, and is easily dodged. THis is good though, because it fits well with the philosophy of the hammer. Both when playing a hammer war and when playing against hammer wars, the fight is always exciting, because you feel like a little guy dodging a really big guy’s slow, heavy punches. If you slip up once, you will suffer, but that is balanced by how easy it is to avoid hammer attacks. I can tell you that playing hammer in spvp, I am often blinded, met with stability, dodged, stealthed, interrupted, knocked back, or otherwise avoided. When I finally do connect with earthshaker or another awesome hammer attack, it feels great, but moreso than with other weapons, I am often whiffing. When I play against a hammer warrior in spvp i always have a stun break (because I always have a stun break in spvp). I work around the hammer warrior by keeping my distance and dodging important attacks, by using stealth and stability, or by blinding. I know if I get hit in the face with a fully charged hammer attack with a huge windup it will hurt. This IS AND SHOULD BE how hammer feels. If you nerf hammer for the sake of wvw, you will make a weapon already barely viable in pve and make it useless, and I feel you will make hammer builds in spvp cease to be viable. (For those saying hammer warriors will simply have to switch to more offensive gear, I think you should note that hammer lacks any kind of escape mechanic and generally leaves itself open to attack. It either crushes foes or is quickly disabled, and therefore needs to be a tanky build, whereas other weapons allow the warrior to move around a lot more. to compensate, the base damage of hammer should not be something you can ignore.) (CONT)