Physical util cooldowns

Physical util cooldowns

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Posted by: shimmerless.4560

shimmerless.4560

Why do Physical skills (Kick, Stomp, Bolas) have such tremendous cooldowns compared to their effects?

Kick (small AoE knockback, very, very short range, low-to-moderate damage) is on a 20 second cooldown. Why? Shouldn’t it be something like 10-12, considering it’s just a kick with your foot that’ll at best act as an interrupt?

Stomp (moderate damage, small radius hard CC) clocks in at a whopping 60 seconds. This one is almost as absurd as Endure being a boosack-shattering 1:30 min CD

Bolas is at 20. Very long-lasting Immob so I can sort of see the reasoning but by the same token it has negligible damage and it’s a single-target util skill.

My feeling is that people so rarely take Physicals because aside from them struggling to compete with the necessary sustain/condi removal War utils, they have crazy-high cooldowns in comparison to their in-game effects. It doesn’t help that the only CDR trait is a Grandmaster in an otherwise-unappealing trait line.

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Posted by: Super Riceman.8702

Super Riceman.8702

The reason they have long cooldowns is because they are badly designed

Kick should be 12 sec cooldown at most

Stomp should have a lower cooldown (40 sec) and break stuns (physical skills lack this)

Bolas’ cooldown would be alright if it bounces like static shot

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I’m using kick on my Rampager build and it is quite effective for interupting foes, But I think the cooldown should never get bellow 15sec (unless traited), sinds it is basicaly a Rifle But but with a small 300 unit charge.

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Posted by: Grok Krog.9581

Grok Krog.9581

I agree that half of Physical utility skill cool downs are too high (kick and stomp). But Bolas/Bull’s Charge are fine.

Kick is very meh and should have a 12-15 second cool down.

Stomp I can see having some use and like you said, 40 seconds would be a good cool down but I think 45 would be better. It’s basically an AoE Bull’s Charge without the gap closer.

Bull’s Charge cool down is fine for 2 reasons. 1 it’s a 2 second knockdown, which skills that knock down for such a period have long cool downs (see back breaker), and is a huge gap closer.

Bolas has a very short cool down actually. Most immobilize skills are 2-3 seconds have a 15-25 second cool down. Bolas is 4 seconds and a 20 second cool down that can become 16 seconds. It’s very good

Grok Walking Amongst Mere Mortals

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Posted by: Artaz.3819

Artaz.3819

Because Physical Utility skills are balanced with Physical Training in mind. Right now, the issue is that Physical Training should be a Major Trait (20-pt) at best.

The 100% Damage bonus (on the Trait) actually makes the use of the utilities OK since the crowd control is the real factor of use (Throw Bolas/Bull’s Rush). The swap of the 100% Damage bonus for Mending becoming a Physical skill (even Rampage Elite as well) and a shift down to Major would make them potentially viable alternatives; of course Kick would be better served in most builds as a pull-to (with knockdown like Scorpion Wire) instead of push-back with the range of the ability being the balancing factor against cooldown.

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Posted by: loseridoit.2756

loseridoit.2756

my warrior build uses mostly physical attacks.

Kick is awesome

Stomp cd is a little too long

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Posted by: Daecollo.9578

Daecollo.9578

Stomp: Can’t move when doing move (so usually everyone gets knocked out?) Really really stupid long CD…

Should be a 20 second CD on stomp, 8 second CD on kick.

http://www.torhead.com/ability/gV8Zo5R/overload

Sith Inquisitor has pretty much the same ability as stomp, except it has a way shorter CD/does more damage and you can be fully mobile while using it.

I know its not the same game, but if another game that is more cool-down based has a skill that has 3x the CD to this game which is more dodge/movement based to an easilly dodged and movement based game…

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(edited by Daecollo.9578)

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Posted by: Faranox.4217

Faranox.4217

I think kick is in a pretty good place, but Stomp could have a shorter CD. Definitely not as low as 20 seconds, around 40 or so sounds good.

Chops Mcgee, of Anvil Rock

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Posted by: Daecollo.9578

Daecollo.9578

I think kick is in a pretty good place, but Stomp could have a shorter CD. Definitely not as low as 20 seconds, around 40 or so sounds good.

If its not 20s, then nobody would take it. Its way too situational for what it does.

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Posted by: Grok Krog.9581

Grok Krog.9581

Mentioning SW:TOR and an ability in it really has nothing to do with this game at all. The gameplay is completely different.

8 seconds on Kick is way over the top. Thats a 6 second knockback with the trait, that’s alot of interrupting/stunning for one skill. Looking at Kick again, 16-18 second cool down would be fine. Forgot about the 20% cool down reduction it could have.

As for Stomp, it’s a pretty big AoE with a far launch and is a Blast finisher. 20 seconds would be way too low, there would be no reason to ever use kitteneconds is fine, would have a 36 second cool down with the trait. Which if you’re planning on building around Physical skills, I’d assume you’d have it.

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Posted by: Daecollo.9578

Daecollo.9578

Mentioning SW:TOR and an ability in it really has nothing to do with this game at all. The gameplay is completely different.

8 seconds on Kick is way over the top. Thats a 6 second knockback with the trait, that’s alot of interrupting/stunning for one skill. Looking at Kick again, 16-18 second cool down would be fine. Forgot about the 20% cool down reduction it could have.

As for Stomp, it’s a pretty big AoE with a far launch and is a Blast finisher. 20 seconds would be way too low, there would be no reason to ever use kitteneconds is fine, would have a 36 second cool down with the trait. Which if you’re planning on building around Physical skills, I’d assume you’d have it.

Nobody would use it, it may by a launching skill. However I would make its radius and cool-down as low as 20s, its a UTILITY slot that is mostly offensive, it should have a shorter cool-down. The same cool-down as 4/5 abilities.

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Posted by: Grok Krog.9581

Grok Krog.9581

I don’t see why anyone wouldn’t use it. And you don’t know no one would use it. Some 4/5 abilities have a cool down just as long. I’m not sure what you mean make it’s radius as low as 20 seconds. It’s got a pretty good radius. 45 seconds/36 traited is a sufficient cool down and doesn’t need to be less. The reason you would use it over kick is can effect more people in a circular area, knock them back farther, is a blast finisher, and does more damage

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Posted by: Daecollo.9578

Daecollo.9578

I don’t see why anyone wouldn’t use it. And you don’t know no one would use it. Some 4/5 abilities have a cool down just as long. I’m not sure what you mean make it’s radius as low as 20 seconds. It’s got a pretty good radius. 45 seconds/36 traited is a sufficient cool down and doesn’t need to be less. The reason you would use it over kick is can effect more people in a circular area, knock them back farther, is a blast finisher, and does more damage

It would give warriors there own ways to hold points, without making them a bunker they could smack an entire point every couple of seconds.

As for being “too op” see stability.

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Posted by: Grok Krog.9581

Grok Krog.9581

I’m not gonnna comment on the holding points thing because I don’t know anything about spvp. However, there’s not one knock back skill that has shorter than a 15 second cool down (unless traited).

As for Stomp, most launch skills have a long cool down (Banish and Overcharge Shot have a 25 and 15 second cool down being the shortest ones also the launch from the Ele Lightning Hammer having an 18 second cool down). Those are all single target as well, while stomp is a large AoE launch which is also a pretty long stun. The Elementalist skill updraft has a 40 second cool down and only effects a cone. I think 45 seconds for a Utility skill is quite fair

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Posted by: Zayle.7253

Zayle.7253

I could see the long cooldowns being justified if they had effects like not being able to evade it, block it, blind, or resist it with stability. Any of those effects would make those skills leaps and bounds more effective. A stunbreaker on Stomp would be really nice too. It’s a great ability to get a persistent enemy off you or protect an objective with, but it’s extremely disappointing when you’re blind spammed by a thief and your AoE shockwave attack MISSES everyone around you or has zero uses on any target with stability.

Kick is useful solely as an interrupt. Knocking an enemy AWAY from you seems counter-productive on a warrior. Bolas are great where they are now as people said earlier; that immobilize can be utilized for multiple situations with it’s nice range and duration. Bull’s Charge is alright I guess. The cooldown seems too long for such a predictable attack. Maybe bring down the cooldown a few seconds and mimic Lightning Rush with its increased cooldown if you miss or use it to escape.

I agree that if the trait for physical skills wasn’t Grandmaster that it would get more use and the physical utilities would feel less niche. All the skills have pretty simple, straightforward effects. If we aren’t given many defensive options, then let us play our class with more effective offensive utilities. The current ones just don’t cut it.

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Posted by: DarthMohax.2593

DarthMohax.2593

Cooldown on Kick should be a little less (18 secs untraited), somewhere i already posted why (it will fit perfectly into mace+hammer knocklock).
Stomp is just unusable in situations when its most needed – animation is too long and enemy can evade it easily, and with such long cooldown its not spammable so you cant repeat if you failed (im talking about wvw mostly, and Hills bridge to lordsroom is one of the places). Btw there is a guardian skill on shield, one that creates a dome to block projectiles – its 40 sec CD, so stopm really should be lower.
Bull’s Charge is ok, if only it could hit more reliably
And Bolas – thing thats broken with bolas is not CD. How many times you actually landed bolas on escaping enemy? and how many times it got obstructed, or out of range or just disappeared somewhere? Thats a huge bug, one that makes me roar every time i use bolas from some distance on moving enemy. (i still use kick and bolas for my utils, they help team alot when used right)

Darth Mohax, Charr Warrior in Underworld

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Posted by: AlBundy.7851

AlBundy.7851

lowering the cooldown on kick would make it op boy ohh boy that’s a new one lol

If you ever want decent players to use stomp and for it to be a good skill you need to give it an earthshakeresque leap without the stun of course and decrease the cooldown to 30 seconds untraited.

Yup and I agree physical utilities suffer from the terrible tiered trait system worst change they ever made it kills all build diversity in this game.

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Posted by: Grounder.7381

Grounder.7381

i wish i can play chun-li with my warrior someday .

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Posted by: AlBundy.7851

AlBundy.7851

I forsee chun- li town clothes in the next patch

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Posted by: Epic.3950

Epic.3950

scorpion wire can be compared to bulls charge.
Scorpion wire has a 30 second CD and 1200 range pull
BC has a 40 second CD and 900 (i think) buggy 2 second knockdown gapcloser
If BC had a 30 second CD it would be balanced with the wire IMO

Bolas are buggy as kitten and literally miss every kittening time. otherwise it would be balanced

stomp needs some different effects like unblockable and breaks stun so that you can pop it in clutch situations like many other classes can pop their abilities in clutch situations aswell.

kick is a kittening kick and Its actually a massive joke. like literally idk if the devs planned on anybody using this ability. they prolly implemented it as a troll just to see how far it would go…

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Posted by: Daecollo.9578

Daecollo.9578

Scorpion wire is a joke as well, always misses.

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Posted by: Dand.8231

Dand.8231

Hey, what about this idea?

Drop the cooldown on some of these physical skills to 5 seconds, (hear me out) and have them use adrenaline?

Why not? And its not without precedent, some thief skills have no/low cooldown with initiative being the limiting factor, right?

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Posted by: loseridoit.2756

loseridoit.2756

Hey, what about this idea?

Drop the cooldown on some of these physical skills to 5 seconds, (hear me out) and have them use adrenaline?

Why not? And its not without precedent, some thief skills have no/low cooldown with initiative being the limiting factor, right?

so basically adrenaline behaves like theives initiative….

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Posted by: Grok Krog.9581

Grok Krog.9581

What I think they need more than a cool down reduction is a damage increase. Specifically Stomp and Bull’s Charge. Slight CD reduction would be nice for Stomp though

Grok Walking Amongst Mere Mortals

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Posted by: Callahan.3180

Callahan.3180

The funny part is the trait that reduces the CD by 20% is a grandmaster trait. what a joke to spec into that for a 36 sec bull’s charge.

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Posted by: Daecollo.9578

Daecollo.9578

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