Physical util cooldowns
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
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.
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
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.
my warrior build uses mostly physical attacks.
Kick is awesome
Stomp cd is a little too long
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)
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.
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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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.
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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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
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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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
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.
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)
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.
i wish i can play chun-li with my warrior someday .
I forsee chun- li town clothes in the next patch
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…
Scorpion wire is a joke as well, always misses.
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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?
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….
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
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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