(edited by Alasteir.7031)
So... AoE damage nerf
That’s somewhat besides the point. While a mechanic may appear balanced from the user’s perspective, it does not necessarily mean that the ability is balanced.
HB alone is balanced by the self-root, and yet look at all the complaints from people who don’t play warriors. All they ever notice is the HB+frenzy combo that wtfpwns them in two seconds, and for good reason.
A 10m cooldown ability which instantly kills one target at up to 1200 range would be no more balanced at a 15m or 20m or 60m cooldown than it is at 10m.
Except that combo is also fairly reliant on bull’s rush and is countered by stunbreaks. Bull’s rush also tends to be a very predictable move unless you’re pretty close with swiftness up. These aren’t complaints from people who watch for the clues and take a stun breaker. To use the combo effectively on anyone who isn’t new and knows what they’re doing you have to lure stun breaks and count evades while making mental notes about passive stun breaks and vigor uptime.
As far as arcing slice, from a pvp perspective, the only good thing is the endurance return with building momentum. But you’re far better off switching to an axe and shield, getting a bigger return on your burst damage along with the endurance while having shield block available if you’re needing defense anyhow.
That’s somewhat besides the point. While a mechanic may appear balanced from the user’s perspective, it does not necessarily mean that the ability is balanced.
HB alone is balanced by the self-root, and yet look at all the complaints from people who don’t play warriors. All they ever notice is the HB+frenzy combo that wtfpwns them in two seconds, and for good reason.
A 10m cooldown ability which instantly kills one target at up to 1200 range would be no more balanced at a 15m or 20m or 60m cooldown than it is at 10m.
Except that combo is also fairly reliant on bull’s rush and is countered by stunbreaks. Bull’s rush also tends to be a very predictable move unless you’re pretty close with swiftness up. These aren’t complaints from people who watch for the clues and take a stun breaker. To use the combo effectively on anyone who isn’t new and knows what they’re doing you have to lure stun breaks and count evades while making mental notes about passive stun breaks and vigor uptime.
As far as arcing slice, from a pvp perspective, the only good thing is the endurance return with building momentum. But you’re far better off switching to an axe and shield, getting a bigger return on your burst damage along with the endurance while having shield block available if you’re needing defense anyhow.
That’s true indeed. From a pvp perspective, Axe/Shield tends to be the optimal second weapon set for greatsword. About the Hundred Blades + Bull’s Rush combo, it becomes more manageable in group fights in which your target may or may not use their stun breaks and evades more frequently to avoid incoming damage from other players. From a 1v1 perspective it becomes more of a skill shot doesn’t it?
I could see complaints about the combo in groups when you get blindsided, that’s never fun. But that’s also fairly true about most classes with burst, getting blindsided in the middle of a fight by a glass backstab thief isn’t much fun and there’s much less of a chance of seeing it coming (and unless someone decides to aoe around you it’s almost a guaranteed stealth/blind finisher) . That’s mostly why I enjoy Spvp most, face offs with 2 people are a lot more fun.
I could see complaints about the combo in groups when you get blindsided, that’s never fun. But that’s also fairly true about most classes with burst, getting blindsided in the middle of a fight by a glass backstab thief isn’t much fun and there’s much less of a chance of seeing it coming (and unless someone decides to aoe around you it’s almost a guaranteed stealth/blind finisher) . That’s mostly why I enjoy Spvp most, face offs with 2 people are a lot more fun.
When considering groups, bursts, and general cohesiveness, you also need to think of coordination.
If everyone in a zerg was coordinated enough to focus fire on an individual, you would have little recourse outside of respawning at the nearest waypoint. There would be no forewarning, no blindsiding, no massive burst, just a wave of what appears to be random swinging weapons; all of them in the general direction of one person.
Now imagine that level of cooperation spearheaded by there only being ONE target to attack, the warrior trying to Frenzy+HB one of your zerglings. The only reason focus fire from one zerg to another doesn’t happen is because people all like to decide for themselves what a ‘high priority’ target is. If you jump into the enemy pile, you’re automatically ‘high priority’ to most, if not all, of the nearby players (who can see you). You’ve got no chance.
A coordinated push by a small team, even as small as two, can instigate a retreat by the enemy zerg depending on how many players you cause to self-micromanage. Then we would have to question how balanced certain skills are from one class in combination with skills from another class. Which goes beyond Frenzy+HB.
Personally I have a huge problem with this. I rely on being able to hit enemy after enemy when rushing clusters in WvW. I run dual axes and a longbow, and though the longbow is unquestionable a utility the 3 skill acts as a great wall nuke. If they nerf AoE what am I going to do then?
Personally I have a huge problem with this. I rely on being able to hit enemy after enemy when rushing clusters in WvW. I run dual axes and a longbow, and though the longbow is unquestionable a utility the 3 skill acts as a great wall nuke. If they nerf AoE what am I going to do then?
If they nerf AoE without and regard to game balance, you’ll have a problem.
If they change AoE to improve the game, as various dev posts intelligently illustrate they intend to do, you’ll be fine.
Sad that mods want to enlighten the spirit of warriors who would be the least effected class by AoE changes but the other classes are fearing for their viability… but pretty standard fare for the most part.
Personally I have a huge problem with this. I rely on being able to hit enemy after enemy when rushing clusters in WvW. I run dual axes and a longbow, and though the longbow is unquestionable a utility the 3 skill acts as a great wall nuke. If they nerf AoE what am I going to do then?
If they nerf AoE without and regard to game balance, you’ll have a problem.
If they change AoE to improve the game, as various dev posts intelligently illustrate they intend to do, you’ll be fine.
What they say and what they actually do have turned out to be quite different if we go on the history of this game so far.
Sad that mods want to enlighten the spirit of warriors who would be the least effected class by AoE changes but the other classes are fearing for their viability… but pretty standard fare for the most part.
We fear the nerfs because all our weapons have some element of aoe in them if anet want’s to be really picky. It’s not just hundred blades.