Warrior Hammer Nerf
Engi and Ranger suffer too much from Retaliation which is again a problem brought up primarily by the guardian/warrior combo. (sure, Necro/Mesmer too)
- great warlord Waha of Sea 2981bc
Again, the problem is not the Hammer or Hammer Stuns, The problem is having 20+ hammer warriors and guardians hitting you at the same time but you could have 20+ of anything hitting you at the same time and it would still be OP.
Agreed on your first mention but disagree with the second mention being classed as a ‘problem’ when it is not, it is simply math and physics: group DPS > single output DPS.
(edited by Rigel.3092)
You don’t have to nerf the damage, you don’t have to nerf the cooldowns, you don’t have to remove traits. Just add the little “feature”: Enemies who are already stunned can’t be stunned as long as the prior stun persists.
This guys nailed it. Using up all your stuns/dazes in one go to lock people down takes no skill. This also solves the problem of hammer-spam trains.
After all the nerfs we’ve got, the qq never ends.
Hammer OP or everything else UP?
I would like or them to just add new weapon skills so at least people can choose not to have something they do not like. As for me I just stick with the GS no matter how good or bad it may be. However if I make a few comparisons:
AA on GS will roughly be 700 (spvp) with 10sec vun and 1/2CD.
AA on Ham (all I did was switch weps) will be roughly 900 and still a 1/2CD.
Vunerablility is too slow to stack enough to be effective in pvp and the overall 200dps bonus makes the Ham way worth it. in those small occasions that I am using AA the vun. can easily be cleansed off anyways.
Other skills for Ham involve 3 stun capabilities With roughly: 7-8sec CD, 20s CD 25s CD. if you trait with 20% that will look like 7-8s CD, 16sCD, 20sCD. That is a lot considering most classes do not consider to use stability because: 1. They have no utility that is convenient enough 2. It does not work with their build (ie. Guards have stability shouts and consecrations but most use Medi.)
The argument to dodge out of these is more like dodge 2 of them, but to complete the set the Warrior will use a longbow with an instant immobilize (soon to be nerfed), now you cant dodge. I also wonder if dodges can keep up with the warrior because the Ham has weakness which decreases endurance regen by 50% (not only but reduces damage by 50%). SO though you can dodge the first two, it is only a matter of time.
The GS is mobile, giving an extra dodge capability, and cripple (which all weapons have to help melee fighters so mobility has not been an issue for most players) Other than that, you have to 100B the opponent using strats. Usually that means bull rush (which has problems of its own, and is only ONE CC skill that is easy to pull out of with a 40sec CD!). In comparison the Hammer does not need the extra stun capabilities and so the player can reserve his utilities for more survival.
People with GS tend to just go all out on dps for that reason, they cant make a build with excellent survival and still hope to kill anything. Hammer builds have high dps and the survival capabilities to allow them to be powerful. Now add the healing signet…
Anytime your stunned it allows more time for the enemy warrior to gain health per sec without any incoming attacks. 1 stun for 2 secs is practically a free 800HP for them.
Anyhow I personally think Hammer is too strong and would like to throw a few ideas of helping this:
1. Take out the trait that allows 20% hammer CD reduction. OR/AND?
2. Possibly lower all CC utility CD so that CC is more of a warrior aspect and less just a hammer aspect. (BTW a warrior can nearly have infinite CC with Hammer, possible but I do not know how practical) OR/AND?
3. Lower hammer AA damage/increase CD/ OR at least balance other weapons more appropriately.
4. Balance other classes to have more options to confront this build?
(edited by Diba.4682)
Simple use the skill dodge and your problem is solved.
Always Loyal
if any class needs to be nerfed/destroyed and buffed occassionally to see what it lacks than…it’s gotta be the mesmer…the mesmer is extrrrrrremely overpowred….noobs be getting super results everywhere on mesmer…cause the utility skills etc are far far far more superior than that of any other class
good nerfs would be….range decreased by 75% of the mesmer and it’s clones…or damage reduction by 50-66%, cause the spam fest along the invisibilty from the mesmer is just rediculous…w8 it has an escape teleport too right?
or when you control 3 clones or more…you take double damage…the mesmer that is ofc
No. Hammer damage already has been reduced in previous patches and is getting nerfed again with this patch. Further nerfing of Hammer damage or reduction of its CC abilities is not the right answer.
A better approach would be to offer options in the build for using hammer. Like a Grandmaster trait that increased damage at the expense of its CC or vice-versa. Or an ability that had it ignore blinds on F1 but sacrificed CC. Things like that, and those are just some quick ones of the top of my head, that would give players options on what they wanted to use the weapon for. It would add some diversity in our builds and perhaps end up limiting some of the CC from the weapon as a bonus.
just destroy mesmer and necro classes…don’t pretend if these classes are harder to play than the warrior…in fact if anyone is going to be even remotely honest..they will agree that the necro and mesmer are ALOT ALOOOOOT more ez to play than any melee class…including the warrior yes
We should just ban Blackgate. That should make everyone happy.
No. Hammer damage already has been reduced in previous patches and is getting nerfed again with this patch. Further nerfing of Hammer damage or reduction of its CC abilities is not the right answer.
A better approach would be to offer options in the build for using hammer. Like a Grandmaster trait that increased damage at the expense of its CC or vice-versa. Or an ability that had it ignore blinds on F1 but sacrificed CC. Things like that, and those are just some quick ones of the top of my head, that would give players options on what they wanted to use the weapon for. It would add some diversity in our builds and perhaps end up limiting some of the CC from the weapon as a bonus.
This. I would give up a lot of the CC on hammer for pure damage when im roaming as hammer is the only decent cleave a warrior has like 50% extra damage and ES no longer stuns, whirling wrath is self root but deals more damage as an option. But of course anet doesnt know what options are and they are probably just gonna nerf warriors back to pre buff garbage.
Those saying Necros take no skill to play etc etc are just as bad as all these kids crying for nerfs to Warriors. Warriors are fine, Necros are fine, CC and conditions are a bit broken. That is what needs to be looked at, not the individual classes.
Have stuns work like Revealed. If you get stunned and get hit/stunlocked while stunned, you gain Grounded (or w/e) for 3-4 seconds (like Stability sept it can’t be removed) instead.
[/problem]
v Because if a hammer train keeps pounding its going to produce the same effect as what it’s doing now to a slightly lesser degree.
(edited by Zacchary.6183)
Have stuns work like Revealed. If you get stunned and get hit/stunlocked while stunned, you gain Grounded (or w/e) for 3-4 seconds (like Stability sept it can’t be removed) instead.
[/problem]
So basically, you want the hammer train to give you a non-removable stability.? Just make it so you can’t apply a stun over top of another stun. No need for extras.
“…let us eat and drink, for tomorrow we shall die;.”
The only problem, that the hammer have is the stun from the burstskill and should replace by daze.
-Charr Thief-
It’s good to be bad!
Daze and stun are really the only two skills that are countered by stab, aside from stun breaks but most classes may have stun breaks with no stab that’s why you run lyssa runes and use a leet skill that has a low cd for necro’s use Flesh Golem or you go 30 into SR for GM trait Foot in the Grave, Mesmers Mass invis or if they have it staff 2 in what build they have breaks stun and ports them or Arcane Thievery, Thief’s Basilisk Venom or evades/sword/dag 3 skill to rip it or trait for steal boon stripping, for Ranger’s they have a stab effect but if there is a necro team mate with that warrior, it can be corrupted but still is helpful, that and going invis and dodging aside from sword 3 and dag 4. Ele’s, War’s, Guardians, Engies, all have stab effects with guardians and war’s having the longest stab effect but they would still use lyssa runes with lower cd leet skills to help with cleansing their weakness which is conditions. Mostly every class has a condition and power spec. only a few classes can bunker with right skills and utilities. against a war conditions are able to be null but wars running ham can bypass everything. to get all kittened out of shape because of ham/bow wars you should know when to dodge and when to cleanse your immobs. all these are examples of ways to break stuns or grant stab to themselves or others (namely guardians with mass stab) there are other utilities that can break stun but what’s the point of pointing them out when they already say break stun or grants stab for a sec.
Those who whine about nerf galore have no skill and are nubs or just can’t follow up with any pros they just like to con it up and make all metas kitten.