Onto wvw, where hammer is most popular: Hammer works as intended here. I cannot tell you how many times ive lept into a zerg backline with earthshaker only to see five “miss” indicators pop up because I went blind just as I lept into the air. Highly frustrating! but also working as intended. Often too I will not stun a single target because stability is so popular in wvw. Earthsaker punishes people who dont attempt to control or dodge or avoid earthshaker, but it is by no means devoid of counter play. I worry that by so heavily reducing Earthshaker’s damage, people will be able to easily ignore hammer warriors, and that these changes go against the design philosophy of the warrior.
I feel like unsuspecting foe would be moved to master tier purely as a nerf to hammer warriors, and that this trait belongs where it is in adept tier, because it has very limited functionality. Stuns are quite rare, so the trait is where it belongs.
(TL;DR) In summary: dont nerf hammer for the sake of wvw. You will make it bad in pve and spvp, and your current changes go against your design philosophy for hammer, imho. Please consider only making some of the changes, or making different changes.
Now, I have some suggestions because I want to be helpful and as a law student I know it’s important to argue in the alternative in case you lose! If you do decide to go ahead with the nerfs, here’s how I suggest you do them differently to stay in line with your design philosophy!
– Decrease the RANGE of earthshaker from 600 to 300 to further the design philooshpy of slow, cumbersome attacks. Warriors will have to get even closer now to deliver their biggest attack.
- Decrease the area of effect or increase the cooldown of the aoe knockback hammer skill, again keeping in line with how hammer should feel. This could decrease a hammer’s overall dps while still keeping in line with how its attacks should feel: devestating but slow and easily avoided.
- Nerf the percentage increase on unsuspecting foes from 50% to 33% or even 25%. The trait is already specialized enough to belong in an adept tier (in that it doesnt have much use outside of a hammer build). This nerf would bring it in line with other adept tier traits while also forcing wars to bring a little more precision to fights or risk not critting when they land their earthshaker chain.
- Decrease the stun duration of earthshaker, rather than its damage. a 3 second stun is a long time, and perhaps it would be more appropriate for the stun to scale from 0…2 rather than 1…3.
- add a wind up for the aoe hammer knockback skill, rather than removing its damage, to further the feeling of hammer as a big, punishing weapon that is sluggish
- Increase the wind up for earthshaker (more time in the air before landing, maybe even adding a red circle before impact)
- Bring down the damage nerf to hammer skills from 20% and 23% to 10% and 15%, respectively. The nerfs as proposed are really, really high, and if nothing else I beseech you to start with a weaker nerf, ESPECIALLY if you are still planning to make all the other changes, as I feel even just one or two of these changes would bring hammer warriors in line with other builds in wvw. You could always nerf warrior again if 10% isnt enough.
Overall, I want these requests to communicate that more than anything I want warrior to play as it was intended, to feel visceral, and the be dangerous if ignored. I think some of the ideas in this post can help you do that to the hammer without reducing its teeth, and while also rewarding players who are skillful. Thanks for reading
(edited by Kiron.9048)