If you have checked the forums at all this year you may have noticed all the Wrecking blow nerf threads. No one likes Wrecking Blow, not the DK's that are forced to use it, not the Players forced to spam 1 boring button because that is all the line has, nor the people that get hit for unstoppable Nuke damage. It needs to change, and there is no simple fix.
Problems with WB.
- Uninteruptable
- Blocking it is hit or miss due to the misleading animation, and unsustainable due to the latest block nerf
- Dodging it is hit or miss due to the misleading animation, and unsustainable due to the latest roll nerf
- You can't out range it once it is initiated. If the skill begins, it will not fail to occur unless you are behind the opponent. You can't run from it.
- You can't get behind the character if they know how to back strafe
- WB plus one other ability (which I will not mention for all our sake) makes it so you cannot get behind the opponent.
- You cannot snare the opponent to try and get behind them because the line comes with snare immobilize removal and immunity for 2 seconds
- PRESSING ONE BUTTON OVER AND OVER IS BORING IN PVE AND PVP
Problems with suggested fixes
- Make it interruptible. If the skill is made interruptible in a standard usage the skill will never go off. This would completely ruin any use of this skill in PvP.
- Add diminishing returns - AKA Lower the damage the more you use it. As Wrecking Blow is the primary source of damage in the line this would destroy it for PvE dps.
- Bolt Escape it - Make it cost more the more you use it. - This would make it unsustainable in PvE.
There is no easy fix, and even if you fixed it the Two Handed line would still be boring. You have to change the whole line, it's the only way. Here is how I would do it and why. I would keep Crit charge and Momentum as is, tweak brawler and completely replace Wrecking Blow and Executioner. I would replace them with uninteruptable channeled attacks. The reason for this is single skill attacks with a two hander will appear clunky and slow, but if you animate it in a channeled attack it will look like you are attacking with some skill and finesse.
Brawler- Skill now taunts enemies for 2 seconds. This could give some spice to tanking. Allowing you to have a S/B for bosses and a two hander for crowd management and self healing.
Executioner - New name =
Divide Two fast attacks that also apply a poison dot. While slotted, weapon attacks deal more damage to low health targets that are also suffering from poison. 1 morph gives minor spell and physical mitigation the other morph causes minor befoul for 4 seconds.
Wrecking Blow - New name =
Blade Storm - Three fast attacks that increase in damage. After 3 successful channels Wrecking Blow becomes available much like the bow from Grim focus. When Wrecking Blow becomes available it is available for 7 seconds, each use of blade storm refreshes that timer allowing you to reserve the Wrecking Blow for your discretion.
Balanced Blade - Passive - Also reduces cost of blocking by 7%.
The damage on these channels will be balanced for more steady dps rather than successive unavoidable burst damage which is the problem we have right now. The line still has burst damage and CC via Wrecking Blow but it is limited and manageable now. The added channel attacks adds some visual finesse to the experience rather than the dull, lumbering, repetitive attacks. We also added some tanking functionality too it as well. There are at least two skills there that should always be in use to break up the monotony. Divide to keep the dot and execute going, and Blade Storm as the primary damager that is always racing forward toward that Wrecking Blow. I think in a system like that Wrecking Blow will be something people are excited about getting instead of something they just press over and over and over again.
Retired.
Nord mDK