Gap closer should be strong! As you use this skill only once - to open the fight, and that's all about it! It stays for the entire duration of the fight unused after that - taking one slot on your bar!
Lots of strong builds gave up on the "over-performing" gap closer already!
With this nerf there won't be gap closers on solo builds anymore.
Oh ZERGS will still continue to spam it - as the damage was never the reason why it is used there.
They’ll still be strong. Again having played both ranged mag builds and melee buillds I’ve never once thought they were OP. Post update 17 though I see myself using the snare morph over the damage morph.
It won't be powerful anymore - you better replace the gap closer with Retreating Maneuver for example - as it will help you to gap close and to retreat if needed!
Or 2H Carve skill with a Master Weapon - that skill will be OP with AOE cap removal.
The idea is that gap closer is already a skill that is not on the bars of most strong builds. It is still used in some specialized builds like @JackDaniell 's one. And this nerf just does one thing - it kills the builds variety - which is not that big already.
Heavy attack to gap closer double hit is still pretty strong and doesn’t have anything to do with the damage multiplier. For builds without a ranged cc gap closers will still be useful. I will like still run a gap closer on my stam sorc. Don’t get me wrong though, I think it’s a poor decision nerf and completely unneeded. And I play as a ranged magblade a lot of the time too. It’s so freakin easy to evade crit charge.
brandonv516 wrote: »The snare is a huge issue and even more of an issue when it happens while in Mist Form.
Waffennacht wrote: »Gap closers were never OP. I’ve never died to anyone or looked at any of my death recaps and been like damn those pesky gap closers. Maybe people should stop running away in plane sight or learn how los and kite properly if they need to retreat. If someone turns tail and runs I’m prob gonna gap close them. Well whatever just makes it that much easier to keep working on 1vX. You do realize role dodge stamina builds will have a field day with this. There’s going to be so many tears about joe gap closers don’t do enough damage anymore. So whoever cried for this nerf, nice job.
This is the only game where range is not a viable advantage/or strategy, gap closers are the reason for this.
The fact is gap closers completely negate a whole form of gameplay makes them OP.
Now, they are a tool as they always should have been.
Ragnarock41 wrote: »destroying crit rush damage without reducing its cost makes it absolutely unviable to use.
They are not balancing gapclosers, they are destroying them.
Ragnarock41 wrote: »destroying crit rush damage without reducing its cost makes it absolutely unviable to use.
They are not balancing gapclosers, they are destroying them.
Are you gonna dps with your axes from 30m now?
Waffennacht wrote: »Gap closers were never OP. I’ve never died to anyone or looked at any of my death recaps and been like damn those pesky gap closers. Maybe people should stop running away in plane sight or learn how los and kite properly if they need to retreat. If someone turns tail and runs I’m prob gonna gap close them. Well whatever just makes it that much easier to keep working on 1vX. You do realize role dodge stamina builds will have a field day with this. There’s going to be so many tears about joe gap closers don’t do enough damage anymore. So whoever cried for this nerf, nice job.
This is the only game where range is not a viable advantage/or strategy, gap closers are the reason for this.
The fact is gap closers completely negate a whole form of gameplay makes them OP.
Now, they are a tool as they always should have been.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Gap closer are op: A spam-able skill that always brings you into melee range without counterplay is extremely strong. Even stronger if you consider that Zos said that they want to make melee hit harder since you have to say a melee range but with on bottom you are always in melee range. As for a range dd is is not possible to kite a melee dd to make more use out of your range damage skills if your opponent can just any time use a skill that negates your kiting part.
The problem is gap closer are spam-able skills without counterplay and to top it off they also give you an unpurge able snare which allows players to lock you up if they just spam gap closers on you so the rest of the zerg can catch up.
Gap closer should be strong! As you use this skill only once - to open the fight, and that's all about it! It stays for the entire duration of the fight unused after that - taking one slot on your bar!
Lots of strong builds gave up on the "over-performing" gap closer already!
With this nerf there won't be gap closers on solo builds anymore.
Oh ZERGS will still continue to spam it - as the damage was never the reason why it is used there.
They’ll still be strong. Again having played both ranged mag builds and melee buillds I’ve never once thought they were OP. Post update 17 though I see myself using the snare morph over the damage morph.
It won't be powerful anymore - you better replace the gap closer with Retreating Maneuver for example - as it will help you to gap close and to retreat if needed!
Or 2H Carve skill with a Master Weapon - that skill will be OP with AOE cap removal.
The idea is that gap closer is already a skill that is not on the bars of most strong builds. It is still used in some specialized builds like @JackDaniell 's one. And this nerf just does one thing - it kills the builds variety - which is not that big already.
Heavy attack to gap closer double hit is still pretty strong and doesn’t have anything to do with the damage multiplier. For builds without a ranged cc gap closers will still be useful. I will like still run a gap closer on my stam sorc. Don’t get me wrong though, I think it’s a poor decision nerf and completely unneeded. And I play as a ranged magblade a lot of the time too. It’s so freakin easy to evade crit charge.
Yeah I know you disagree with the change.
And I believe that you will try to keep it in your build.
But let's see in 2 weeks after the DLC comes if you still keep the gap closer.
As there will be more better alternatives to keep there -
Any of them will be better than Stampede: Dark Exchange, Calltrops, Rapids, Rune Cage, Streak
Gap closer are op: A spam-able skill that always brings you into melee range without counterplay is extremely strong. Even stronger if you consider that Zos said that they want to make melee hit harder since you have to say a melee range but with on bottom you are always in melee range. As for a range dd is is not possible to kite a melee dd to make more use out of your range damage skills if your opponent can just any time use a skill that negates your kiting part.
The problem is gap closer are spam-able skills without counterplay and to top it off they also give you an unpurge able snare which allows players to lock you up if they just spam gap closers on you so the rest of the zerg can catch up.
Someone doesn’t know what they’re talking about. Counterplay includes dodge roll, any cc, cloak if you’re a NB, moving through the gap closer. There’s only no counter if you don’t know how to play. Crit charge is crazy easy to avoid. The NB gap closer could stand to Ben nerfed a little, the Templar gap closer was part of what pathetic burst magplars have.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Gap closer are op: A spam-able skill that always brings you into melee range without counterplay is extremely strong. Even stronger if you consider that Zos said that they want to make melee hit harder since you have to say a melee range but with on bottom you are always in melee range. As for a range dd is is not possible to kite a melee dd to make more use out of your range damage skills if your opponent can just any time use a skill that negates your kiting part.
The problem is gap closer are spam-able skills without counterplay and to top it off they also give you an unpurge able snare which allows players to lock you up if they just spam gap closers on you so the rest of the zerg can catch up.
Someone doesn’t know what they’re talking about. Counterplay includes dodge roll, any cc, cloak if you’re a NB, moving through the gap closer. There’s only no counter if you don’t know how to play. Crit charge is crazy easy to avoid. The NB gap closer could stand to Ben nerfed a little, the Templar gap closer was part of what pathetic burst magplars have.
You only can dodge the damage part but that does not change that you still get very easy in melee range.
But nice that you think you need to insult me because your argument sucks and you seem to think it is the damage potion of gap closer that make them op.
Also l2p mag templer are insanely strong this patch and have been since IC launch and no you do not need the buggy templer gapcloser for your burst as templer.
Gap closer are op: A spam-able skill that always brings you into melee range without counterplay is extremely strong. Even stronger if you consider that Zos said that they want to make melee hit harder since you have to say a melee range but with on bottom you are always in melee range. As for a range dd is is not possible to kite a melee dd to make more use out of your range damage skills if your opponent can just any time use a skill that negates your kiting part.
The problem is gap closer are spam-able skills without counterplay and to top it off they also give you an unpurge able snare which allows players to lock you up if they just spam gap closers on you so the rest of the zerg can catch up.
Someone doesn’t know what they’re talking about. Counterplay includes dodge roll, any cc, cloak if you’re a NB, moving through the gap closer. There’s only no counter if you don’t know how to play. Crit charge is crazy easy to avoid. The NB gap closer could stand to Ben nerfed a little, the Templar gap closer was part of what pathetic burst magplars have.
You only can dodge the damage part but that does not change that you still get very easy in melee range.
But nice that you think you need to insult me because your argument sucks and you seem to think it is the damage potion of gap closer that make them op.
Also l2p mag templer are insanely strong this patch and have been since IC launch and no you do not need the buggy templer gapcloser for your burst as templer.
Gap closer are op: A spam-able skill that always brings you into melee range without counterplay is extremely strong. Even stronger if you consider that Zos said that they want to make melee hit harder since you have to say a melee range but with on bottom you are always in melee range. As for a range dd is is not possible to kite a melee dd to make more use out of your range damage skills if your opponent can just any time use a skill that negates your kiting part.
The problem is gap closer are spam-able skills without counterplay and to top it off they also give you an unpurge able snare which allows players to lock you up if they just spam gap closers on you so the rest of the zerg can catch up.
Someone doesn’t know what they’re talking about. Counterplay includes dodge roll, any cc, cloak if you’re a NB, moving through the gap closer. There’s only no counter if you don’t know how to play. Crit charge is crazy easy to avoid. The NB gap closer could stand to Ben nerfed a little, the Templar gap closer was part of what pathetic burst magplars have.
You only can dodge the damage part but that does not change that you still get very easy in melee range.
But nice that you think you need to insult me because your argument sucks and you seem to think it is the damage potion of gap closer that make them op.
Also l2p mag templer are insanely strong this patch and have been since IC launch and no you do not need the buggy templer gapcloser for your burst as templer.
Yikes dude, so if the damage portion isn’t what’s makes them OP then why do they need a damage nerf? Why aren’t you calling for a range nerf???? L2p and figure out how to use your class skills so that you’re not dying to gap closers.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
The snare is there just to ensure that the ability lands.
The funny thing is that with Medium + Major and Minor Expedition, you can actually outrun a gap closer, which is pretty hilarious.
The snare is there just to ensure that the ability lands.
The funny thing is that with Medium + Major and Minor Expedition, you can actually outrun a gap closer, which is pretty hilarious.
Waffennacht wrote: »Gap closers were never OP. I’ve never died to anyone or looked at any of my death recaps and been like damn those pesky gap closers. Maybe people should stop running away in plane sight or learn how los and kite properly if they need to retreat. If someone turns tail and runs I’m prob gonna gap close them. Well whatever just makes it that much easier to keep working on 1vX. You do realize role dodge stamina builds will have a field day with this. There’s going to be so many tears about joe gap closers don’t do enough damage anymore. So whoever cried for this nerf, nice job.
This is the only game where range is not a viable advantage/or strategy, gap closers are the reason for this.
The fact is gap closers completely negate a whole form of gameplay makes them OP.
Now, they are a tool as they always should have been.