Everybody desperately needs DB in their bars. DB needs to be restricted and then replaced.

  • technohic
    technohic
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    technohic wrote: »
    By locking the effects if the FG ulty into DW skill line people will be forced to choose DW and give up momentum/executione if they want to have access to this OP ulty.

    The way it is now everybody slots momentum execution vigor DB and reverb bash.

    Keep fighting against moving the effects of DB to DW.
    Show me that you all run the same builds..

    Yet all would still be viable for 2h and dual wield builds. So what’s the point? Sounds like someone wants it and others to not have it.

    I could see the argument that it’s better ultimate for 3/5 if stamina classes and you could argue whether it needs nerfed or other ultimates need boost but moving it really doesn’t make sense if it’s truly over performing. Moving it does nothing to balance it with other ultimates.

    2h DW is instagib.
    You want that defile/block reduction

    Any more than dual wield without 2h for and no forward momentum/ shuffle or running medium with no rally?
  • GeorgeBlack
    GeorgeBlack
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    technohic wrote: »
    technohic wrote: »
    By locking the effects if the FG ulty into DW skill line people will be forced to choose DW and give up momentum/executione if they want to have access to this OP ulty.

    The way it is now everybody slots momentum execution vigor DB and reverb bash.

    Keep fighting against moving the effects of DB to DW.
    Show me that you all run the same builds..

    Yet all would still be viable for 2h and dual wield builds. So what’s the point? Sounds like someone wants it and others to not have it.

    I could see the argument that it’s better ultimate for 3/5 if stamina classes and you could argue whether it needs nerfed or other ultimates need boost but moving it really doesn’t make sense if it’s truly over performing. Moving it does nothing to balance it with other ultimates.

    2h DW is instagib.
    You want that defile/block reduction

    Any more than dual wield without 2h for and no forward momentum/ shuffle or running medium with no rally?

    Still better than having the strongest stam ulty available in every build.

    Im all for fixing the way leap works.
    Adding a meaningful stamina templar ulty
    and giving sorc an ulty with a stam morph.

    With the exception of stamNB every stamina build slots DB as things stand.
    DB is more reliable than Leap
    Edited by GeorgeBlack on March 30, 2018 1:46AM
  • IAVITNI
    IAVITNI
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    technohic wrote: »
    technohic wrote: »
    By locking the effects if the FG ulty into DW skill line people will be forced to choose DW and give up momentum/executione if they want to have access to this OP ulty.

    The way it is now everybody slots momentum execution vigor DB and reverb bash.

    Keep fighting against moving the effects of DB to DW.
    Show me that you all run the same builds..

    Yet all would still be viable for 2h and dual wield builds. So what’s the point? Sounds like someone wants it and others to not have it.

    I could see the argument that it’s better ultimate for 3/5 if stamina classes and you could argue whether it needs nerfed or other ultimates need boost but moving it really doesn’t make sense if it’s truly over performing. Moving it does nothing to balance it with other ultimates.

    2h DW is instagib.
    You want that defile/block reduction

    Any more than dual wield without 2h for and no forward momentum/ shuffle or running medium with no rally?

    Still better than having the strongest stam ulty available in every build.

    Im all for fixing the way leap works.
    Adding a meaningful stamina templar ulty
    and giving sorc an ulty with a stam morph.

    With the exception of stamNB every stamina build slots DB as things stand.
    DB is more reliable than Leap

    stamblades don't slot it because they have a viable alternative.
    stamDKs used to no slot it because they HAD a viable alternative.

    stamplars, stamsorcs and stamdens never had a good alternative.

    If Dawnbreaker was truly overpowered, every class would run it regardless of access to a viable alternative ultimate. Even you yourself admit that this is not the case as you acknowledge that stamblades don't and stamDKs didn't always run DB.

    This fact shows that DB isn't overpowered. It's just that other ultimates suck. So no point in asking for a nerf to a skill that is honestly fairly balanced. Tbh Flawless Dawnbreaker could use a larger weapon damage increase. Smiting is fine as is.

    This also means that there's no need to move skill lines around. Your own logic shows that DB is fine as is and that other class/weapon ultimates simply need to be brought up to par.

  • GeorgeBlack
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    Lets c what summerset will bring.
    Edited by GeorgeBlack on March 30, 2018 4:55AM
  • Minno
    Minno
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    IAVITNI wrote: »
    Minno wrote: »
    Minno wrote: »
    Don't agree with a Nerf, but it should be discussed if the dot component should be dodgable.

    I'd say yes:
    - lower cost than meteor
    - AC friendly cast that hides the animation quickly
    - other similar initial DMG DOT effect abilities are both dodgable.

    Otherwise it's cost should be increased slightly to match DW/2H Ultimates and this slightly matching meteor.

    How convenient that you forgot that:
    -2h/ shooting star returns ultimate
    -DW heals
    -2h ignores resistances and buffs you up
    -meteor is ranged
    That's because none of those matter if you look at the ability against their new description of how abilities should ignore defensive mechanics.

    An initial DMG ability with a DOT component should be both dodgable but the dot unblocked.

    Currently it's dodgable initial hit but undodgeable dot effect. But this violates the clarification they gave out for dragon bones. Because the only undodgable effects, are ground based AOE and player targeted single target casts.

    I think they need to match this for the classification they gave, but reduce the cost to 100.

    Wait DB is dodgable? Or do you mean you can dodge the AoE cone? It's my understanding that AoE is undodgable, wether it is ground based (Fire Blockade) or not (Jabs). If you roll dodge into a land slide, you're going to get hit. DB is is a frontal-cone AoE (like jabs) and therefore should be undodgable. Arrow Spray is an oversight, imo. (haven't played much since Dragon Bones so genuine question)


    On topic, I don't think increasing ultimate cost is the way to go. Speaking from a stamDK perspective, the switch to DB over Leap is due to 2 factors:

    -increased bugginess of Leap making it largely unusable
    -tank meta+horrid stamDK class balance causing many stamDKs to switch to DoT based builds that simply synergizes better with DB which has a DoT component than with Leap, which is purely Direct damage. Direct damage that is no longer strong enough to reliably burst anything but potatoes (in said DoT builds)

    It's not so much that Dawnbreaker is overpowered, but more so that other ultimates are simply lackluster. Leap used to have the consistent advantage of stronger and ranged burst, hence why it was competitive. But with the meta shift and bugginess of the skill it just isn't reliable anymore, regardless of DB existing or not.

    There simply is no other ultimate besides Incap and Soul Assault (if used properly) that can really compete with the effects of Dawnbreaker from an offensive stand-point. Meteor, Leap and Ballista are somewhat competitive but still fall just short.

    Meteor needs a bit of help, maybe have it slow and have a larger initial DoT tick ONLY if it is blocked so that the DoT damage actually does something. An easily countered skill should have some kind of benefit even if countered.

    Besides those, there is no offensive ultimate that can really compete.

    Minor buffs like 2H ultimate having Berserker Rage (CC+Snare Immunity), Bow ultimate allowing dodge roll and DW ultimate having dash into the base skills (ofc with minor downward adjustments to things like duration etc.) would increase diversity more than nerfing DB.

    Examples: (obviously all subject to balancing, focus on concepts)
    Berserker Strike (Base 2h Ultimate)
    Strike an enemy with a vicious blow, dealing [x] Physical Damage.

    This attack ignores 75% of the target's mitigation and grants you Physical and Spell Resistance equal to the amount ignored for 8 seconds.

    You are immune to all snare and immobilization effects for the duration and all disable effects for 4 seconds.

    *If you're opponent survives, you can keep up the pressure unhindered, in a way that you wouldn't be able to via DB or Incap


    Rapid Fire (Base Bow Ultimate)
    Unleash a barrage of arrows at an enemy, dealing [x] Physical Damage over [4.1] seconds
    You can move at full speed and dodge roll for free while channeling this attack. Damage is reduced by 10% while dodge rolling.
    *Allows for high offensive pressure during defensive gameplay, however rewards players for properly timing offensive windows. DB can also be used defensively but Rapid Fire would have a higher kill potential than DB during defensive use. *Ballista would reduce cost to say 150.Maybe for mental purposes, decrease base damage by 10% and have the damage increase by 10% if you don't roll dodge :wink:

    Lascerate (Base DW Ultimate)
    Dash up to 10 meters forwards and slash all enemies in front of you, dealing [x] Physical Damage over [8] seconds and healing you for [50]% of the damage done.
    *Gives DW builds a desperately needed gap closer. Skill would have to become targetable though. Maybe have it scale off ultimate, dealing minimum damage at 25 and max damage at 150 ultimate in 25 point increments. DW should really be more mobile that 2H imo xD. If a DW builds needs more mobility this would be a clear choice over DB.

    Incap, Soul Assault and DB are popular ultimates because they actually change the flow of combat. If I get hit with a Radial Sweep I carry on with my day, but if I get hit by an Incap, Soul Assault or DB then I react accordingly. Landing an offensive ultimate should affect the tempo of combat, just like Incap and DB. Currently, most other ultimates only matter in niche scenarios/builds and are usually treated as a regular damage skill in combat, even in duels.

    #BuffsOverNerfs

    This also helps with identity retention of skills. Minor issue but still important to a RPG based game. :smile:

    No, you are right and I am wrong, its an AOE effect similar to warden's shalks!
    Disregard my past posts lol.

    I agree on buffs over nerfs. Just wanted to play devils advocate for discussions sake. For buffs I would say add these:
    - agreed on meteor gets a DOT effect on the target if the initial DMG is blocked.
    - beserker rage is actually decent. CC immunity is a nice touch. The other morph needs changing though; since it doesn't have cc immunity like it's cousin, it should always grant a secondary effect for being slotted (id say minor expedition). They also need to fix how the animation works when you block cancel it (it doesnt match dawnbreaker's flowing animation. If they fixed it where you could animation cancel it easier, then more players would use it.)
    - lascerate just needs to be undodgable like DB. The dmg done and healing is a nice effect; but isn't efficient for the cost. DW already has mobility through major expedition in quick cloak.
    - for templars, empowering sweeps needs to be fixed mechanically. While the burst AOE is nice, it doesnt protect you like forcing your enemy to be on the defensive like major defile/stuns can. and It doesnt help that it sometimes misses. It should AOE stun ;) (maybe not AOE stun lol but a cone stun like dawnbreaker.)
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • IAVITNI
    IAVITNI
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    Minno wrote: »
    IAVITNI wrote: »
    Minno wrote: »
    Minno wrote: »
    Don't agree with a Nerf, but it should be discussed if the dot component should be dodgable.

    I'd say yes:
    - lower cost than meteor
    - AC friendly cast that hides the animation quickly
    - other similar initial DMG DOT effect abilities are both dodgable.

    Otherwise it's cost should be increased slightly to match DW/2H Ultimates and this slightly matching meteor.

    How convenient that you forgot that:
    -2h/ shooting star returns ultimate
    -DW heals
    -2h ignores resistances and buffs you up
    -meteor is ranged
    That's because none of those matter if you look at the ability against their new description of how abilities should ignore defensive mechanics.

    An initial DMG ability with a DOT component should be both dodgable but the dot unblocked.

    Currently it's dodgable initial hit but undodgeable dot effect. But this violates the clarification they gave out for dragon bones. Because the only undodgable effects, are ground based AOE and player targeted single target casts.

    I think they need to match this for the classification they gave, but reduce the cost to 100.

    Wait DB is dodgable? Or do you mean you can dodge the AoE cone? It's my understanding that AoE is undodgable, wether it is ground based (Fire Blockade) or not (Jabs). If you roll dodge into a land slide, you're going to get hit. DB is is a frontal-cone AoE (like jabs) and therefore should be undodgable. Arrow Spray is an oversight, imo. (haven't played much since Dragon Bones so genuine question)


    On topic, I don't think increasing ultimate cost is the way to go. Speaking from a stamDK perspective, the switch to DB over Leap is due to 2 factors:

    -increased bugginess of Leap making it largely unusable
    -tank meta+horrid stamDK class balance causing many stamDKs to switch to DoT based builds that simply synergizes better with DB which has a DoT component than with Leap, which is purely Direct damage. Direct damage that is no longer strong enough to reliably burst anything but potatoes (in said DoT builds)

    It's not so much that Dawnbreaker is overpowered, but more so that other ultimates are simply lackluster. Leap used to have the consistent advantage of stronger and ranged burst, hence why it was competitive. But with the meta shift and bugginess of the skill it just isn't reliable anymore, regardless of DB existing or not.

    There simply is no other ultimate besides Incap and Soul Assault (if used properly) that can really compete with the effects of Dawnbreaker from an offensive stand-point. Meteor, Leap and Ballista are somewhat competitive but still fall just short.

    Meteor needs a bit of help, maybe have it slow and have a larger initial DoT tick ONLY if it is blocked so that the DoT damage actually does something. An easily countered skill should have some kind of benefit even if countered.

    Besides those, there is no offensive ultimate that can really compete.

    Minor buffs like 2H ultimate having Berserker Rage (CC+Snare Immunity), Bow ultimate allowing dodge roll and DW ultimate having dash into the base skills (ofc with minor downward adjustments to things like duration etc.) would increase diversity more than nerfing DB.

    Examples: (obviously all subject to balancing, focus on concepts)
    Berserker Strike (Base 2h Ultimate)
    Strike an enemy with a vicious blow, dealing [x] Physical Damage.

    This attack ignores 75% of the target's mitigation and grants you Physical and Spell Resistance equal to the amount ignored for 8 seconds.

    You are immune to all snare and immobilization effects for the duration and all disable effects for 4 seconds.

    *If you're opponent survives, you can keep up the pressure unhindered, in a way that you wouldn't be able to via DB or Incap


    Rapid Fire (Base Bow Ultimate)
    Unleash a barrage of arrows at an enemy, dealing [x] Physical Damage over [4.1] seconds
    You can move at full speed and dodge roll for free while channeling this attack. Damage is reduced by 10% while dodge rolling.
    *Allows for high offensive pressure during defensive gameplay, however rewards players for properly timing offensive windows. DB can also be used defensively but Rapid Fire would have a higher kill potential than DB during defensive use. *Ballista would reduce cost to say 150.Maybe for mental purposes, decrease base damage by 10% and have the damage increase by 10% if you don't roll dodge :wink:

    Lascerate (Base DW Ultimate)
    Dash up to 10 meters forwards and slash all enemies in front of you, dealing [x] Physical Damage over [8] seconds and healing you for [50]% of the damage done.
    *Gives DW builds a desperately needed gap closer. Skill would have to become targetable though. Maybe have it scale off ultimate, dealing minimum damage at 25 and max damage at 150 ultimate in 25 point increments. DW should really be more mobile that 2H imo xD. If a DW builds needs more mobility this would be a clear choice over DB.

    Incap, Soul Assault and DB are popular ultimates because they actually change the flow of combat. If I get hit with a Radial Sweep I carry on with my day, but if I get hit by an Incap, Soul Assault or DB then I react accordingly. Landing an offensive ultimate should affect the tempo of combat, just like Incap and DB. Currently, most other ultimates only matter in niche scenarios/builds and are usually treated as a regular damage skill in combat, even in duels.

    #BuffsOverNerfs

    This also helps with identity retention of skills. Minor issue but still important to a RPG based game. :smile:

    No, you are right and I am wrong, its an AOE effect similar to warden's shalks!
    Disregard my past posts lol.

    I agree on buffs over nerfs. Just wanted to play devils advocate for discussions sake. For buffs I would say add these:
    - agreed on meteor gets a DOT effect on the target if the initial DMG is blocked.
    - beserker rage is actually decent. CC immunity is a nice touch. The other morph needs changing though; since it doesn't have cc immunity like it's cousin, it should always grant a secondary effect for being slotted (id say minor expedition). They also need to fix how the animation works when you block cancel it (it doesnt match dawnbreaker's flowing animation. If they fixed it where you could animation cancel it easier, then more players would use it.)
    - lascerate just needs to be undodgable like DB. The dmg done and healing is a nice effect; but isn't efficient for the cost. DW already has mobility through major expedition in quick cloak.
    - for templars, empowering sweeps needs to be fixed mechanically. While the burst AOE is nice, it doesnt protect you like forcing your enemy to be on the defensive like major defile/stuns can. and It doesnt help that it sometimes misses. It should AOE stun ;) (maybe not AOE stun lol but a cone stun like dawnbreaker.)

    Lol, had me a little confused there. Haven't played much lately so thought I missed a major change.

    I like your proposed buffs. I do think DW still needs help with mobility. Right now it costs 3k to get Major Expedition for 3 seconds which requires Sprinting to be really efficient. It's really resource intensive unlike 2H/1H&shield gap closers but isn't as fluid as Bow's Hasty Retreat.

    That said, I think a major component is the lack of "feedback" from ultimates like lacerate and Empowering Sweeps. Because a lot of the benefits from these ultimates are passive, players don't really "feel" their worth. I've used lacerate and thought I missed at times just because there's no real visual "thump" like Dawnbreaker or Incaps Stun and the animation doesn't persist like Destro ultimate or Frozen Storm.
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