Warclaw feedback! — Guild Wars 2 Forums

Warclaw feedback!

Mechanix.9315Mechanix.9315 Member ✭✭✭
edited March 6, 2019 in WvW

Hey guys lets try to give proper feedback about the mount to anet, in order that they can quickly adjust whats underpowered/overpowered (hopefully)

I already got mine, and i already been running around vs others with it. I have to say as first suggestion, the CC imnunity is really strong, cant really stop the mount, many builds without burst wont be able to stop someone.
Without CC a lot of people just run away from fights, imo this need to be changed asap or the boredom will invade wvw, mostly the players who play it for the fights.

About the rest, seems pretty cool, the speed is arguably.

EDIT: After testing longer, i realized it have to be changed in a few ways, my suggestions:

1- Reduce speed movement to 33% (player with swftness) in enemy territory, and 50% (Below superspeed) in friendly territory.
2- Remove the damage of skill 1, if you want to keep the auto stomp factor thats ok, but shouldnt do dmg too.
3- Engage Skill since dismounts you, should be able to dismount an enemy too, if you use to engage your enemy you should be able to put them in the same conditions than you in order to fight.
4- The triple dodge is super powerfull, reduce to 2.
5- The HP pool isnt really that small like we thought, it can even survive a full revenant burst, also might be bugged, because a friend on ele was getting less hp on the mount, probs is scaling from some stats?
6- Almost forgot, ofc we need to add CC, we should be able to stun/inmob the mounts, they are unstopabble, no way to cut reinforcements now.

What you guys think?

<134

Comments

  • ArchonWing.9480ArchonWing.9480 Member ✭✭✭
    edited March 5, 2019

    They're too fast. But at least they're sorta fragile. Nerf the speed and make CC have more of an effect.

    I've had to get off my mount as herald so I can properly pulse swiftness to those without mounts. I see this to be a problem.

  • reddie.5861reddie.5861 Member ✭✭✭

    Too fast nerf them..

    still think warclaw should be as fast as toon with swiftness and in enemy zone as fast as toon without swiftness.

  • shiri.4257shiri.4257 Member ✭✭✭

    It's an awesome wvw update! I hope they add more mounts in the future! with a separate UD achievement for mounted stomps. Cavalary Ultimate Dominator, 250k mounted kills!

    Spectre [VII] - Wood League Champion. Making "fight guilds" stack on higher tiers since 2013.
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  • Jaidy.1824Jaidy.1824 Member ✭✭
    edited March 5, 2019

    @shiri.4257 said:
    It's an awesome wvw update! I hope they add more mounts in the future! with a separate UD achievement for mounted stomps. Cavalary Ultimate Dominator, 250k mounted kills!

    Untill everyone has a mount and we wont be having pirate ship battles any more but running around in endless circles with mounts. If you ask me, they should remove the combat abilities from the amount and only use it for movement and siege.

    (not saying that pirate ship battles are good though)

  • Aerinndis.2730Aerinndis.2730 Member ✭✭✭

    Several of us used the Warclaw to help take down the gate. We thought it was very effective. So far I am really enjoying the mount and cannot wait for the skins to arrive.

    For those looking to finish the reward track you can get the potions of Mist Rewards from the Battle-Harden Kits which are in each Black Lion chest right now. I save any I get because I use them for the special reward tracks like SAB or festivals.

  • DemonSeed.3528DemonSeed.3528 Member ✭✭✭✭

    Does no one even want to comment on how much faster the mounts seem to be than what the devs showed? They seem way too fast.

  • May never be able to get one. WVW queue time is off the charts now. :(

  • At some point, traps need to be added that would automatically dismount a person. This should be an alternative way to counter the use of a mount if not to chase it with your own. Haven't had a chance to play since the release. Beyond the queue numbers, reports are looking for more positive than first thought.

  • Ok I Did It.2854Ok I Did It.2854 Member ✭✭✭

    The speed of the mount seems ok, i guess it depends on how you play, if your a roamer its game over really, if your a zerg player it seems to fit well,

    I would say they need to make it that if you get attacked when mounted it slows you down, not to a crawl, but slow enough that a group of ppl hitting you could dismount you, i seen a mesmer tonight just run through the entire zerg, and kept on going, i would suggest the ( chain skill ) could be used to tether yourself to an enemy mount to slow them down aswell,

    It probably seems way out of place at the moment as not everyone has it yet, i would hold fire on any nerfs for a couple of weeks so that we can really see how the balance works out on it.

  • it may be a little strong...

  • Mieka.2583Mieka.2583 Member
    edited March 5, 2019

    Not impressed with how the map ques weren't adjusted for this release.. Poor forethought...

  • schloumou.3982schloumou.3982 Member ✭✭✭
    edited March 5, 2019

    @Gallant Pigeon.5807 said:
    Speed in friendly and hostile territory should be the same.

    Exactly my thought. It just creates more imbalance. Bad enough that one team can jump off cliffs at will in fights and glide away.
    Futher I tested fall damage and you take much less when mounted. Shouln't be that way imho.

  • Drecien.4508Drecien.4508 Member ✭✭✭

    I works perfectly. Works as intended. Thanks devs!

    30 Beautiful new mount skins?! Anet take my money!

  • They should have the same speed in all territories.
    It seems silly that you can unlock them in EOTM but not use them there.

  • Zaraki.5784Zaraki.5784 Member ✭✭✭✭

    I love it, nothing else to say, well done Anet.

    "Sticks and stones may break your bones but words will never be able to injure you!"
    The Grim Adventures of Billy & Mandy

  • ArchonWing.9480ArchonWing.9480 Member ✭✭✭
    edited March 5, 2019

    @Turkeyspit.3965 said:

    @ArchonWing.9480 said:
    They're too fast. But at least they're sorta fragile. Nerf the speed and make CC have more of an effect.

    I've had to get off my mount as herald so I can properly pulse swiftness to those without mounts. I see this to be a problem.

    That is my biggest fear. If part of the mission here was re-vitalize WvW and bring in new players, all that will happen is the new players will be separated from the veterans, and either commanders will start kicking players who don't have mounts, zergs will consistently run with long exposed tails, or zergs will have to not use mounts at all.

    Any commander worth their salt will know they will lose if half their numbers are on them. It wasn't really too bad since I don't want to stick out anyways. You can't kick people from maps, so people will need to deal with it. This has been try even when gliding was around.

    The only real bottleneck is capturing a keep and doing the reward track and that didn't seem too bad, but our server is losing and thus easy to retake a keep. :S

  • @Turkeyspit.3965 said:
    My wife who doesn't WvW at all, but is showing interest in the game mode, can only play a few hours per week, and is currently rank 10 or so. At that pace it might take her a full month to complete the reward track, and I have no idea how many skirmish tickets she has, since she rarely gets past Wood Tier 1. But from here on in, she will be at a considerable disadvantage without having the mount, making it hard for her to keep up with the zerg, which won't be fun for her or the commander.

    I think you get some tickets from doing the collection and using the items that you got. I haven't done the math but should be close to be enough.

  • gebrechen.5643gebrechen.5643 Member ✭✭✭

    Don't see a problem. I dismounted at least 5 people this evening with instagibbing their mount as they tried to cross in front of me. Yeah, it's fast, etc, but it dies quickly. So, most classes shouldn't have issues with killing someone on a mount

    Disciples of the monkey god [Apes]

  • gebrechen.5643gebrechen.5643 Member ✭✭✭

    @Redponey.8352 said:

    fun way to destroy combat in wvw. Rest In Peace WvW our beloved gamemode.

    This has already been confirmed as a bug, don't waste your tears early.

    Disciples of the monkey god [Apes]

  • Jethro.9376Jethro.9376 Member ✭✭✭
    edited March 5, 2019

    @Helicity.3416 said:
    it may be a little strong...

    Pretty sure that fight was already over. Not having mounts wouldn't change that.

    But i have to say that players have even less of a chance to get away oncey they're in combat while fighting guards and you rush in to defend..

  • DemonSeed.3528DemonSeed.3528 Member ✭✭✭✭

    The mounts seem to easily get away from projectiles, they are way too fast. Can't imagine trying to dismount one using melee if you can't get near. I see a bunch of them just zigzagging into zergs and large groups without getting dismounted.

  • GaijinGuy.8476GaijinGuy.8476 Member ✭✭✭

    Are mounts faster than swiftness with rune of speed?

  • Duckota.4769Duckota.4769 Member ✭✭✭

    1 dodge, 2 dodges with mastery. Swiftness speed in all territory. CCable. 6k health. Ez.

  • i am really enjoying the bags they generate not the ques but ya know not terrible i have not bothered with the mount yet busy farming noobs

  • Bort.8647Bort.8647 Member ✭✭✭

    I think its far too soon to make any kind of judgement. Most guilds havent even had the chance to test out the update, and the amount of new players that you can easily run over right now shouldnt be used as evidence that it is op.

  • Inoki.6048Inoki.6048 Member ✭✭✭

    @Dawdler.8521 said:
    To copy paste my response in the other thread:

    I never saw them used in combat, nor did I even see them used while roaming, but the speed... oh man that speed. They are much faster than the 400 hardcap even in enemy territory and will easily outrun swiftness - at least for friendlies. Since I never engaged someone with a mount I dont know how fast they move in combat. But presumably the advantage is just as big when both of you are in combat. Those with poor ranged damage wont stand a chance at catching anyone on a mount.

    Actually I just caught a rev on a mount... dropped a few stacks of condi on him and watched him dismount in the distance :joy: I recommend Torment :D but burning will do just as well :D

  • So far my initial reaction has been positive. It's been a blast hanging by the back of a zerg and pouncing on the first clump of downstates after the initial engage. Hard to describe how immensely satisfying it is to one shot downies. The gate ability is fun but the supply cost for every pull is extremely meh. I would be happy if Anet removed the supply cost completely, considering how easy it is for a ranger to pop over the edge and pewpew a warclaw to death or the abundance of ACs around heavily guarded gates.

  • DemonSeed.3528DemonSeed.3528 Member ✭✭✭✭

    @Rotten Bones.2391 said:
    So far my initial reaction has been positive. It's been a blast hanging by the back of a zerg and pouncing on the first clump of downstates after the initial engage. Hard to describe how immensely satisfying it is to one shot downies. The gate ability is fun but the supply cost for every pull is extremely meh. I would be happy if Anet removed the supply cost completely, considering how easy it is for a ranger to pop over the edge and pewpew a warclaw to death or the abundance of ACs around heavily guarded gates.

    It's not meant to replace siege

  • Zaoda.1653Zaoda.1653 Member ✭✭✭
    edited March 6, 2019

    My thoughts/constructive criticism so far on the Warclaw:

    • There should be Warclaw vendors on all borderlands - including Edge of The Mists. I had to queue with 47 other people this morning for about an hour, before I could even get into any borderland to buy some of the items I needed. This could not be done in Edge of The Mists. Very frustrating!!!

    • When you're mounted, there seems to be way too many things you have to do, in order to start tugging at a gate. You have to press skill #3 on the gate to lock onto the gate with the chain thing - and depending on where you're positioned, sometimes this doesn't work because you may be too far away, and you have to wait for the skill to recharge again before pressing it, then once you finally have the chain locked onto the gate, you have to press skill #1 to start tugging. If, in the meantime, you start getting attacked by enemies (arrow carts, zergs, etc.), it's quite difficult to disengage from the gate if you need to escape. These little things really add to the nuisance of using the mount, when it should be FUN and simple.

    • I suggest, as a solution, that skills 1 and 2 remain unchanged, and skill #3 be used to tug at the gate automatically when you interact with a gate - this way, too, if an enemy is taking your mount's health down quickly, you can move and disengage from the gate more easily.

    • While I don't exactly like the -1 supply required with every tug, I get that, without this, it would render rams kinda useless, so I get that. Apart from the above points, I think the Warclaw has really good potential and will be fun to use long term - especially in regards to travel time across some of the larger WvW maps.

  • TheQuickFox.3826TheQuickFox.3826 Member ✭✭✭✭
    edited March 6, 2019

    I love it! I wanted regular mounts in WvW friendly territories for so long but this is a nice alternative. Casual WvW-er. Dies a lot. This allows me to survive a bit more and be a bit quicker back to the commander. I can't wait for some cool mount skins.

    Also, this mount makes the desert map great again.

    Ascalon Will Prevail!

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  • alphafert.6730alphafert.6730 Member ✭✭✭

    So far my experience has been getting kitten talked by tryhards & getting slaughtered by a zerg of mounted tryharders just to give up after an hour in q then 2 hours trying to get a keep on my home map. Stupid kitten.

  • CrimsonNeonite.1048CrimsonNeonite.1048 Member ✭✭✭
    edited March 6, 2019

    Most of the maps seem far too small, to even require mounts apart from the Desert BL. They seem to be too fast especially in certain zones and with the leap skill. It's just too convenient right now, rather than a alternative. I can imagine it being OP for the servers, with the stronger coverage.

    It also won't keep PVE'ers around very long, because from what I've seen in T1 EU, most of them seem clueless about organized Large scale wvw combat, it must be demoralising, by getting one pushed so easily.

    Otherwise it felt like EoTM not WvW, with all the karma training zergs dodging fights, it got boring at times, besides the ridiculous queues we got.
    They will no doubt be selling Mount skins, on the Gem Store soon.

  • Balsa.3951Balsa.3951 Member ✭✭✭

    @ArchonWing.9480 said:
    They're too fast. But at least they're sorta fragile. Nerf the speed and make CC have more of an effect.

    I've had to get off my mount as herald so I can properly pulse swiftness to those without mounts. I see this to be a problem.

    That could be a nice addition for future mounts,

    Support mounts/ carrier mounts / advanced siege mounts or mounts who can pull siege/

    Etc...

  • dascott.6078dascott.6078 Member ✭✭

    I love the speed. Once everyone gets a mount, the playing field will be level between professions. Everyone will basically have the same mobility. No more chasing super fast specs. You know who you are. ;)

  • Duckota.4769Duckota.4769 Member ✭✭✭

    Anyone saying that with the dashes this thing is not faster than melee specs is just lying and is enjoying avoiding any form of fight they don't pick themselves.

  • TBH i only played about 2 hours in WvW but I went about 9 for 10 on dismounting another roamer without issue. But i also play Rev so i have Phase Traversal. Since i can keep up without range i don't see a huge issue with the mobility. I would like to see the evade frames removed though. And the finisher is too strong imho. I was downing things while a guildie just stayed OOC on their mount and insta finished them. We were definitely getting a laugh out of the mechanic though lol

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭

    @KrHome.1920 said:

    @Dawdler.8521 said:
    To copy paste my response in the other thread:

    I never saw them used in combat, nor did I even see them used while roaming, but the speed... oh man that speed. They are much faster than the 400 hardcap even in enemy territory and will easily outrun swiftness - at least for friendlies. Since I never engaged someone with a mount I dont know how fast they move in combat. But presumably the advantage is just as big when both of you are in combat. Those with poor ranged damage wont stand a chance at catching anyone on a mount.

    You should try it for yourself. In enemy territory it's slower than swiftness and can be catched by multiple classes: revenants, thieves, rangers, warriors... to name a few.

    Once you dealt 11k damage while chasing it you get a hard CC on your target for free.

    Regarding the number of anti mount threads on day 1: It's disappointing. 6 years and on every release the same stupid comments just because people are not used to the new mechanics and refuse to test things for a few days.

    @dascott.6078 said:
    I love the speed. Once everyone gets a mount, the playing field will be level between professions. Everyone will basically have the same mobility. No more chasing super fast specs. You know who you are. ;)

    This!

    Perhaps you should try it. I was literally running at 66% permaswiftness all evening (speed runes, engie kit swap) which is slightly faster than 33% ooc (392 vs reaching 400 hardcap) and had no chance catching friendly mounted players running next to me in enemy territory. They where considerably faster.

    Mobility skills does make it so some may catch them for a while, deal damage and dismount enemies, true. But they are nowhere near swiftness speed and calling them slower is hilarious.

  • KrHome.1920KrHome.1920 Member ✭✭✭✭
    edited March 6, 2019

    @Duckota.4769 said:
    Anyone saying that with the dashes this thing is not faster than melee specs is just lying and is enjoying avoiding any form of fight they don't pick themselves.

    Besides that fact that you don't know what you are talking about (I have played 6 hours today in WvW and tested the mobility compared to the typical roaming encounters) we already did say that there is a huge mobility difference in terms of territory.

    • own territory: you on your mount are faster than your target on his mount. You can chase him down, dismount and burst him off his mount with ease.
    • enemy territory: the opposite, which means your mount is useless and you have no advantage at all.
    • neutral territory: several roaming specs are faster than you on your mount - at least (!) fast enough to kick you off the mount before you can disengage. You might be able to outrun them in the long run when they would not attack you, but they do (!) attack you, as this isn't the olympics but a fight.
  • Jeknar.6184Jeknar.6184 Member ✭✭✭✭

    @Zaoda.1653 said:
    • While I don't exactly like the -1 supply required with every tug, I get that, without this, it would render rams kinda useless, so I get that.

    Considering their extremely slow speed and being limited to 3 per gate, I think the -1 supply per pull is overkill in the terms of limiting siege capabilities. There is absolutely no reason to even pull a gate with a Warclaw, as 3 Warclaws with 20 supply each won't even take a T0 gate below half HP.

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