With the major patch coming up, can Anet FINALLY update Hundred Blades please? — Guild Wars 2 Forums

With the major patch coming up, can Anet FINALLY update Hundred Blades please?

Girth.9731Girth.9731 Member ✭✭✭
edited February 11, 2020 in PVP

I know, I know... Wait till the patch is out and see how it feels, but Hundred Blades has been in desperate need of a rework for a while and now would be the perfect time to do it. I love the theme of the skill, being a way to capitalize on CC with a big damage channeled skill is super fun to play and iconic to the class. But ask yourself, how many times have you actually landed the last hit on an enemy who wasn't downed? I mean, even when the game was more generous with quickness, it was almost impossible to land the final hit, even with a 3s KD from Bull's. I would love to see a simple change; reduce the channel time to 2.5 seconds from 3.5 seconds and reduce the damage accordingly. That way, we could realistically land those last few hits on a CC'd enemy. I'm not asking for the skill to be buffed, I'm just tired of the skill feeling so clunky and janky in PvP. Please Anet, consider looking at this.

EDIT: Added some nice bold letters as some people seemed to miss this very important point.

<1

Comments

  • Avatar.3568Avatar.3568 Member ✭✭✭

    Use it to cleave

  • Master Ketsu.4569Master Ketsu.4569 Member ✭✭✭✭

    Why on earth should they rework one of the least monkey skills in the game?

  • Fat Disgrace.4275Fat Disgrace.4275 Member ✭✭✭✭

    100 blades now imobilezers targets for 3 seconds

  • Apolo.5942Apolo.5942 Member ✭✭✭

    100% agree, having a MELEE skill that roots you in place is kitten, specially now that hammer skills (2 of which cc) wont be doing damage.

    Conditions need to be normalized:
    1- SINGLE PLAYER conditions stack on DURATION.
    2- MULTIPLE PLAYERS conditions stack on INTENSITY.
    3- REBALANCE condition duration, damage and application.

  • Tycura.1982Tycura.1982 Member ✭✭✭
    edited February 10, 2020

    With the patch coming and stunbreaks going up in CD I think 100b is going to be just fine even with damage nerf. I don't think it needs a rework. But if it was to get one I'd like an axe 2 style attack. Would be op.

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭

    Sometimes I let the War do the full channel when i'm invulnerable. I know how it can be frustrating to channel for 3s.

  • Fat Disgrace.4275Fat Disgrace.4275 Member ✭✭✭✭

    @MyPuppy.8970 said:
    Sometimes I let the War do the full channel when i'm invulnerable. I know how it can be frustrating to channel for 3s.

    Makes me cry in wvw when people do full channal attacks on things like defiant stance

  • agreed, hundred blades need some changes

  • Khalisto.5780Khalisto.5780 Member ✭✭✭

    i dont really want to land a full hb, usuallz 50% hb + gs f1 + gs spin will do more dmg and prolly be faster

  • Umm I think we need to add a dodge animation to it and take away the cd

  • Leonidrex.5649Leonidrex.5649 Member ✭✭✭✭

    @Khalisto.5780 said:
    i dont really want to land a full hb, usuallz 50% hb + gs f1 + gs spin will do more dmg and prolly be faster

    in general using 3 abilities should do more dmg then useing 1 ability, right ?

  • MyPuppy.8970MyPuppy.8970 Member ✭✭✭✭

    @Dantheman.3589 said:
    Umm I think we need to add a dodge animation to it and take away the cd

    You mean make it an evade with no/low cd? They would be forced to add a 3/4s stun to balance it, but that would help completing the channel.

  • Girth.9731Girth.9731 Member ✭✭✭

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Well, if you read it carefully, you would see I also suggested reducing the damage in accordance with the cast time. I'm not asking for a buff to the skill, I just wish the ceiling of the skill was slightly lower and the floor slightly higher, if that makes sense. Plus, the skill feels totally jank right now. A 2.5 second cast time with proportionally reduced damage would feel so much better.

  • Girth.9731Girth.9731 Member ✭✭✭

    @Khalisto.5780 said:
    i dont really want to land a full hb, usuallz 50% hb + gs f1 + gs spin will do more dmg and prolly be faster

    I agree with you, and that's actually part of what I'm trying to get at with this post. Atm we can realistically get maybe 4 to 6 at most hits off even with a hard CC. I just wish it was within the relm of possability to actually land all of the skill. Of course, this would require a reduction of damage to maintain roughly the same DPS (although I think the DPS of the skills could be ever so slightly buffed).

  • Girth.9731Girth.9731 Member ✭✭✭
    edited February 10, 2020

    @Tycura.1982 said:
    With the patch coming and stunbreaks going up in CD I think 100b is going to be just fine even with damage nerf. I don't think it needs a rework. But if it was to get one I'd like an axe 2 style attack. Would be op.

    Yeah it probably will be better with stun breaks being less common, but I'm not asking for the skill to change in terms of its power. I think it would feel better and less janky if the cast time and damage were brought down to a 2.5 second cast time, that way it would actually be possible to land the last few hits of the skill on a hard CC'd opponent.

  • lighter.2708lighter.2708 Member ✭✭
    edited February 10, 2020

    tbh i would keep the self rooting and cast time, but instead of rooting in place, make the skill displace the character in small distance .
    like after 2 or 3 slashes, the character move to another angel for attack,

    u may think the video looks like scrapper hammer 3, or rev sword 3, but what i have in mind is like a ground targeted AoE with melee animation that displaces warrior character, no enemy follow, no evade

  • whats wrong with a 3.5 sec channel that does less damage then auto attacking?

    Te lazla otstara.

  • Girth.9731Girth.9731 Member ✭✭✭

    @Stand The Wall.6987 said:
    whats wrong with a 3.5 sec channel that does less damage then auto attacking?

    Haha well it does definitely does do more damage than autoattacking, I've tested it myself ;)

  • Girth.9731Girth.9731 Member ✭✭✭

    @lighter.2708 said:
    tbh i would keep the self rooting and cast time, but instead of rooting in place, make the skill displace the character in small distance .
    like after 2 or 3 slashes, the character move to another angel for attack,

    u may think the video looks like scrapper hammer 3, or rev sword 3, but what i have in mind is like a ground targeted AoE with melee animation that displaces warrior character, no enemy follow, no evade

    That could be very cool. I like the idea of it keeping the Warrior rooted as an exchange for high damage potential, I just feel the skill is really clunky and out of date for PvP. I like your idea but that sounds like a lot of work to code. I don't actually see anything wrong with the skill itself, and its kind of iconic to the Warrior now. I just think the numbers are in pretty dire need of adjustment (namely cast-time with damage adjusted accordingly) and that would be a pretty simple change. If we wanted to turn into a something other than that, I do really like your idea. But realistically, I don't think Anet would ever put in the effort to do it.

  • lighter.2708lighter.2708 Member ✭✭
    edited February 11, 2020

    tbh i think gw2 lacks channeling melee skills that makes character move within selected area and only damage within this area, most channeling melee skills simply jumps from enemy to enemy or just follows enemy.

    i think rev sword 4 should be AoE as well, would a lot more skillful and fun to play instead of just pressing when u see enemy in range

  • @Master Ketsu.4569 said:
    Why on earth should they rework one of the least monkey skills in the game?

    People have such weird ideas on what constitutes "skilled" play in this game. The fact that it's so slow you can't fully use it and can leave yourself really vulnerable if you use it at stupid times doesn't make it some kind of genius-level play when you CC -> hundred blades and actually land a couple of swipes.

  • Girth.9731Girth.9731 Member ✭✭✭

    @AliamRationem.5172 said:

    @Master Ketsu.4569 said:
    Why on earth should they rework one of the least monkey skills in the game?

    People have such weird ideas on what constitutes "skilled" play in this game. The fact that it's so slow you can't fully use it and can leave yourself really vulnerable if you use it at stupid times doesn't make it some kind of genius-level play when you CC -> hundred blades and actually land a couple of swipes.

    I think he probably is just referring to the process of baiting out opponents stun breaks, counting dodges, and ripping stab with dagger in order to set up a big Hundred Blades. Sure, the actual process of pressing Hundred Blades after landing a good CC isn't particularly hard, but can't that be said for any skill? I think he does have a point that Hundred Blades is pretty unique in that the skill can be worthless or very strong depending on the ability of the player to create a situation where skill can pay off. Most skills in the game don't have that huge variability in their usefulness based on player skill.

  • @Girth.9731 said:

    @AliamRationem.5172 said:

    @Master Ketsu.4569 said:
    Why on earth should they rework one of the least monkey skills in the game?

    People have such weird ideas on what constitutes "skilled" play in this game. The fact that it's so slow you can't fully use it and can leave yourself really vulnerable if you use it at stupid times doesn't make it some kind of genius-level play when you CC -> hundred blades and actually land a couple of swipes.

    I think he probably is just referring to the process of baiting out opponents stun breaks, counting dodges, and ripping stab with dagger in order to set up a big Hundred Blades. Sure, the actual process of pressing Hundred Blades after landing a good CC isn't particularly hard, but can't that be said for any skill? I think he does have a point that Hundred Blades is pretty unique in that the skill can be worthless or very strong depending on the ability of the player to create a situation where skill can pay off. Most skills in the game don't have that huge variability in their usefulness based on player skill.

    Yes, that's true. It's going to be one of the most difficult to set up since it roots you, where other similar effects are either ranged or simply require the target to stand in them for the duration for maximum effect. I also hadn't considered how hundred blades works in terms of canceling. I am assuming you can cancel the cast and aren't forced to stand there eating damage if something goes wrong? If not, that would complicate matters further.

    I retract my earlier statement. I may not particularly enjoy the feel of hundred blades, but that doesn't necessarily make it an easy skill to use.

  • Azure The Heartless.3261Azure The Heartless.3261 Member ✭✭✭✭
    edited February 12, 2020

    @AliamRationem.5172 said:

    @Master Ketsu.4569 said:
    Why on earth should they rework one of the least monkey skills in the game?

    People have such weird ideas on what constitutes "skilled" play in this game. The fact that it's so slow you can't fully use it and can leave yourself really vulnerable if you use it at stupid times doesn't make it some kind of genius-level play when you CC -> hundred blades and actually land a couple of swipes.

    @Girth.9731 said:
    I think he probably is just referring to the process of baiting out opponents stun breaks, counting dodges, and ripping stab with dagger in order to set up a big Hundred Blades. Sure, the actual process of pressing Hundred Blades after landing a good CC isn't particularly hard, but can't that be said for any skill? I think he does have a point that Hundred Blades is pretty unique in that the skill can be worthless or very strong depending on the ability of the player to create a situation where skill can pay off. Most skills in the game don't have that huge variability in their usefulness based on player skill.

    Part of the reason people consider war simultaneously op braindead and immensely skillful by nature.

    [Charr Noises]
    [I play every class!]
    [Fight me in the arena anytime!]

  • Zexanima.7851Zexanima.7851 Member ✭✭✭✭

    I have no trouble getting value out of it myself. I can’t really think of a change for it that would be warranted. I wouldn’t mind for it to be replaced with another skill though. No idea what that skill would be. Maybe a single heavy overhead swing that does 1 sec knockdown. Honestly though, HB is just fine. There are worse problems on warrior

    Depression and anxiety are the worst...

  • Girth.9731Girth.9731 Member ✭✭✭
    edited February 12, 2020

    @Zexanima.7851 said:
    I have no trouble getting value out of it myself. I can’t really think of a change for it that would be warranted. I wouldn’t mind for it to be replaced with another skill though. No idea what that skill would be. Maybe a single heavy overhead swing that does 1 sec knockdown. Honestly though, HB is just fine. There are worse problems on warrior

    Yeah, I can get value out of it too because the skill is actually pretty well balanced, especially if you throw it out often even to just get a few hits. In particular I like to use it after a FC rather than going straight into an Arcing Slice, I find Warriors who really know how to use Hundred Blades can milk every bit of damage out of the greatsword. I think my only wish is that the skill would be reduced to something like a 2.5s cast time with the damage adjusted accordingly, and this would be more for QOL than a balance change IMO. I mean even with a 3s knockdown, one of the longest available CCs in the game, it is still very unlikely you will land all 9 hits. Hell, they could reduce the damage on the final strike to 0 or multiply it by 10 and it literally wouldn't make much of a difference from a PvP perspective because it lands only once in a blue moon (on an opponent who isn't downed). I think this signifies that the skill needs to be looked at. Say they reduced the cast time to 2.5s or even just 3s and reduced the damage by about 70% or 85%, respectively. I believe this would create a more satisfying skill to use, as the last few hits could feasibly be landed on a CC'd opponent. As it stands now, it is an extremely rare occurrence.

  • mrauls.6519mrauls.6519 Member ✭✭✭✭

    Hundred Nerfs

  • hellsqueen.3045hellsqueen.3045 Member ✭✭✭
    edited February 12, 2020

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    Founder of Affinitus Nemus [AFNM]
    "Join Us, We're Lonely" - Our Guild At Some Point

    JUST LIKE THE LORAX, WE SPEAK FOR THE TREES!

  • Girth.9731Girth.9731 Member ✭✭✭

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    Yes, finally someone who understands. I am not asking for a straight buff to the skill. By reducing the cast time AND damage, the DPS can be roughly maintained at the level it currently is. I just feel it is more than optimistic to believe that all 9 hits of a stationary, melee, 3.5s channel time skill will all connect with an opponent. Maybe back in 2012 but certainly not in 2020. The skill is fairly well balanced as is, I just think the skill would feel much better at a 2.5s cast time with reduced overall damage, that way we could actually land those last few hits on a CC'd opponent. It would be more of a QOL change.

  • Bazsi.2734Bazsi.2734 Member ✭✭✭

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

  • @Bazsi.2734 said:

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

    Because it would feel better to use.

    It's not just about the actual balance of the skill (which is very important), but also how good it feels on the player end to use it.
    If being stuck in one spot for such a long time in attempt to use the whole duration of the skill only to never see value on the tail end of it, it's a waste time.
    Reduce the channel, reduce the damage and you can go back to the flow of the fight sooner, which will feel better.

    Founder of Affinitus Nemus [AFNM]
    "Join Us, We're Lonely" - Our Guild At Some Point

    JUST LIKE THE LORAX, WE SPEAK FOR THE TREES!

  • Bazsi.2734Bazsi.2734 Member ✭✭✭
    edited February 13, 2020

    @hellsqueen.3045 said:

    @Bazsi.2734 said:

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

    Because it would feel better to use.

    It's not just about the actual balance of the skill (which is very important), but also how good it feels on the player end to use it.
    If being stuck in one spot for such a long time in attempt to use the whole duration of the skill only to never see value on the tail end of it, it's a waste time.
    Reduce the channel, reduce the damage and you can go back to the flow of the fight sooner, which will feel better.

    You know you can stow your weapon any milisecond right? You aren't stuck in one spot for a long time unless you decide to. Also there are many ways to realise it's value: you cleave downed, you burst a locked down target in PvP, you play PvE... also it's a form of area denial, everyone scatters away from your 25K damage channel.
    "It would feel better to use" is not a reason enough to allocate coding and testing time for something that otherwise works and is balanced.

  • @hellsqueen.3045 said:

    @Bazsi.2734 said:

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

    Because it would feel better to use.

    It's not just about the actual balance of the skill (which is very important), but also how good it feels on the player end to use it.
    If being stuck in one spot for such a long time in attempt to use the whole duration of the skill only to never see value on the tail end of it, it's a waste time.
    Reduce the channel, reduce the damage and you can go back to the flow of the fight sooner, which will feel better.

    So basically, nerf the skill cap? Why? If there's something about warrior that does have skill display, it's optimizing your damage rotations. Calling having options (even if rare, but still having it) a waste of time seems like the opinion of a someone who just wants to mash their keys to gain most out of it.

  • @NorthernRedStar.3054 said:

    @hellsqueen.3045 said:

    @Bazsi.2734 said:

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

    Because it would feel better to use.

    It's not just about the actual balance of the skill (which is very important), but also how good it feels on the player end to use it.
    If being stuck in one spot for such a long time in attempt to use the whole duration of the skill only to never see value on the tail end of it, it's a waste time.
    Reduce the channel, reduce the damage and you can go back to the flow of the fight sooner, which will feel better.

    So basically, nerf the skill cap? Why? If there's something about warrior that does have skill display, it's optimizing your damage rotations. Calling having options (even if rare, but still having it) a waste of time seems like the opinion of a someone who just wants to mash their keys to gain most out of it.

    wow, some one who agrees that faster the skill casts, lesser skill involved.
    rare to see in an era where people just spam insta casts and say it's skillful

  • Dralor.3701Dralor.3701 Member ✭✭✭

    OP suggested compensating with a damage loss. There are a number of skills from the original game that have not translated well with the updates over the years.

    If you think hundred blades is good or even okay in the current meta I’m not sure what game you are playing.

  • bravan.3876bravan.3876 Member ✭✭✭✭
    edited February 14, 2020

    @Fat Disgrace.4275 said:
    100 blades now imobilezers targets for 3 seconds

    Warrior has access to 2s and 3s stuns. You know, overexaggerating jokes are only funny when they are...

    overexaggerating!

    "playing revenant is borderline exploiting" - up condimirage 2k18

  • @NorthernRedStar.3054 said:

    @hellsqueen.3045 said:

    @Bazsi.2734 said:

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

    Because it would feel better to use.

    It's not just about the actual balance of the skill (which is very important), but also how good it feels on the player end to use it.
    If being stuck in one spot for such a long time in attempt to use the whole duration of the skill only to never see value on the tail end of it, it's a waste time.
    Reduce the channel, reduce the damage and you can go back to the flow of the fight sooner, which will feel better.

    So basically, nerf the skill cap? Why? If there's something about warrior that does have skill display, it's optimizing your damage rotations. Calling having options (even if rare, but still having it) a waste of time seems like the opinion of a someone who just wants to mash their keys to gain most out of it.

    It's not a nerf to the skill cap, it's a skill that is clunky to get full value out of when very few skills in the game punish with lack of movement like that one does.

    It's melee. It gives nothing more than damage. And with the way the game has transformed over the years, it hasn't translated into the gameplay well with it's current channel time.

    Founder of Affinitus Nemus [AFNM]
    "Join Us, We're Lonely" - Our Guild At Some Point

    JUST LIKE THE LORAX, WE SPEAK FOR THE TREES!

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭
    edited February 14, 2020

    lol its funny watching people argue against a 3.5 sec channeled skill that's only purpose is to do damage (which it does poorly, also you can just walk away) get a shave on cast time.

    Te lazla otstara.

  • NorthernRedStar.3054NorthernRedStar.3054 Member ✭✭✭
    edited February 14, 2020

    @hellsqueen.3045 said:

    @NorthernRedStar.3054 said:

    @hellsqueen.3045 said:

    @Bazsi.2734 said:

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

    Because it would feel better to use.

    It's not just about the actual balance of the skill (which is very important), but also how good it feels on the player end to use it.
    If being stuck in one spot for such a long time in attempt to use the whole duration of the skill only to never see value on the tail end of it, it's a waste time.
    Reduce the channel, reduce the damage and you can go back to the flow of the fight sooner, which will feel better.

    So basically, nerf the skill cap? Why? If there's something about warrior that does have skill display, it's optimizing your damage rotations. Calling having options (even if rare, but still having it) a waste of time seems like the opinion of a someone who just wants to mash their keys to gain most out of it.

    It's not a nerf to the skill cap, it's a skill that is clunky to get full value out of when very few skills in the game punish with lack of movement like that one does.

    It's melee. It gives nothing more than damage. And with the way the game has transformed over the years, it hasn't translated into the gameplay well with it's current channel time.

    It can be cancelled into literally almost anything. How's that clunky? If anything, it's a very well-designed skill.

    "It gives nothing more than damage." - That's a very shallow PoV. I don't see you complaining about Meteor Shower, btw.

    EDIT: It is strictly your vision of what you want it to be. But overall speaking (and maybe some old-school ethic of mine along it), it's an ideal skill, for a purely damage-oriented one.

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited February 14, 2020

    @lighter.2708 said:

    @NorthernRedStar.3054 said:

    @hellsqueen.3045 said:

    @Bazsi.2734 said:

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

    Because it would feel better to use.

    It's not just about the actual balance of the skill (which is very important), but also how good it feels on the player end to use it.
    If being stuck in one spot for such a long time in attempt to use the whole duration of the skill only to never see value on the tail end of it, it's a waste time.
    Reduce the channel, reduce the damage and you can go back to the flow of the fight sooner, which will feel better.

    So basically, nerf the skill cap? Why? If there's something about warrior that does have skill display, it's optimizing your damage rotations. Calling having options (even if rare, but still having it) a waste of time seems like the opinion of a someone who just wants to mash their keys to gain most out of it.

    wow, some one who agrees that faster the skill casts, lesser skill involved.
    rare to see in an era where people just spam insta casts and say it's skillful

    I think u both are confusing skills being designed to promote skillful play with being being poorly designed and clunky to use with in a game meant to have a fast playstyle. Skill needs to have shorter cast time which doesn't make it less skillful as it would still be a longer skill than a single strike skill. You would still only use it after hard cc or to cleave.

  • @Psycoprophet.8107 said:

    @lighter.2708 said:

    @NorthernRedStar.3054 said:

    @hellsqueen.3045 said:

    @Bazsi.2734 said:

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

    Because it would feel better to use.

    It's not just about the actual balance of the skill (which is very important), but also how good it feels on the player end to use it.
    If being stuck in one spot for such a long time in attempt to use the whole duration of the skill only to never see value on the tail end of it, it's a waste time.
    Reduce the channel, reduce the damage and you can go back to the flow of the fight sooner, which will feel better.

    So basically, nerf the skill cap? Why? If there's something about warrior that does have skill display, it's optimizing your damage rotations. Calling having options (even if rare, but still having it) a waste of time seems like the opinion of a someone who just wants to mash their keys to gain most out of it.

    wow, some one who agrees that faster the skill casts, lesser skill involved.
    rare to see in an era where people just spam insta casts and say it's skillful

    I think u both are confusing skills being designed to promote skillful play with being being poorly designed and clunky to use with in a game meant to have a fast playstyle.

    Is it poorly designed, though? Consider warrior's whole kit and traits alongside it, for a second. The whole contains a number of ways to 1) CC your opponent, 2) Take advantage of that by turning it into A) lockdown, or B) burst.

    Hundred Blades fits into that design slot like bread 'n butter. Not to mention, well, quickness via sigils (I can't recall the traits warrior has, if any).

  • hellsqueen.3045hellsqueen.3045 Member ✭✭✭
    edited February 14, 2020

    @NorthernRedStar.3054 said:

    @hellsqueen.3045 said:

    @NorthernRedStar.3054 said:

    @hellsqueen.3045 said:

    @Bazsi.2734 said:

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

    Because it would feel better to use.

    It's not just about the actual balance of the skill (which is very important), but also how good it feels on the player end to use it.
    If being stuck in one spot for such a long time in attempt to use the whole duration of the skill only to never see value on the tail end of it, it's a waste time.
    Reduce the channel, reduce the damage and you can go back to the flow of the fight sooner, which will feel better.

    So basically, nerf the skill cap? Why? If there's something about warrior that does have skill display, it's optimizing your damage rotations. Calling having options (even if rare, but still having it) a waste of time seems like the opinion of a someone who just wants to mash their keys to gain most out of it.

    It's not a nerf to the skill cap, it's a skill that is clunky to get full value out of when very few skills in the game punish with lack of movement like that one does.

    It's melee. It gives nothing more than damage. And with the way the game has transformed over the years, it hasn't translated into the gameplay well with it's current channel time.

    It can be cancelled into literally almost anything. How's that clunky? If anything, it's a very well-designed skill.

    "It gives nothing more than damage." - That's a very shallow PoV. I don't see you complaining about Meteor Shower, btw.

    EDIT: It is strictly your vision of what you want it to be. But overall speaking (and maybe some old-school ethic of mine along it), it's an ideal skill, for a purely damage-oriented one.

    I don't complain about Meteor Shower because you have the ability to be ranged.
    But also, I don't often see many staff user elementalists in PvP?

    Personally even in PvE I don't particularly enjoy using Meteor Shower though because this game feels so movement oriented, that skills that keep you still tend to feel bad.

    Founder of Affinitus Nemus [AFNM]
    "Join Us, We're Lonely" - Our Guild At Some Point

    JUST LIKE THE LORAX, WE SPEAK FOR THE TREES!

  • Leonidrex.5649Leonidrex.5649 Member ✭✭✭✭

    Im sorry to burst your bouble friends but HB is bad and its ment to be bad.
    you can have weapon with 5 insane good skills, you need some weak ones to balance it out.

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited February 14, 2020

    @NorthernRedStar.3054 said:

    @Psycoprophet.8107 said:

    @lighter.2708 said:

    @NorthernRedStar.3054 said:

    @hellsqueen.3045 said:

    @Bazsi.2734 said:

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

    Because it would feel better to use.

    It's not just about the actual balance of the skill (which is very important), but also how good it feels on the player end to use it.
    If being stuck in one spot for such a long time in attempt to use the whole duration of the skill only to never see value on the tail end of it, it's a waste time.
    Reduce the channel, reduce the damage and you can go back to the flow of the fight sooner, which will feel better.

    So basically, nerf the skill cap? Why? If there's something about warrior that does have skill display, it's optimizing your damage rotations. Calling having options (even if rare, but still having it) a waste of time seems like the opinion of a someone who just wants to mash their keys to gain most out of it.

    wow, some one who agrees that faster the skill casts, lesser skill involved.
    rare to see in an era where people just spam insta casts and say it's skillful

    I think u both are confusing skills being designed to promote skillful play with being being poorly designed and clunky to use with in a game meant to have a fast playstyle.

    Is it poorly designed, though? Consider warrior's whole kit and traits alongside it, for a second. The whole contains a number of ways to 1) CC your opponent, 2) Take advantage of that by turning it into A) lockdown, or B) burst.

    Hundred Blades fits into that design slot like bread 'n butter. Not to mention, well, quickness via sigils (I can't recall the traits warrior has, if any).

    Sry but I'll never agree that a skill being designed to realistically never complete it's full damage chain unless the opponent is downed or cc chained AND doesnt have a stunbreak as good design. That is far to limiting and niche for a low cd standard weapon skill. Its cast time should be lowered or the amount of strikes decreased and dps of strikes increased to match the dps of the current full chain.
    I can definitely see why non warrior players would disagree as it's awesome not having to worry about being hit by one of warrior gs skills unless urvnockdown or in downstate as u kno its ineffective otherwise and makes the skill use very predictable and easy to escape from even after a hard cc via stun break.
    I love how the community of this game tries so hard to bring up thier own classes all while doing their best to bring down other classed or keep underpowered skills or obviously clunky skill just that lol.
    Outside of downed cleave or after a hard cc where opponent used ALL their stunbreaks where is 100 blades useful? If stunbreaks and stability didnt exist than yeah it would be skillful as is cuz it require a set up before hand but with those to boons it becomes only useful vs bad players or players that have used there stability and or stunbreak skills making its cast time to finish its chain clunky in any other situation,unless of course a players afk and standing there while it completes.
    Think about warrior gs skills for a second. Gs2 long cast time,unable to get all strikes off unless target is hard cc'd or downed. Gs3 unless target is against a wall or structure AGAIN ur not hitting all 3 spinning strikes and ur lucky to connect two of the three. Gs4 a blade throw that's so telegraphed and easy to dodge that its 50/50 gonna miss. And gs5 a highly telegraphed gap closer with a super slow strike at the end again easily dodgeable. If gs didn't provide the mobility it does it would never be picked.

  • choovanski.5462choovanski.5462 Member ✭✭✭
    edited February 14, 2020

    @NorthernRedStar.3054 said:

    @Psycoprophet.8107 said:

    @lighter.2708 said:

    @NorthernRedStar.3054 said:

    @hellsqueen.3045 said:

    @Bazsi.2734 said:

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

    Because it would feel better to use.

    It's not just about the actual balance of the skill (which is very important), but also how good it feels on the player end to use it.
    If being stuck in one spot for such a long time in attempt to use the whole duration of the skill only to never see value on the tail end of it, it's a waste time.
    Reduce the channel, reduce the damage and you can go back to the flow of the fight sooner, which will feel better.

    So basically, nerf the skill cap? Why? If there's something about warrior that does have skill display, it's optimizing your damage rotations. Calling having options (even if rare, but still having it) a waste of time seems like the opinion of a someone who just wants to mash their keys to gain most out of it.

    wow, some one who agrees that faster the skill casts, lesser skill involved.
    rare to see in an era where people just spam insta casts and say it's skillful

    I think u both are confusing skills being designed to promote skillful play with being being poorly designed and clunky to use with in a game meant to have a fast playstyle.

    Is it poorly designed, though? Consider warrior's whole kit and traits alongside it, for a second. The whole contains a number of ways to 1) CC your opponent, 2) Take advantage of that by turning it into A) lockdown, or B) burst.

    Hundred Blades fits into that design slot like bread 'n butter. Not to mention, well, quickness via sigils (I can't recall the traits warrior has, if any).

    there are lots of young players who don't remember bulls charge frenzy 100b

    can't blame em for thinking 100b looks bad amidst two expansions of powercreep. but it's not badly designed, people are just too used to overloaded badly designed skills that when they see a situational skill that synergizes with the kit- they think it's bad because you can't just spam it whenever. so they want to just make it arc divider lol

    imagine having to set up a damage skill XD

    I'm a punk kid, no reason why
    Nothing finer than the taste of tears running down my face
    Oh cry baby cry, oh cry baby cry oh

  • Psycoprophet.8107Psycoprophet.8107 Member ✭✭✭✭
    edited February 14, 2020

    @choovanski.5462 said:

    @NorthernRedStar.3054 said:

    @Psycoprophet.8107 said:

    @lighter.2708 said:

    @NorthernRedStar.3054 said:

    @hellsqueen.3045 said:

    @Bazsi.2734 said:

    @hellsqueen.3045 said:

    @AngelLovesFredrik.6741 said:
    Being able to reliably land a skill that consistently hits for 20k+ with a full channel? No thank you.

    Did you not just read the part in that post where they also said to reduce the damage accordingly to the reduction of the channel time?

    So it wouldn't do as much damage, by reducing the amount of time so more of the hits occur in a reasonable time frame they are willing to lose damage in return.

    So you either didn't read the whole post before shutting the idea down because you have your own ridiculous bias, or you are intentionally ignoring the statement out of bias?

    So you are arguing for a faster channel that does less damage, which results in roughly the same amount of damage landing as before... whats the point in changing the skill then?

    Because it would feel better to use.

    It's not just about the actual balance of the skill (which is very important), but also how good it feels on the player end to use it.
    If being stuck in one spot for such a long time in attempt to use the whole duration of the skill only to never see value on the tail end of it, it's a waste time.
    Reduce the channel, reduce the damage and you can go back to the flow of the fight sooner, which will feel better.

    So basically, nerf the skill cap? Why? If there's something about warrior that does have skill display, it's optimizing your damage rotations. Calling having options (even if rare, but still having it) a waste of time seems like the opinion of a someone who just wants to mash their keys to gain most out of it.

    wow, some one who agrees that faster the skill casts, lesser skill involved.
    rare to see in an era where people just spam insta casts and say it's skillful

    I think u both are confusing skills being designed to promote skillful play with being being poorly designed and clunky to use with in a game meant to have a fast playstyle.

    Is it poorly designed, though? Consider warrior's whole kit and traits alongside it, for a second. The whole contains a number of ways to 1) CC your opponent, 2) Take advantage of that by turning it into A) lockdown, or B) burst.

    Hundred Blades fits into that design slot like bread 'n butter. Not to mention, well, quickness via sigils (I can't recall the traits warrior has, if any).

    there are lots of young players who don't remember bulls charge frenzy 100b

    can't blame em for thinking 100b looks bad amidst two expansions of powercreep. but it's not badly designed, people are just too used to overloaded badly designed skills that when they see a situational skill that synergizes with the kit- they think it's bad because you can't just spam it whenever. so they want to just make it arc divider lol

    imagine having to set up a damage skill XD

    That's the combo used by all not sure how anyone would forget it let alone players of 6 yrs such of myself. The fact that there's stability and stunbreaks readily available makes the combo unreliable and outside of the combo or downstate makes 100b useless hence the problem. If u getting hit with a full chain of 100 blades ur either in downstate or got hard cc'd and have no stability or stunbreaks left, or just a very bad player standing their eating it for some reason lol. A skills usefulness should not be that limited.