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Should battle maul be allowed to crit?


K THEN.5162

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Remember when people had to use skills to kill others and not have them die to a literal tidal wave of 4k+ battle mauls? For what should be a tool used solely for mobility, it sure does a good job at taking out 1/4 or 1/2 of people's health bars at times. The ability to prevent an attack from critting is already coded into the game with mug and power block as examples so do you think the battle maul engage ability should get the same treatment?Here's proof of battle maul's ability to chunk people:OEY7Dys.png

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Battle maul isn't meant for movement (a movement ability that drops your movement speed by dismounting you isn't a very good one). It's meant to be used as an opening attack. If you're losing half your health to battle maul it's your own fault for running a glass build.

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@"K THEN.5162" said:Remember when people had to use skills to kill others and not have them die to a literal tidal wave of 4k+ battle mauls? For what should be a tool used solely for mobility, it sure does a good job at taking out 1/4 or 1/2 of people's health bars at times. The ability to prevent an attack from critting is already coded into the game with mug and power block as examples so do you think the battle maul engage ability should get the same treatment?Here's proof of battle maul's ability to chunk people:OEY7Dys.png

It depends on max health on target. If it is a glass canon with 11-18 K, then 6K damage is around 50% to 33% of its HP. On a 18-25K target it is too low from a single maul to be the final blow. The main problem is if one can block or reduce damage (protection) while still alive and that way prevent or reduce how much extra damage from critical hit one would take.

The main problem here is how mobile target would be vs the one that are on Warclaw. If one is slowed, immob, chilled or hard CCed with stun or daze, just to mention some types of CC, then Warclaw have chance to chip of HP, but in general Warclaw is mostly being used when one already have the advantage of player being in downstate. Warclaw have some internal CD, so someone already in combat can not just use Warclaw as any other weapon skill on demand.

In zergs Warclaw wouldn't matter that much as enemy player would still get killed from being focused of groups of player in zergs with CC combo, condi and buffed from Might and vulnerability Power damage. Warclaw just make it easier to jump on random targets from PUGs or bystander.

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@Fjaeldmark.9043 said:Battle maul isn't meant for movement (a movement ability that drops your movement speed by dismounting you isn't a very good one). It's meant to be used as an opening attack. If you're losing half your health to battle maul it's your own fault for running a glass build.

I meant the mount itself

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Wasnt there a thread mentioning this thing? Hmm....Oh yes, there was! It was deleted, three times!7r3SQbw.jpgVKkZPRV.jpgfByeOma.jpgJust some random pics found in the internet

In what world, mount skill doing more dmg than the biggest dmg skill in some1s build is okay?

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@"Widmo.3186" said:Wasnt there a thread mentioning this thing? Hmm....Oh yes, there was! It was deleted, three times!7r3SQbw.jpgJust some random pics found in the internet

In what world, mount skill doing more dmg than the biggest dmg skill in some1s build is okay?

If you're talking about worldly impact... that can still hit for like 11k after patch... cor probably can still hit for 11k too.Battle maul hitting for 9k is over the top though.

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Soulbeast sic em and greatsword 2. Get on mount and hit somebody for 15k with battle maul, throw in a warrior warhorn, might stacks and you’re looking at battle mauls of around 20k. Warclaw should be immune to damage multipliers and not be allowed to crit. Just make it a flat 1000 damage when you dismount regardless of class or build, no rng and no crit.

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@Mini Crinny.6190 said:It shouldn't even do damage to be honestWas about to write that but you beat me to it.

At its inception people were just running around with 25 mounts instakilling the other team that was not mounted.

It should only finish downed players if downed state is considered a problem and do no damage to players who aren't downed.

When I'm on daredevil I hit people for 6K regularly with it so the screenshot is not an edit or ridiculous outlier.

What was promoted as a mobility tool for new players has remained a joke that just puts newer players at a disadvantage. In addition, the mobility aspect has been heavily nerfed and the chain pull is basically a way for people to waste supply to get an achievement. The only thing that is truly handy is sniff.

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@Infusion.7149 said:

@Mini Crinny.6190 said:It shouldn't even do damage to be honestWas about to write that but you beat me to it.

At its inception people were just running around with 25 mounts instakilling the other team that was not mounted.

It should only finish downed players if downed state is considered a problem and do no damage to players who aren't downed.

When I'm on daredevil I hit people for 6K regularly with it so the screenshot is not an edit or ridiculous outlier.

What was promoted as a mobility tool for new players has remained a joke that just puts newer players at a disadvantage. In addition, the mobility aspect has been heavily nerfed and the chain pull is basically a way for people to waste supply to get an achievement. The only thing that is truly handy is sniff.

You can't be serious saying the mount is a joke. The mount had absolutely busted mobility on release and let you dodge through an entire zerg with no fear because you had 3 long distance dodges while being immune to CC and mobility condi and having your real health safe. Sniff is basically a free sentry marker that ruins any chances of zergs trying to do anything beyond yolo charging unless they have Cloaking Waters, and Battle Maul still stomps for absolutely no reason.

Even after the speed nerfs mount is still insanely busted. Just remove the thing already.

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Mounts should be reduced to 1 dodge, 6k hp, and only lance + chain pull skills.Sniff is GW2's version of COD UAV. Which I find anti fun, and kills strategic movement.Battle maul is pointless. It's 2020, downed state should be long gone by now.Lance needs a 15s cooldown. Who the f thought 30s was a smart idea? PPT bois?

Mounts made WvW less fun and added more server strain calculation all of the additional dodge and maul spam.

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@CutesySylveon.8290 said:You can't be serious saying the mount is a joke. The mount had absolutely busted mobility on release and let you dodge through an entire zerg with no fear because you had 3 long distance dodges while being immune to CC and mobility condi and having your real health safe. Sniff is basically a free sentry marker that ruins any chances of zergs trying to do anything beyond yolo charging unless they have Cloaking Waters, and Battle Maul still stomps for absolutely no reason.

Even after the speed nerfs mount is still insanely busted. Just remove the thing already.If you frequented this section since its introduction you would know that I was against adding the mount...

The mount is a joke because they said it was for mobility but gave it three dodges and 10 person cleave at introduction while also gating its skills behind masteries. The third dodge was only finally removed recently this past year along with a warclaw health reduction and speed reduction in unowned territory. Lance was added as a dismount tool but it isn't very effective half the time due to LOS ; before lance people had staring contests on warclaw.

Until the damage is removed from warclaw it gives an advantage to whoever returns quicker on warclaw and has overall higher ranked players. For example, if you're defending an objective and you warclaw stomp you get 6K free damage per player that is returning so anything tiered is extremely risky to take with even numbers.

The original rationale was that the mount lets people get back in the fight faster, but I really think it isn't necessary on Alpine BL.

Expecting the mount to be removed completely is not going to happen because the mount provides an additional revenue stream in the form of mount skins. You need to be realistic.

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@Infusion.7149 said:

@CutesySylveon.8290 said:You can't be serious saying the mount is a joke. The mount had absolutely busted mobility on release and let you dodge through an entire zerg with no fear because you had 3 long distance dodges while being immune to CC and mobility condi and having your real health safe. Sniff is basically a free sentry marker that ruins any chances of zergs trying to do anything beyond yolo charging unless they have Cloaking Waters, and Battle Maul still stomps for absolutely no reason.

Even after the speed nerfs mount is still insanely busted. Just remove the thing already.If you frequented this section since its introduction you would know that I was against adding the mount...

The mount is a joke because they said it was for mobility but gave it three dodges and 10 person cleave at introduction while also gating its skills behind masteries. The third dodge was only finally removed recently this past year along with a warclaw health reduction and speed reduction in unowned territory. Lance was added as a dismount tool but it isn't very effective half the time due to LOS ; before lance people had staring contests on warclaw.

Until the damage is removed from warclaw it gives an advantage to whoever returns quicker on warclaw and has overall higher ranked players. For example, if you're defending an objective and you warclaw stomp you get 6K free damage per player that is returning so anything tiered is extremely risky to take with even numbers.

The original rationale was that the mount lets people get back in the fight faster, but I really think it isn't necessary on Alpine BL.

Expecting the mount to be removed completely is not going to happen because the mount provides an additional revenue stream in the form of mount skins. You need to be realistic.

I like the mount. It means all classes can move faster across the land without using skills/ resources. Without it, everyone would be a thief because they can travel fast. I think the current speed is perfect. Too slow and there is no benefit for traveling distances. But it's speed also gives time for defenders to wp to garri and get to a camp to defend it, if they are paying attention.

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Battle maul shouldn't even exist. The mounts shouldnt even have utility attached to it. Unfortunately, there seems to be a large portion of the playerbase (the zerglings who dont want to die when they're running to their zerg) don't want mounts removed because it made travelling the map risk free for them.

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