Latest Warclaw update — Guild Wars 2 Forums

Latest Warclaw update

EremiteAngel.9765EremiteAngel.9765 Member ✭✭✭✭

Reduced the maximum number of targets on the warclaw’s Battle Maul skill from 10 to 3. Reduced the damage of Battle Maul by 26% in WvW.

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Comments

  • Ni In.6578Ni In.6578 Member ✭✭✭
    edited March 7, 2019

    Raymond, I just got stuck on my mount. Only way to resolve this was to go out of WvW. Couldn't swap weapons and could not dismount (via dying, water, or wp'ing)

    Edit: also couldn't go through a portal.

    Another aside, you can't fit the mount through the hills north portal.

    [VII] Spectre Legacy - Declared Best NA Guild by Grimaldi
    Crystal Desert Consul Member and President of Scrubs; declared most toxic server NA by Z E Y
    [VII] wants fights! Please bring your pug rangers for UD progress.

  • Ultima.5318Ultima.5318 Member ✭✭

    3? isnt that a bit extreme? borderline useless if it dont even hit 5.

  • Chaba.5410Chaba.5410 Member ✭✭✭✭
    edited March 7, 2019

    @Ni In.6578 said:
    Raymond, I just got stuck on my mount. Only way to resolve this was to go out of WvW. Couldn't swap weapons and could not dismount (via dying, water, or wp'ing)

    Edit: also couldn't go through a portal.

    Another aside, you can't fit the mount through the hills north portal.

    Your mount cares enough about you to carry your dead body! Awww so cute!

    (I have a similar screenshot. The other thing I saw last night was someone dead on their mount and it was still moving!)

  • Ni In.6578Ni In.6578 Member ✭✭✭

    @Chaba.5410 said:

    (I have a similar screenshot. The other thing I saw last night was someone dead on their mount and it was still moving!)

    Yes! After I originally died (this is after WP'ing), I was able to move around for a bit before going full down.

    Another half-implemented feature.

    [VII] Spectre Legacy - Declared Best NA Guild by Grimaldi
    Crystal Desert Consul Member and President of Scrubs; declared most toxic server NA by Z E Y
    [VII] wants fights! Please bring your pug rangers for UD progress.

  • Drecien.4508Drecien.4508 Member ✭✭✭

    This is why we can't have nice things.

    New mount skins?! Anet take my money!

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

    @Zaraki.5784 said:
    This nerf was needed but now it's time to buff skill 3, 126 ability points to unlock it and all it does is wasting 1 supply for a crappy 2k dmg, really it's only worth using for the new related achi.

    You have failed to see the reasoning behind chain pull

  • Skotlex.7580Skotlex.7580 Member ✭✭✭

    @Zaraki.5784 said:
    This nerf was needed but now it's time to buff skill 3, 126 ability points to unlock it and all it does is wasting 1 supply for a crappy 2k dmg, really it's only worth using for the new related achi.

    it does less damage to gates than you'd do if you were hitting it with your regular rotations? If so, you got a point.

    In my experience most people don't even bother hitting the door/wall/whatever and just chill back while waiting for sieges to do the work. If three mounts can speed that up by, say, even just 10%, I would think players will use it.

  • Justine.6351Justine.6351 Member ✭✭✭✭

    I can do 1-2 ram strikes just cleaving a paper gate on power rev using staff aa and impossible odds. This chain pull will probably only really be useful on support characters maybe?

    Anet buff me :-(
    Make me good at game!

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭

    @PaladinVII.1647 said:
    I have a mixed opinion on the Warclaw, more play time is needed. One thing is clear: there needs to be a way to dismount riders. Riding alongside mounted enemies is ridiculous. All we do is look at each other with the unspoken truth that the first person to dismount will be at a disadvantage. Your pounce is likely to be evaded (3 dodges) and you are unlikely to be able to do enough damage to the enemy before they are a mile away. Or worse, you miss and try to dismount them and they try to engage you, forcing you to enter the fight without one of your dodges or at lower health. This should be addressed.

    Not to mention, players can't cc mounted players, making melee completely useless against them. Range isn't any better, mounted players can easily disengage (the mount doesn't seem to slow down during combat. Needs more test, could be the leaps).

  • Zaraki.5784Zaraki.5784 Member ✭✭✭✭
    edited March 7, 2019

    @DemonSeed.3528 said:

    @Zaraki.5784 said:
    This nerf was needed but now it's time to buff skill 3, 126 ability points to unlock it and all it does is wasting 1 supply for a crappy 2k dmg, really it's only worth using for the new related achi.

    You have failed to see the reasoning behind chain pull

    And you have failed to explain your point, mr genius.
    Enlighten me.

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

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭
    edited March 7, 2019

    @Zaraki.5784 said:

    @DemonSeed.3528 said:

    @Zaraki.5784 said:
    This nerf was needed but now it's time to buff skill 3, 126 ability points to unlock it and all it does is wasting 1 supply for a crappy 2k dmg, really it's only worth using for the new related achi.

    You have failed to see the reasoning behind chain pull

    Enlighten me.

    Crappy but can be used efficiently. In general the mount pull is not suppose to replace sieges or render siege completely useless. It's still more efficient using the supplies to build battering rams. Killing an opponents delivery yak nearby will give some supplies as well (not enough to build a ram but can be used for pull). It's also possible to move back and forth to resupply from camp with the mount, tho its not advisable or worth doing it most of the time. In short, the ability is just an improved version of PvD.

  • felincyriac.5981felincyriac.5981 Member ✭✭✭

    @Dawdler.8521 said:
    Even with only 3 targets, I fear that this skill will keep the mounts as a MAD scenario, ultimately discouraging fights, not encouraging it.

    Any group fight players are engaged in - regardless of being full zerg or just a 2v2 - that is fairly balanced with people downing and dying on both sides is totally disrupted by the mere presence of anyone on a mount. So people might ask themselves... Why even engage open field? Why not just run into a tower/keep so you can fall back if you see mounts? Its worse for the outnumbered as well and we're only talking tiny advantages that rollercoaster fights. 10v10 guild fight, you trade blows, a single enemy on a mount appears... Forget about it. Cant fight because if anyone down - heaven forbid 2 at once - you loose because you wont have time to even try and res with the mount rushing in.

    If people thought cries about rallybots and griefing guild fights was bad before, oh man.

    It is quite disheartening, but maybe I'm thinking too much about it. Without the downed instakill, it would just be another enemy, albeit mobile. But that you can fight.

    it's a start, I also hear it doesn't damage first then insta stomp, which is a nice nerf.

  • Susy.7529Susy.7529 Member ✭✭✭

    @Eramonster.2718 said:

    @Zaraki.5784 said:

    @DemonSeed.3528 said:

    @Zaraki.5784 said:
    This nerf was needed but now it's time to buff skill 3, 126 ability points to unlock it and all it does is wasting 1 supply for a crappy 2k dmg, really it's only worth using for the new related achi.

    You have failed to see the reasoning behind chain pull

    Enlighten me.

    Crappy but can be used efficiently. In general the mount pull is not suppose to replace sieges or render siege completely useless. It's still more efficient using the supplies to build battering rams. Killing an opponents delivery yak nearby will give some supplies as well (not enough to build a ram but can be used for pull). It's also possible to move back and forth to resupply from camp with the mount, tho its not advisable or worth doing it most of the time. In short, the ability is just an improved version of PvD.

    Not enough of a reason for me, it still is useless, plain and simple.
    Using supps with skill 3 is just a waste and you should always save those supps to build rams or other sieges.

  • bluberblasen.9684bluberblasen.9684 Member ✭✭✭

    Thank You for this stupid nerf! And we are back to this kitten stupid pirate ship meta.
    And my warrior is trash again because no rewards for playing melee character.

    stay at 10 targets, reduce damage and remove stomp!
    3 targets are bad a decision!

  • Redponey.8352Redponey.8352 Member ✭✭✭
    edited March 7, 2019

    @bluberblasen.9684 said:
    Thank You for this stupid nerf! And we are back to this kitten stupid pirate ship meta.
    And my warrior is trash again because no rewards for playing melee character.

    stay at 10 targets, reduce damage and remove stomp!
    3 targets are bad a decision!

    I think, we're loosing our time, none of our revendication and will for content( as a one big WvW community) is heard. This post may have been read by anet (moderator) but not by devs. They just want to go in the way they think the game is good instead of at least hearing the will of content of the WvW community.

    Devs doesnt interact with us, doesnt discuss about hot topic. all we got is silence. Death silence. Death of WvW community for a new gamemode for hyper casual gamer.

  • alain.1659alain.1659 Member ✭✭✭

    Anet is like life. You ask for a good job, an expensive house, a beautiful wife and three children. But it only gives you an expensive house and three children without any money and a buttload of mortgage to pay.

  • Danikat.8537Danikat.8537 Member ✭✭✭✭

    @Skotlex.7580 said:

    @Zaraki.5784 said:
    This nerf was needed but now it's time to buff skill 3, 126 ability points to unlock it and all it does is wasting 1 supply for a crappy 2k dmg, really it's only worth using for the new related achi.

    it does less damage to gates than you'd do if you were hitting it with your regular rotations? If so, you got a point.

    In my experience most people don't even bother hitting the door/wall/whatever and just chill back while waiting for sieges to do the work. If three mounts can speed that up by, say, even just 10%, I would think players will use it.

    Maybe it's changed at some point, or different servers do it differently, but I was always told not to attack doors/walls and let the siege do the job, because if you attack them directly it alerts the enemy to the fact that you're there and then they can come in and stop you.

    "Hard knocks, bad luck, been knocked down,
    You got back up, rise up, shine on, keep on fighting, the war is almost done...But then I hear you're gone.
    I feel, when the lights go down, you are still here, all you hold dear remains.
    Your star never fades."

  • cryorion.9532cryorion.9532 Member ✭✭✭

    Warclaw isn't supposed to be alternative to flame rams, but more like supplementing them. So it seems reasonable that the gate damage is low.

    Insta-finishing enemies is a bit silly though. It is way too easy to pull off.
    As other mentioned, running around with Warclaw is too easy with very little risk. Warclaw should have defiance bar that doesn't dismount when broken, but rather stun mount and not be able to move for XY seconds.
    And/or there should be traps that dismount. Those traps could be adequately visible so it is not that easy to get dismounted.

    Visually, the mount is well done, just like rest of the mounts :)

  • Ni In.6578Ni In.6578 Member ✭✭✭

    @Redponey.8352
    I think, we're loosing our time, none of our revendication and will for content( as a one big WvW community) is heard. This post may have been read by anet (moderator) but not by devs.

    Raymond is the WvW dev.

    [VII] Spectre Legacy - Declared Best NA Guild by Grimaldi
    Crystal Desert Consul Member and President of Scrubs; declared most toxic server NA by Z E Y
    [VII] wants fights! Please bring your pug rangers for UD progress.

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

    @cryorion.9532 said:
    Warclaw isn't supposed to be alternative to flame rams, but more like supplementing them. So it seems reasonable that the gate damage is low.

    But its so low its a complete waste of supply compared to actually building a standard ram. Its like a noobtrap, lol.

  • KrHome.1920KrHome.1920 Member ✭✭✭✭
    edited March 7, 2019

    @Dawdler.8521 said:
    Even with only 3 targets, I fear that this skill will keep the mounts as a MAD scenario, ultimately discouraging fights, not encouraging it.

    Any group fight players are engaged in - regardless of being full zerg or just a 2v2 - that is fairly balanced with people downing and dying on both sides is totally disrupted by the mere presence of anyone on a mount. So people might ask themselves... Why even engage open field? Why not just run into a tower/keep so you can fall back if you see mounts? Its worse for the outnumbered as well and we're only talking tiny advantages that rollercoaster fights. 10v10 guild fight, you trade blows, a single enemy on a mount appears... Forget about it. Cant fight because if anyone down - heaven forbid 2 at once - you loose because you wont have time to even try and res with the mount rushing in.

    If people thought cries about rallybots and griefing guild fights was bad before, oh man.

    It is quite disheartening, but maybe I'm thinking too much about it. Without the downed instakill, it would just be another enemy, albeit mobile. But that you can fight.

    You could invite soulbeasts or deadeyes in your squad to snipe the mount backline.

    Or you could see the mechanic as some sort of "no downstate event". Didn't we all ask for it?

    Mounts are capable of breaking the GWEN meta because they allow a lot more fight strategies (much more dynamic). Is that bad?

    @topic:
    Great change. I would even go further and reduce the impact range from 360 to 240 so that people actually have to aim properly with the skill when finishing targets.

  • Dediggefedde.4961Dediggefedde.4961 Member ✭✭✭

    @Dawdler.8521 said:
    But its so low its a complete waste of supply compared to actually building a standard ram. Its like a noobtrap, lol.

    I guess it's for those zergs that already have set up 4 rams. Then with warclaws you can get in a bit faster. if you are two people with 20 material each, you could either build a ram or attack 40 times for 40*2k=80k damage.
    Flameram skilled does 4k damage (wiki, without skill-2).
    wooden gates have 410k health, requiring 200 warclaw pulls, 100 normal ram attacks or 70 superior ram attacks (62 with structural vulnerability, 57 with siege might).

    Test of credibility: wooden gate with 2 rams would require~30 hits each, 3.25CD, so roughly 1.6 Minutes.
    Spending 200 mats on 3 warclaws to open a wooden gate would take 10 Minutes...

    Please correct me, if some number is wrong. ^^

  • Vrath.1754Vrath.1754 Member ✭✭

    @KrHome.1920 said:
    Or you could see the mechanic as some sort of "no downstate event". Didn't we all ask for it?

    >
    No not even the majority in these forums asked for it per those that voted in the polls. At most it was 50-50.
    Acknowledging we are a minor subset of the playerbase and who knows if everyone voted what that would reflect.

  • Duckota.4769Duckota.4769 Member ✭✭✭

    @Vrath.1754 said:

    @KrHome.1920 said:
    Or you could see the mechanic as some sort of "no downstate event". Didn't we all ask for it?

    >
    No not even the majority in these forums asked for it per those that voted in the polls. At most it was 50-50.
    Acknowledging we are a minor subset of the playerbase and who knows if everyone voted what that would reflect.

    To further elaborate on how this is not even close to the same Ill provide a real scenario I encountered earlier. Good fight with someone. I down them. In true no downstate I win that fight. Its over. However I had very low health and they managed to down me with their down abilities. Then someone on a mount from their team comes in and OH SO SKILLFULLY PRESSES 1 BUTTON AND I LOSE THE FIGHT. When if it was true no downstate he would have showed up and actually would have needed some amount of skill to kill me. Considering he showed up 15s after I was down. I would have had quite a bit of health back by then and probably been out of combat entirely. It is not the same or a substitute.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭
    edited March 7, 2019

    @Duckota.4769 said:

    @Vrath.1754 said:

    @KrHome.1920 said:
    Or you could see the mechanic as some sort of "no downstate event". Didn't we all ask for it?

    >
    No not even the majority in these forums asked for it per those that voted in the polls. At most it was 50-50.
    Acknowledging we are a minor subset of the playerbase and who knows if everyone voted what that would reflect.

    To further elaborate on how this is not even close to the same Ill provide a real scenario I encountered earlier. Good fight with someone. I down them. In true no downstate I win that fight. Its over. However I had very low health and they managed to down me with their down abilities. Then someone on a mount from their team comes in and OH SO SKILLFULLY PRESSES 1 BUTTON AND I LOSE THE FIGHT. When if it was true no downstate he would have showed up and actually would have needed some amount of skill to kill me. Considering he showed up 15s after I was down. I would have had quite a bit of health back by then and probably been out of combat entirely. It is not the same or a substitute.

    I see the point you are trying to make, but really, even without the mount:

    • newcomer runs to his team mate and presses 'F'
    • newcomer targets you and presses '1' until you die

    Either way, they defeated you by "OH SO SKILLFULLY PRESSES 1 BUTTON".

    Personally I greatly dislike how some professions have much more impactful down state abilities than others, which is why in WvW I don't even bother with the stomp, but just cleave them down for safety sake.

    EDIT: let me also add, I don't particularly like the mount being able to finish off down state players, but I suppose the design team was trying to find something uniquely WvW (or more accurately, not PvE) to add flavour to the mount.

  • Duckota.4769Duckota.4769 Member ✭✭✭
    edited March 7, 2019

    @Turkeyspit.3965 said:

    @Duckota.4769 said:

    @Vrath.1754 said:

    @KrHome.1920 said:
    Or you could see the mechanic as some sort of "no downstate event". Didn't we all ask for it?

    >
    No not even the majority in these forums asked for it per those that voted in the polls. At most it was 50-50.
    Acknowledging we are a minor subset of the playerbase and who knows if everyone voted what that would reflect.

    To further elaborate on how this is not even close to the same Ill provide a real scenario I encountered earlier. Good fight with someone. I down them. In true no downstate I win that fight. Its over. However I had very low health and they managed to down me with their down abilities. Then someone on a mount from their team comes in and OH SO SKILLFULLY PRESSES 1 BUTTON AND I LOSE THE FIGHT. When if it was true no downstate he would have showed up and actually would have needed some amount of skill to kill me. Considering he showed up 15s after I was down. I would have had quite a bit of health back by then and probably been out of combat entirely. It is not the same or a substitute.

    I see the point you are trying to make, but really, even without the mount:

    • newcomer runs to his team mate and presses 'F'
    • newcomer targets you and presses '1' until you die

    Either way, they defeated you by "OH SO SKILLFULLY PRESSES 1 BUTTON".

    Personally I greatly dislike how some professions have much more impactful down state abilities than others, which is why in WvW I don't even bother with the stomp, but just cleave them down for safety sake.

    EDIT: let me also add, I don't particularly like the mount being able to finish off down state players, but I suppose the design team was trying to find something uniquely WvW (or more accurately, not PvE) to add flavour to the mount.

    No no. What Im saying is the the time between me downing and the newcomer showing up was like 15s. Me and downed guy were spamming 1 on each other while downed which takes forever. In true no downstate he would have been outright finished and by the time the 2nd guy shows up im out of combat and back to full health only missing a few cooldowns. And yeah some downstate abilities are busted.

    Edit: Prior to the mount the result is the same yeah. I was just comparing this to true no downstate.

  • Stalkingwolf.6035Stalkingwolf.6035 Member ✭✭✭

    @Ultima.5318 said:
    3? isnt that a bit extreme? borderline useless if it dont even hit 5.

    hammer -> nail -> solution :-)

    He who fights with monsters might take care lest he thereby become a monster

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭
    edited March 7, 2019

    @Duckota.4769 said:

    @Turkeyspit.3965 said:

    @Duckota.4769 said:

    @Vrath.1754 said:

    @KrHome.1920 said:
    Or you could see the mechanic as some sort of "no downstate event". Didn't we all ask for it?

    >
    No not even the majority in these forums asked for it per those that voted in the polls. At most it was 50-50.
    Acknowledging we are a minor subset of the playerbase and who knows if everyone voted what that would reflect.

    To further elaborate on how this is not even close to the same Ill provide a real scenario I encountered earlier. Good fight with someone. I down them. In true no downstate I win that fight. Its over. However I had very low health and they managed to down me with their down abilities. Then someone on a mount from their team comes in and OH SO SKILLFULLY PRESSES 1 BUTTON AND I LOSE THE FIGHT. When if it was true no downstate he would have showed up and actually would have needed some amount of skill to kill me. Considering he showed up 15s after I was down. I would have had quite a bit of health back by then and probably been out of combat entirely. It is not the same or a substitute.

    I see the point you are trying to make, but really, even without the mount:

    • newcomer runs to his team mate and presses 'F'
    • newcomer targets you and presses '1' until you die

    Either way, they defeated you by "OH SO SKILLFULLY PRESSES 1 BUTTON".

    Personally I greatly dislike how some professions have much more impactful down state abilities than others, which is why in WvW I don't even bother with the stomp, but just cleave them down for safety sake.

    EDIT: let me also add, I don't particularly like the mount being able to finish off down state players, but I suppose the design team was trying to find something uniquely WvW (or more accurately, not PvE) to add flavour to the mount.

    No no. What Im saying is the the time between me downing and the newcomer showing up was like 15s. Me and downed guy were spamming 1 on each other while downed which takes forever. In true no downstate he would have been outright finished and by the time the 2nd guy shows up im out of combat and back to full health only missing a few cooldowns. And yeah some downstate abilities are busted.

    Edit: Prior to the mount the result is the same yeah. I was just comparing this to true no downstate.

    Yes, fair enough. The biggest asset of the mount is speed, and whether it means you losing a fight because reinforcements showed up, or that your circle was contested because enemy players could respond faster is fact of life now.

    Flip the coin though: you can respond faster to an objective being attacked, and you can rush to the aid of a team mate and be the stomper, not the stompee.
    Flip the coin again: after reinforcements wiped your squad, you can all get back to the objective you were sieging faster, leaving the defenders less time to repair, replace siege, or bring in additional reinforcements.

    Arguing the merits / demerits of this mount is all about perspective and context, and generally results in a circular argument.

  • Duckota.4769Duckota.4769 Member ✭✭✭

    @Turkeyspit.3965 said:
    Flip the coin though: you can respond faster to an objective being attacked, and you can rush to the aid of a team mate and be the stomper, not the stompee.
    Flip the coin again: after reinforcements wiped your squad, you can all get back to the objective you were sieging faster, leaving the defenders less time to repair, replace siege, or bring in additional reinforcements.

    Arguing the merits / demerits of this mount is all about perspective and context, and generally results in a circular argument.

    Removed a lot of people in this chain so not everyone gets pinged since its mostly us two talking now.

    I was quite fine with the speed of things before and I think this digs into class balance when you start making mobility universal. Is core thief going to get more sustain or more dmg now that everyone gets around just as quickly? I'd also rather nobody be stomping with this mount. Id like if it didnt stomp at all. Allowing the mount to stomp was almost an immediately 'indirect nerf' to the warrior banner they just changed to stomp. Im a small scale kind of person. All that means is we quickly get overwhelmed by 50 people because mounts are busted when before they tricked in depending on their mobility and sure we'd die eventually but man was it a lot of fun. Now they just jump on you with 50 mounts which is pretty lame. Its quite funny that because so many people will only fight when they tremendously outnumber someone that the strongest strategy ive found yet is to run into 10 people with my 4 friends just waiting. Let them all attack me to get into combat and then my friends come in and we have a good outnumbered fight. They kite forever if not.

  • Graymalkyn.8076Graymalkyn.8076 Member ✭✭✭
    edited March 7, 2019

    @Sviel.7493 said:

    @Ultima.5318 said:
    3? isnt that a bit extreme? borderline useless if it dont even hit 5.

    The mount itself is already super useful--so much so that it risks becoming mandatory. The engage is just a 14th layer of icing on the cake.

    I would venture to say that it already is mandatory. The cavalry can now get to a camp and sack it, and turn it, often before the infantry can even get there. That's a lot of XP the infantry is missing out on.

    We are what we write; our language defines us.

  • Metzie.9083Metzie.9083 Member ✭✭

    Hey Folks,

    regarding the latest "warclaw" update, my thoughts on this. It requires adjustments, no question about it. ;-)

    On skill 1:


    I agree with @Ultima.5318 . Why please from 10 to 3? Why not 5? Had it been 5 from the start to then reduce them to 3 okay. Couldn't that have made more sense? Never mind, this isn't really an issue right now. "Change my mind."

    On skill 2:


    As far as acceptable and certainly a helpful skill. Not worth further of the speech at the moment, isn't it? "Change my mind."

    On skill 3:


    Needs an overhaul for sure. For 126 world skill points you expect a little more! I will return to this skill at a later date and another contribution or poll. Then an overhaul will probably be more secondary.

    On skill 4:


    This does not exist (yet). My proposal for general improvement as far as the war claw is concerned, see the following article/poll, participate and vote: WARCLAW improvement - what is your opinion on ... ? It is a link, click it, ...



    So much for my feedback on the current situation regarding claw and skills.

    PS: Personally, I like the skill 1 best, so far! The graphic animation, great! :p

    Mike O Brien: "(...) We make this game for you".
    Source: https://en-forum.guildwars2.com/discussion/comment/586426#Comment_586426

  • the leap nerf is idiotic

  • @LordMorgul.9845 said:
    the leap nerf is idiotic

    I agree 100%. Only talking about the speed of travel from point to point, the original leap distance with the mount speed made WvW more fun . Now, with the nerf, less fun. Sigh. Hope they return the leap distance while still fixing in a very targeted way the exploits and unintended issues if that is possible.

  • bluberblasen.9684bluberblasen.9684 Member ✭✭✭

    restore leap nerf !
    make mount skill 1 = 5 targets
    remove stomp on skill 1
    mount is not immune to cc ( lets tank it 1 or 2 ccs )
    Thank You !

  • zionophir.6845zionophir.6845 Member ✭✭✭

    reducing targets from 10 to 3 is balanced for roaming and zerging.

  • zionophir.6845zionophir.6845 Member ✭✭✭
    edited March 8, 2019

    @Knopa.7524 said:
    2k chainpull on 400k t0 gate is 200 chainpulls. 200 mats and pulls to open t0 door is less than useless

    you need a zerg of warclaws doing chainpulls + the usual sup sieges

  • bluberblasen.9684bluberblasen.9684 Member ✭✭✭
    edited March 8, 2019

    @zionophir.6845 said:
    reducing targets from 10 to 3 is balanced for roaming and zerging.

    for roaming = who cares ? A Roamer will NEVER be hit by a mount ... because a roamer knows how to dodge...
    And 5 targets in a large blob is only fair for melee classes ( oh wait i know all we play are 5 target hammer revs, 5 targets necros, 5 targets guard...)

    so we stay at pirate ship ... ZzzzZZZzzzZZZZZ
    i saw much hope in the mounts for breaking blobs but you all want to stay at boring 1200 range meta..
    so i give up my hope in this community..

  • zionophir.6845zionophir.6845 Member ✭✭✭

    @bluberblasen.9684 said:

    @zionophir.6845 said:
    reducing targets from 10 to 3 is balanced for roaming and zerging.

    for roaming = who cares ? A Roamer will NEVER be hit by a mount ... because a roamer knows how to dodge...
    And 5 targets in a large blob is only fair for melee classes ( oh wait i know all we play are 5 target hammer revs, 5 targets necros, 5 targets guard...)

    so we stay at pirate ship ... ZzzzZZZzzzZZZZZ
    i saw much hope in the mounts for breaking blobs but you all want to stay at boring 1200 range meta..
    so i give up my hope in this community..

    usually the max amount of legit roamers are 2-3. 1 is the standard of course.

    and for the zerging part 3 targets x 50 warclaw map queue zerg. compared to 10 targets x 50 warclaw map queue zerg. thats 150 vs 500 potential targets. the latter is way way high.

    sounds balanced (no sarcasm).

  • With the leap ability now useless you might as well just get a speed-buff and move on foot. The chain pull is a waste of supply, the damage is nerfed into uselessness. Too bad, I would have bought skins but you killed the kitten before even the first weekend.

  • Sealreth.1425Sealreth.1425 Member
    edited March 8, 2019

    I'd like to see all CC skills to dismount player. Finding small scale fights is even harder now. when everyone can just outrun. I believe it is fine with simple abilities and jus ta movement buff between fights....

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