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Close Combat

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theoddone
Posts: 127

Re: Close Combat

Post#61 » Sat Aug 18, 2018 12:44 pm

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This was in axeman with PF I think. Still funny that guardian spec with a lot more defenses can hit equally hard.
Why are people not whining about coordinated strike? Core ability with some of the sickest burst ingame.
-Theo

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Dammy095
Posts: 371

Re: Close Combat

Post#62 » Sat Aug 18, 2018 12:48 pm

theoddone wrote: Sat Aug 18, 2018 12:44 pm Why are people not whining about coordinated strike? Core ability with some of the sickest burst ingame.
because they cant, its either " L2P" response or post deleted/topic closed

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Renork
Posts: 1208

Re: Close Combat

Post#63 » Sat Aug 18, 2018 1:05 pm

Bozzax wrote: Sat Aug 18, 2018 9:40 am Image

Close combat is not the issue I even doubt anyone use it.

E: Yeah I know get guards, detaunt, drop rage and heals plus kill the pet.

E2: it really is pathetic
Every time Ylef or Stopnrun queue's I cringe. They both can kill me in a few seconds at most, so I try to keep the pet detaunted at all times, but it really is stupid how they can kill anything but tanks in a few seconds.

But wait, they don't have warband utility so they're "fine" :^)

It's rather obvious the class is hated as seen by people's responses here and in-game, so hopefully Aza can tweak the class. Just give them perma pounce again and revert the changes. It was easy to kill the idiotic pouce spamming ones, and the non spamming ones had to at least use a neuron or two to play effectively. Literally lolpounce/PET/k is all everyone does and unfortunately it works well.

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Bozzax
Posts: 2650

Re: Close Combat

Post#64 » Sat Aug 18, 2018 1:24 pm

theoddone wrote: Sat Aug 18, 2018 12:44 pm Image

This was in axeman with PF I think. Still funny that guardian spec with a lot more defenses can hit equally hard.
Why are people not whining about coordinated strike? Core ability with some of the sickest burst ingame.
They hit much harder then axe especially when they have Flames of Rhuin and Leonine Frenzy procing multiple times per saecond which at least for LF should not occur.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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roadkillrobin
Posts: 2773

Re: Close Combat

Post#65 » Sat Aug 18, 2018 1:45 pm

Bozzax wrote: Sat Aug 18, 2018 9:40 am Image

Close combat is not the issue I even doubt anyone use it.

E: Yeah I know get guards, detaunt, drop rage and heals plus kill the pet.

E2: it really is pathetic
1 player doing 5330 damage in 1 sec even when 1 attack was parried.
And people whined when 5 Shamans did 50 attacks for 7k damage over 2 secs.
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Bregon
Posts: 29

Re: Close Combat

Post#66 » Sat Aug 18, 2018 2:09 pm

I formally request this thread be renamed nerf WL, thanks.

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Tesq
Posts: 5713

Re: Close Combat

Post#67 » Sat Aug 18, 2018 2:13 pm

/sidenote these proc issues again.....some stuff never want to die even post being nerfed...i start to think that at e least 1 between dok/wp and bw/sorc proc for a party should be restricted to class only ....
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Bozzax
Posts: 2650

Re: Close Combat

Post#68 » Sat Aug 18, 2018 2:24 pm

Eh .... no Tesq
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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live4treasure
Posts: 325

Re: Close Combat

Post#69 » Sat Aug 18, 2018 3:16 pm

I mean if Guardian WL is a problem, then making them more centered around sustain damage might fix the issue. Pounce becomes less valuable then, but you could give Guardian some interesting aoe debuff to drop onto the backline into which he is pouncing to make it a bit more worthwhile, kind of like what was done with melee SH.

That said, since the topic has been brought up, I've seen whole warband v warband fights wipe specifically because of choppa pull, and it doesn't matter that it's interruptable, because he's already pulled your backline into the front with it. It's ease of use makes it an effective aoe crowd control, and while magus could do the same thing on paper, that would require magus to stand in the front lines and even then it's not something you can use instantly like GttC. I think a good start for it is to just remove the movement speed bonus component. That one doesn't actually matter for warband v warband fights, which is the stated purpose of this ability, and is mostly useful to chase down smallscale groups or solo players and pull them into the zerg, of which there are enough methods already and with much more counterplay. Another potential way to make this ability less polarized is to make the speed at which pulled targets fly to the choppa much faster. The ability was a joke before, but now it's problematic and seen by many to be overpowered and unfair. So maybe there's some form of middle ground that can be found between these two points.
Giladar - rr 82 DPS AM

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Lileldys
Posts: 666

Re: Close Combat

Post#70 » Sat Aug 18, 2018 3:47 pm

On the nerf WL subject...
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9200+ damage in 2 seconds from a Toughness stacked WL is real fun. My healers and tank are just not always able to react in 2 seconds...

I don't think Close Combat is overpowered. It uses a tactic slot that reduces your damage output. It partially negates need for a guard, and both Mara and WL benefit already from high armour ratings so suits them very well if they're looking for something defensive while not having guard.

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