Tying a small amount of base absorption/or fortify to grit could solve some key problems in the meta right now, and would thematically make sense. Grit is inherently tied to melee weapons and skills and would incentivize aggressive gameplay, Well timed skills with grit would add to gameplay, and take of a little bit of the edge for ranged who are just firing into clumps. Tanks with 300 con, would be a little bit tankier. What do y’all think?
+10% damage absorb feels reasonable while having Grit.
Could you also Pass the Idea, of increasing PvE Wards a bit to cushion the massive loss in survivability because of the Fortify Changes, to Team?
Thx
Well for one, what would the community say about STR having fort with their grit? I think we’re splitting hairs and being bias in comparison to the changes that were made…
They don’t want melee to have a chance at staying in the pocket so they can plink them off at range without needing to worry about a melee getting in said range to actually fight back… Do the devs play on any of the live servers at all to not see this happening in every single OPR? I mean, it shouldn’t require asking the community their thoughts when they are actively showing you why in every OPR match.
Just being honest. it’s creating a division of the remaining community. Side A and Side B with the casuals that don’t care and just want to play. Side A wants true balance so there can be more build opportunity with EVERY weapon, not just the OP 1 tap rotations that come off of a leaping strike into a shield bash… even though that should have been an easy fix… Put a delay (0.3 to 0.5 seconds) and a sound prompt to leaping strike, then add or extend the period of time where they land a shield bash before their target gets out of the stagger animation so it can be dodged or blocked. done
As for CC spam, fix diminishing returns for CC, and make it universal as in, if you get stunned, you’re immune (after that stun) to ALL stuns for xx.xx time, not snares or knockdowns, or any other CC… just stuns. Apply that concept to the other CC and let them be immune based on what CC landed. you get shield bashed, you’re immune to all forms of stun for 10 seconds (example number) but can still be rooted… until you get rooted, then after that root, now again, you’re immune to all forms of root for xx.xx time. I feel like for this game’s style, that fits best due to the amount of spam being capable.
As far as I’m aware, every OPR can show the prime example of the true “Sweats” of the game and how they min max capabilities with their specific build, hence the abundant youtube videos showing builds that are just cheesy or easier to use to get the same results as someone trying to use every drop of skill they had/have. it’s simply unfair and not good balancing.
I mean look at this post- They are for real asking for a fortify on grit… but if melees asked for that on the same exact note when STR had grit, people would go absolutely nuts in here and “hard pass” and talk down to you for even mentioning it. The bias is unfair and melee needs to be revived. My build was ruined and lost a significant amount of damage making him too frail to stay in the pocket for a fight… as a melee in full heavy I melt…
I had to get 2 rends to land, have a crit from my sword for empower, land a heavy attack with my sword for 30% more empower that only lasted 5 seconds, malachite for snared targets receiving 12% more damage, the 10% damage passive to snared targets, then snare my target that only lasts 3 seconds just to see the same damage as a Bow user with a single dodge, in which they are capable of spamming over… and over… and over… S/S however has a 10 second cooldown on the empower, HAS to be within melee range, get both rends to land, get a crit, and heavy attack with sword all before even starting my actual DPS rotation… JUST to see the same 2-3k damage a bow user does at range with a single dodge… did I mention I had thwarting strikes? that’s another 12% bonus to light and heavy attacks… yet I still could only cap out damage that was comparable to bow damage, stock.
Now we got STR and CON swapped for perks, and this guy asked for empower for gritted users. I mean. How do you think this will end up? I can connect the dots and it doesn’t end well. ![]()
I freakin’ love this game but man… I can’t get into it and I want to. The combat is what brought me here since preview when I made the s/s hammer build. the only thing different was I changed from light armor, to heavy because I was getting hit for 8k bow shots… when I swapped to heavy I saw that 8k drop by a large margin but still hits for 3-4k on heavy targets… While me, needing that much empower/crit/rend to see the same 3k and have to be in range, AND can get kited by anyone in light armor…
That’s my honest opinion on this whole problem.
Suggestion…
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CC immunities instead of halving durations… the stuns/CC don’t last long enough for halving it’s duration on the next round to matter. You get stunned? You’re immune to all stuns for a period of time, 10 seconds seems fair for high balling it… apply that with snares, roots, staggers and flattens and it wouldn’t need touched ever again.
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Grit is obviously important for just about any build that uses melee or needs to make a decent escape without getting staggered. Add it to more builds. Make one for Dex users, make one for Int users, make one for Con users, and give it back to Str users. it’s literally the best combat related perk for attributes in the game and is deep rooted into the combat’s mechanics for fluidity. make it more accessible.
But if I have a build where s/s is my main weapon, where I close the deal and have my DPS rotation with the s/s- but have to get that much empower and crit, and rend power just in order to even start my DPS rotation… JUST to see the same damage as a bow user stock, that’s a huge red flag considering 50% damage is gone from s/s leaping strike, any thwarting strike perks, and if you want thwarting strikes, you’re going to drop your base damage even more than 12% due to needing 300 attributes into CON… see what I mean? it’s a huge and unfair nerf that wasn’t needed when my suggestions above would have fixed it even more-so than what we have now. I’ve seen DAoC strive for 20+ years using the same exact immunity timers. it works. As for grit…
just look at the evidence in every OPR.
Think about this, Greataxe and Warhammer have a built in grit on their heavy swings, Axe’s built in grit doesn’t function but only at the beginning of the swing, making thwarting strikes useless for heavy swings (assuming they aren’t 300 con and want full damage)… that’s with a built in grit mechanic. literally pointless for great axe’s heavy swings where it matters the most and then for the hammer, grit actually works but only at the end of a swing(heavy swing), and if you’re going vs any decent player, you’re getting stunned or dodged due to the telegraphic nature of a heavy swing in general. What are we actually doing with grit? why do bow users hit harder (generally) than any melee weapon in the game- hit for hit? also have a larger hitbox, and require no rends or max empowers where s/s absolutely requires that to see the same damage… why else do you see people using s/s only for 2 or 3 things max… Leaping strike, and shield bash… maybe for the weaken they do shield rush… that’s literally it. these recent changes have been nothing but unfair to pure melees. we have to be in range… if we pick heavy armor, we’re getting kited by anyone in light armor and clowned lol this shouldn’t be hard to see or figure out! it’s mind boggling.
Some melee weapons already give base damage reduction while gritted…
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