[Laughs in Void Blade grit]
Just Melee? Leave out Mages once more so the rest of us quit? ![]()
Although I think your suggestion is valid, I prefer a balance in this way:
It’s definitely over rated. Lol. I would love to see heavy armor acquire grit on Light and Heavy. Somewhere I posted something about giving heavy armor Grit on Light Attacks and spell channeling/casts meanwhile 300 Str turns into Stagger opponents in lower equipload with melee attacks.
My tl;dr version of this ask is…
Only give full grit to the players suffering from a -30% damage output compared to light armor, to force players who want grit to accept a massive dps loss in return.
I agree, seems like a fair trade.
True. But mele has kill potential while ranged not so much. I mean they can but if you are not focused by many enemy players you can hide and heal up. While if you get cought by mele with CD and no stamina, you die fast.
This is how game is design. Range builds do dmg but bruiser do kills and can push for objectives. I kinda like it that way.
Light armor is already the best equipload though. Lol
In a sense, yes.
DR’s on CC make securing a kill very difficult. Especially with dodging in root, stamina recovery, light roll, shirking energy, nodes that recover stamina, entomb and rapier all make it difficult unless it’s vs another bruiser.
Most people that don’t spam dodge escape with 3k or less health. That’s when the ranged users should capitalize.
Ranged players definitely capture on this plenty often as they have the most kills in OPR 3v3’s and wars.
Melee players usually have the least kills and are middle of the pack in damage.
Healers, and support IG/VG’s and tanks are the only ones doing less damage.
A lot of backline dps is considered trash damage due to, as you said, the game mechanics with healers as burst kills, but at the same time, I frames and many other factors contribute to people barely living constantly or flat out just sustaining all of a ranged person’s damage. DPS and melee burst tied together is the actual killer, not melee alone.
Light melee is a completely different story. High Risk, high reward and skill is required to be an effective light armor melee.
IG helps against Sacred ground and CC’s to help with escapee’s.
VG helps with rends and weakens along with buff removals.
Bow gives constant damage and can pick off low health escapee’s while giving constant damage to help counter AoE HoTs.
FS is the real killer. After watching dozens of vods from my company and watching wiily stream high competitive wars, fire staff is the number one smasher coupled with ice spike and pylon’s DPS.
Melee does good burst, but a good gravity well and a maelstrom chain combo might deal 4k-5k damage to me meanwhile one fireball does 2.5k or so even when I’m 20% fire res.
Ice gauntlet stops me from mass healing all the melee in the clump with ice storm and VG rending me makes me killable coupled with fireball bombs chunking me down slowly while IG/Melee DPS the HoTs making healing me very hard.
Most of my deaths in wars are caused by IG ice storm and a well timed fireball along with ice spikes and nasty pylons.
The melee damage is support damage against HoTs and clump potential with Gravity Well.
Metas change and it’s all different on a per server basis but this is my deduction.
I know. This would just give Light even more of an advantage because the only bruisers will full grit trying to chase down Mister Mobile will be heavy users carrying around a 30% damage nerf compared to them.
Whats up with ppl asking for such big changes. Do u realize that ppl speend millions of gold for their gear. This is not a balance suggestion this is complete revamp. Latley ppl been asking for way 2 crazy changes… forget it bro thats just 2 much for a balance.
Bows and muskets have high kill potential as long as they are focus firing and not purely focused on aoe stat padding on point where everyone is being healed.
Dex players have high kills in OPR and wars when used by players trained in them. Bow fire rate + damage per hit has very high kill potential this patch. Mages I would wager avg. higher kills than melee. Bows are more variable than mages as it depends on playstyle much more.
If you’re simply saying give grit to heavy armor, 100% agreed.
If you’re saying to nerf heavy armor and give it grit, I disagree.
Not exactly sure what you’re fully implying here. Not trolling or insulting, legitimately saying I’m not exactly sure of you’re full statement meaning.
You’re asking too much. ![]()
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i think that it is fine they way it is
GA/WH are the two weapons that really use this due to being pure str weapons
spear and rapier are both ranged secondary’s
rapier is well rapier and spear is a cc machine with grit being its hardest counter which why they gave it a 20% damage buff against people that have it if there wasn’t grit ranged dex would just walk over anything that got close to them.
grit is not a 100% up time and there are time where you can catch them without it. i love wrecking ball and despite being blocked by grit i have multiple kills everyday that come from them being knocked down.
hatchet has berserk which gives it other buffs as well as grit 100% while it is active plus death defy allowing to go split stat for more damage or less con but can out auto any other melee
except…
Voidblade has a lot of self sustain making tading with it near impossible as well as really good damage. it has the best lunge and is only being held back due to the game just not working and not having it do damage or lunge properly but its positives makes the only way to stopping it with cc.
sns can used to tank a lot of damage but out side of a combo starter its offense is not really there.
overall this change would only hurt GA/WH more by locking it to the slowest shitest armor making it even more for being used for war and nothing else.
I’m arguing against doing this by illustrating the impact of a change like this.
Heavy armor already carries a 30% damage nerf compared to light, and by restricting perma-grit to only heavies it will result in far fewer people with perma-grit being able to chase down mobile dps builds or - if a bunch of them move to heavy to keep grit - suffer the dps loss to keep it.
Ahhh, I see. Then I agree. Lol
I personally don’t think any medium bruiser has ANY business chasing Backliners anyways unless they’re light melee or they catch a clump by surprise.
The fact that heavy and medium Bruisers cannot chase down Backliners is fine to me.
Dex medium and light melee have a job and medium and heavies have a job as well.
My stance on this is… Grit is not as, “oppressing,” as it is made out to be.
Especially with rapier in the mix.
Even if they removed 300 Str Grit the only thing that would change is every single bruisers weapon would get a HEAVY Nerf and clump fights will become a fucking push up contest.
Also, the damage going up on str users with the next patch is going to null and void a lot of this Rolly Polly shit.
How many times has a light user gotten away with 500 health? Not after next patch. All those narrow escapee’s are now clicking respawn.
I think it’s fine.
300 Str Grit affects other 300 Str Grit users more than any of these Backliners or Dex melee. I’m okay with grit in brawler matches.
Yea issue is you cant let cc chain to take place.
And as you said there are “classes” and they have different purpose. DPS is dmg dealing “class” so they should do more dmg than any other class.
Look on OPR how mass pvp looks when you miss bruisers. Its not fun. DPS do what they supose do to - dmg. But with out bruisers pushing goals and enemy lines game is not that fun. And u cant ask for same dmg per minute for mele builds as DPS builds do have. There is no single dps than can kill healer, but few bruisers builds can.
Different roles. Different movility, surbavility, dmg per minute and kill potential. It should be like this imho.
Also FS is not killer. Its great in doing what it should do - dps. But its harder to kill becouse you are squishy. So in mass pvp moment you get cc you are dead. Insta. So you have to keep distance.
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