Gravity well buff is bad

The range was closer to 2m than 3.5. I wouldn’t be surprised if the team accidentally instead of removing 1m off lunge, accidentally changed it to 1m. It feels worse than rapier tracking

P.S. Give rapier some lunge after you nerfed their defensive capabilities. I’d love to see a more offensive rapier.

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everyone wants this @Willard :cry:

Devs, please look into the lunge of Great Axe. It is considerably worse than any melee weapon in the game. I would be fine with Great Axe having the exact same lunge with other melee weapons (sword, hatchet, hammer).

As someone stated above, I wouldn’t be surprised if the devs nerfed the lunge “to” 1m instead of “by” 1m.

I would also appreciate some clarification on the exact lunge meter of each melee weapon in the weapon tree description.

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After reading this I’d disregard any feedback this person gives.

Do NOT turn GA into a “left click spam” weapon again. We have already endured it for several months and I’m not going to endure that stupidity again.

This weapon is dead, that weapon is dead… I wonder what are the weapon usage statistics for Expeditions, Open World, OPR and War separately. I don’t think people understand that certain weapons excel at certain things. If what I’m reading throughout the forums is correct people want their weapon to be the best at everything they do regardless of the content.

That being said I don’t think loading pull, root, slow, damage, leech into 1 ability is smart either. Also, without proper diminishing return mechanics adding more hard CC to the game is bad and doing this through an AoE ability is even worse. Just imagine an OPR or War instance and think about what will happen when people start throwing gravity wells one after another.

It is not fun on void, it will not be fun on axe.

But If you want to ruin the game and load all that into 1 ability, add disease and rend as well.

Lunge is fine. Well, it is not fine. It creates issues when it works, it creates issues when it doesn’t work. Cannot find a middle ground here as it either works or not.

Melee’s disadvantage has always been its “reach”. You cannot remove that and still call it melee. I think the problem is on sprint disable mechanics and durations between attacker and attacked. Attacker needs to have some advantage in this part.

With the current iteration people just turn their back, dodge twice and run away cause sprint starts to work again. Keep the sprint disable duration same as now if the player is not damaged. Double or triple the sprint disable duration if the player is damaged. This should allow melee to catch up and attack again.

However, if the sprint balance do not work or you insist on solving the problem through lunge make it so with a cooldown and stamina cost. Current lunge is ok but if the range is to be increased there has to be a cost to “long lunge”. We’ve already experienced how braindead and unfun it was. Something along the lines of 5 seconds cooldown and 15 stamina cost with the old GA lunge distance should be fine. Melee players should be allowed to use their brains.

All of the game’s PvP revolves around “capture point” which favors melee immensely for obvious reasons. People tend to forget or ignore that. The weapon in question here, GA, has life steal mechanics, mobility, pull, CC, grit, damage reduction, cleave and tons of damage when the hits land. If landing the hits is not an issue the weapon will be overpowered again. Something gotta give.

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What you fail to mention is that the GA player currently has to spend stamina to dodge after every swing while the person running doesn’t have to spend any stamina at all. Why should we add another stamina cost on top of that?

Also, no one in this thread has asked for the old GA lunge back - so there is no reason to be concerned about that. What we want is a slightly bigger lunge than we have currently. Currently you can’t stay on a target for more than 1 swing if they are running. With desync on top of that, a lot of the swings don’t even connect at all (when it should). A bigger lunge would help with this issue also.

The reason we want a bigger lunge is all about having a smoother gameplay experience. It is not about balance, it is not about wanting to be stronger.

Omg you have to use an ability to counter another ability… That sounds like balance! I guess we can’t have that.

While i agree that adding more roots to the game isn’t particularly good, melee on live struggles to lock anyone down. There is a clear issue with ranged/healers going unchecked and esp with rapier.

Nerfing GA was wrong and now it seems PTR Grav Well is actually a buff slightly from live.

Players should be punished for getting caught, right now on live, that’s not the case. Melee has to make the target exhaust all their escapes and stamina just to try and lock them down. It should be an even exchange of abilities to not get caught.

Here some testing I did on the previous ptr since nothing has been changed it should still be accurate

Thank you for listening to our feedback, it is very much appreciated!

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I dont think you understand how melee works. No disrespect but when your abilities are on cd EVERY weapon is LMB spam. You dont see mages or bows not using LMB. Your point holds no weight in that regard. The only difference is that ranged weapons land 90% more LMBs and abilties than melee

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Thank you willard

Did they make the GA lunge shorter at some point? I remember playing it a while back and it was quite fun how magnetic the light attacks were, and now it feels like you need to get right on top of the target.

Yes they nerfed it by a lot back in december I believe

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Let’s make one thing clear. I’m not trying to prevent a buff here. Also I’m not saying landing GA hits is not hard. I’m trying to provide a different perspective to find solutions without breaking the video game.

Let’s start with your claim that noone here asked for the old GA lunge back. People want the distance to be increased not because 4 is a better number than 3.5 but because they think 4 would allow them to lunge enough to land the hits. So what is actually wanted here is to land the left clicks consistently which was allowed by the old lunge. So yes, people want the old lunge back mechanically.

If it happens everybody will be forced to use GA again because of what the GA offers on top of that. As I have stated before the weapon has life steal mechanics, mobility, pull, AoE CC, effortless grit, damage reduction, cleave and a lot of damage. It is essentially a melee AoE damage weapon with built in sustain and immense utility.

Think about the reasons people play GA instead of other weapons, add consistent left clicks to the equation and then imagine yourself using other melee weapons. It would be nonsensical at best. The weapon has a lot going on for it and everybody here ignores what the weapon provides while asking for a fix for the downside. I don’t think this is fair.

Let’s move to your first point. I’ve already offered a solution to that problem; a difference between sprint disable durations for the attacker and attacked.

Everybody has to spend stamina after attacking for different reasons. Some weapons do it to survive because they don’t have innate sustain mechanics, some weapons do it to stay away from the enemy and some weapons do it to catch up with the enemy. This is not a specific case for GA, let’s not act like it. Believe it or not even the range weapons use stamina with the exception of maybe musket (which is a whole other story).

My stamina cost suggestion was giving an option to use stamina to lunge longer if the lunge distance was to be increased. I’ve explained the reasons in some detail above.

People should really think about the positives while trying to get rid of the negatives of each weapon. That is what I tried to achieve by providing a different perspective.

This is what I think on the subject.

I hope this post find you well. Have a nice weekend.

I’ll start off by saying that obviously your opinion is welcomed. The moderator also took it into consideration as you probably saw.

Now to your address your comment:

I don’t quite understand what you mean when you say that us wanting 4m lunge means we in reality want the 4.5m lunge? I have admitted in another comment in this thread that 4.5m was too big and I do not want that back. To me, 4m sounds more fair.

I completely understand your concerns about the GA having the “whole package” if the lunge is buffed again. Like I said, wanting the lunge buffed is not about wanting the GA to be more powerful - it’s about having a better gameplay experience. Struggling to hit running targets, constantly hitting air due to desync etc. is extremely frustrating and makes PvP very hard to enjoy even when you win fights.

The GA has an amazing kit, yes. The abilities are great, you have great cleave damage etc. like you said. But it isn’t fun to play. That is the issue I have with it. I’m not enjoying myself. And the reason is auto attacks not hitting consistently, not registering at all due to desync, taking minutes to kill someone you’re chasing – not because you can’t close the gap, but because every time you close the gap you can only hit them once before you have to start running again. An increase to the lunge range would help with these issues.

I agree with you – buffing the lunge has the potential to make the GA very strong. This is part of the reason why I made this post arguing against the gravity well buff. I will also gladly accept other nerfs to either abilities or damage output if a bigger lunge is added. Keep in mind GA also got a -8% damage reduction nerf in the PTR.

Your concerns about other melee weapons are also valid. Further up in the thread I made a suggestion to increase the lunge on all melee weapons, not just the GA. This is because I believe all melee weapons suffer from the same issues as the GA (when it comes to lunge/auto attacks). This just happens to be a GA topic.

When it comes to your comments about every weapon having to spend stamina after attacking I disagree, and don’t really think this argument is fair. There is a big difference between dodging to even be able to hit someone, and dodging AFTER hitting someone. When you are dodging after you hit someone it is to your benefit – you are avoiding an incoming projectile or increasing the gap between you and your enemy. It is not something you have to do to put out damage in the first place – which it is in the case of the GA. I want to also make it clear that I don’t necessarily mind this, but adding the “spend stamina to lunge” suggestion on top of that would be too much in my opinion.

Hopefully you can understand a bit more where I’m coming from. Basically all I want is a more enjoyable melee experience, and increasing the lunge is the best solution in my opinion. Again, I am not asking for buffs.

I hope you also have a nice weekend :blush:

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So your whole argument is based on “let’s not make GA a left-click spam weapon again,” which I agree but then again you also say “Current lunge is ok” which I completely disagree.

  • Before even arguing about GA, let me ask you a question: Do you have any problem with the current sword, hatchet, hammer, spear, void gauntlet’s light attack? If you don’t, then that’s the amount of lunge GA users want, not the old lunge. (GA is also the longest melee weapon so its lunge should be shorter than that of a hatchet, but the eventual attack range should be the same)

  • You’ve also pointed out that GA’s abilities are too strong saying it has “lifesteal, mobility, pull, CC, grit, dmg reduction, cleave”. I’m a little baffled by this because as an IG/VG player I could say the same thing with ice gauntlet, void gauntlet, hammer, rapiers and so on. Also, I don’t understand how you could include “mobility” into GA’s strong points. This entire thread’s argument is based on GA having too little mobility compared to other melee weapons in the game (which seems to be unanimous). If an ability is overpowered, we should work on balancing the ability, not punish the weapon with its lunge. That being said, I am not a fan of the recent buff with gravity well. The current war meta is way too reliant on gravity well.

  • You’ve also made a point on PvP revolves around “capturing point” which you think is the advantage of melee. Allow me to ask, have you ever considered the advantage of not being on point? Do you know who gets killed the most in OPR/war? Melee. Do you know who always tops the damage meter? Range. This is because range is able to damage someone without being “on point”. Also, you don’t get more score by capturing or being on point either so I don’t understand what exact “advantage” you’re talking about here.

  • You’ve also suggested a Dark Soul style, deplete stamina for normal melee attacks. Did you know that in Dark Soul, you also deplete stamina/mana for using magics? This suggestion I feel is completely off point nor realistic. The devs would have to re-work the entire combat system and for what? To fix GA? I might as well just say Let’s get rid of stamina and be able to attack while running around, like World of Warcraft. The devs already know what Dark Soul is, they’ve played it, they’ve considered adopting it, but then ended up with the current system and it works fine as it is.

Listen, you should know if you’re a PvPer, Melees are currently under performing compared to range and the consensus is unanimous. I personally play both GA/WH and IG/VG build and there’s no reason for me to be biased. The lunge of my Void Gauntlet makes it so that I don’t have to roll after hitting one time, and yet still enemies are able to run away. With my GA, my second light attack never lands if the enemy is simply “walking” away from me. People are saying this is too much, and you should agree.

You got scared that GA’s old lunge might be back.
Nobody asked for it, and it never will be back.
Calm down and look at the big picture.
Melee, especially GA is under performing because of its short lunge.
People are asking for incremental increase in its lunge, and that’s fair.
GA’s ability being OP is an entirely different topic.
Melee depleting stamina for light attack is even more so.

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exactly right

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Yy roots are bad but void gauntlet root is ok, melee need somethink to catch up on rapier and fire staff users, but root is bad, idk what do u expect, this game needs sooooo much care for me who is hatchet user and want hatchet to be at same level as rapier or ga, 3 sec imortality is op when u re rooted in place with activated berserker but nvm, for pve hatchet is now good if u dont count u sometimes dont hit the boss, there shoild be diferent sclaing of abilities for pve and pvp, thats all.

yeah i say let them do their classic double nerf lol

idk man all roots are pretty bad. We just need diminishing returns on all forms of CC

If you’re right, why are wars predominately grav wells and ice storms? AOE root needs to disappear…