Gravity well buff is bad

My issue with this snap change to the PTR is that while a lot of people saw the original GW changes as a nerf, I know quite a few really good melee players that absolutely considered it a buff.

But now well never know how it would have performed on live, because its been buffed 2x from the current iteration on live and any sort of group combat is going to default back to who has the bigger ball of Greataxe/heals.

Willard the root of our concerns is with the LUNGE we have no way to sustain on a target anymore unless they arent moving. We dont want to be dependent on abilities and want to be able to at least have 50% uptime on a target and not 10%. The lunge was overnerfed to the point that even sword and shield is better for uptime.

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At least 4m

Also I liked the grav well buff I have played on the ptr and it doesn’t seem as broken as it sounds

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Its quite clear with the admission of devs on the january youtube progress video that weapons were overnerfed, that includes all weapons from fire staff to great axe. The feeling of fire staff getting a redemption buff feels really bad to us melee with a buff to gravity well when our main ability to do damage is completely cut. The damage nerfs were completely fine but imagine reducing fire staff LMB range by half… that wouldnt make sense. Its currently listed at 3.5m down from 4.5m. Since fire staff is being rebuffed slightly it should only be fair to increase in small increments for the GA and increased up by 0.5. For a total of 4m lunge range to at least bring it in line with the other melee weapons and go from there. We melee and GA players are desperate to be relevant again in all aspects of the game.

The first grav well change was a great change and allowed for counter play, this new grav well change will destabilize GA further. A 4m lunge for starters and a grav well from the first change with a heavier slow (but no root) would make it completely playable and engaging. Thank you so much for your time

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It used to be 4.5 meter originally, and then was tuned down to 3.5 meters. However multiple people have tested the range and believe it’s actually smaller than 3.5m. I don’t know if this is true or not. If it currently is in fact 3.5m, it should be increased to 4 meters imo.

The original 4.5m lunge was a bit too big I will admit. I think making the lunge range somewhere between the current lunge and 4.5m sounds good.

Maybe a good idea would be to start small to make sure the buff isn’t too strong. Personally I would love to see +0.5 meter bigger lunge on all melee weapons

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^ exactly right

Complaining you need a cooldown to get out of a cooldown is pretty silly. You shouldn’t be able to get out of something with a timer free of charge. Tit for tat is how this works. You have plenty of time from the start of the animation to dodge and get away before the gravity well ever gets close to landing.

The problem is we dont want a stronger grav well. That has never been the issue aside from the range of the grav explosion being limited to the inside of the actual grav. Melee need to be able to do melee things like swing. The lunge changes were way too heavy handed as was the fire staff changes. Nearly everything revolves around not being able to keep uptime on a player thats within reasonable range

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This new buff grav well I like and think it is fine the classes that could get out can still get out and the ones that couldn’t still can’t. If they dodge let still get out even if it ends in The g well.

I really only punishes poor Stam management and allows people to actually catch people in charges like fleche.

But if the old new grav well gets put in it’s whatever as long as we get the lunge.

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Is unanimous, forget about grav well, we want lunge

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The lunge should be the same for ALL melee weapons at somewhere between 4.5-4m.

All weapons should be able to stick to targets with light attacks unless they dodge away. If the person being hit dodges they should then be unable to be tracked until melee gets back into range by also dodging towards them or using a gap closer/cc.

Please, rn range can just kite infinitely.

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Big agree. Nerf gwell into the ground idc. I’ll run reap maelstrom and charge. Give me some lunge to stick to targets!

Also If you nerf gwell give me back my reap damage lol.

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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 ā€œtoā€ 1m instead of ā€œbyā€ 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 ā€œleft click spamā€ 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 ā€œreachā€. 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 ā€œlong lungeā€. 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 ā€œcapture pointā€ 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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