Yes and no. If IG is truly countered by hatchet due to berserk negating itâs CC then hatchet beats ig, but that doesnât mean every other weapon will. Counters in PvP are a must to create mismatches in small scale and large scale.
The argument is GWell is extremely good in wars. What if you gave the WHâs, âclear out,â ability the ability to, âclear out,â abilities too? Like Ice Storm, Grav Well, FireBall or even Ice shower? WH could effectively counter the two op weapons.
Now everyone runs WH, WHâs direct counter Iâd say is something like SnS/Spear. Which I think is in a fair place. Now people that run IG and GA have a counter amongst them, while their counter has a counter. So youâll see WHâs clearing out CC and AoE abilities while Spear kills WH.
A counter system is crucial. You canât nerf offense into oblivion until everyone has wet noodles with no uniqueness between them. Find defensive capabilities of weapons to counter uniqueness of other weapons while retaining their offense.
If rapiers offense got a buff like tondoâs bleed damage was increased while it only stacks twice, not three times they can combo faster and Flourish and finish had bonus damage based on missing health it could be a specialist assassin weapon. Instead itâs an evade stick thatâs purely defensive. If you added something like negate all healing with two stacks of tondo, boom. You have your healer killer weapon that backline dives constantly but wonât do well against others. The rapier now has a job in PvP. Kill healers and negate healing with bleeds. Healers have a hard time living anyway? People are forced to peel their healer or they die. Skill and tactics are forced. If they canât tactically fight then they will not win. It wonât be a CC fest anymore.
@Willard Demanding nerf for one weapon because most of ranges playing light armor with 50 const is not an argument. They died cuz of lack of defense against melee character in close combat and they bad position, not because gravity/GA hits hard. Damage must be balanced between melee and ranges, question is how many times range dps will be able hit melee character before he will be able hit him first time ? Moreover this melee must has chance to catch him and kill him if we removed root from gravity we lose possibility to catch light armor range dps, he has much more mobility in light armor which melee characters cant wear cuz he will die fast in the middle of fight between 7-8 oponents.
For me itâs probably the root part that just takes it from really good to god tier.
GW just has a lot that it does:
-ranged AOE pull
root
aoe damage
life steal
more damage
Itâs arguably the absolute best weapon skill in the game with the best weapon perk in the game.
Itâs also the weapon combos it gets to use that just puts it over the top, particularly IG.
Independent of GW, Malestrom should not block projectiles or if it does it needs to have its damage reduced.
Finally, weapons need to have their utility scale off their attributes. If you run 5 intelligence the ice wall and other IG skills should be next to useless. This has the added benefit of fixing the healer rapier meta as well.
Which is fine. League of legends is over a decade old and they still balance. Itâs a part of game design. Things will constantly be tweaked, weapons have their strong times and their bad times. Metas changing is normal. Itâs a part of games like this.
One change? Thatâs a tough oneâŚ
If I could only pick one and trash the rest of them it would have to be to make CC drain stamina and only at 0 stamina do you get hard CCâd.
Knock downs drain 40 stamina
Slows drain 10 stamina per second
Roots drain 30 stamina on a 3 second root, 35 stamina on 2 second and 40 stamina on a 1 second root.
GAâs .25 second root can be 20 for 40 total as to not be op and insta break someoneâs stamina.
Stuns drain 40 stamina.
Pulls drain 40 stamina.
Maybe not exactly like that but something along the lines.
Theoretical system roleplay
Some innocent bystander in the back gets Grav Wellâd from the back and the pull takes 40, then the root takes 40 and they have enough stamina for a dodge roll and they took 0 CC, if they donât react fast enough the maelstrom could drain an additional 40 total if they donât dodge by then and theyâll be at 0 stamina so they can still move but theyâre mobility in a dodge sense was robbed by the CC but they were not CC locked at any point. If the GA user pulls out an IG, free reign. They just wasted their entire kit to slow you and possibly root you with a heavy. If not IG then say BB hook shot.
On the other hand, a player is wasting dodge, which has a really fast Regen delay tbh, in light armor and gets hit by GWell after two dodges, he rightly should get punished by that GWell because he jumped the gun and exhausted his defense on pre-emptive dodges.
Itâs not about how many cons u have u 200 const gives u 20% physical def. I have 625 gear to other medium armor users with 1,4k elemental def I hit around 2,4k from gravity. Still if u have 150 const in light armor u will have same def as 50-100 consts. I will never believe u died in few seconds in 1v1 in u would be in medium. On What server u play ? In my previous post u have fight 1 guy with healer vs couple of dps, so donât spread misinformation.
Tested dps on a guy with medium armor 1,8k physical 1,2k elemental 11,8 % physical resist 8,2% elemental resist. My GA 625 GS + 12% dps with grit.
Gravity
So if someone oneshoting you in medium set your set is totally wrong. If u go middle of the fight in light armor that means you have no idea how to play with light armor.
If IG wasnt so oppressive, and the new GA grav well root didnt flawlessly combo into IG, a lot of people would be complaining less about GA.
IG is the source of all cheese. A total crutch weapon. Look at the last two metas (IG VG, GA IG). It works with every build. GA IG, FS IG, rapier IG, musket IG, blunder IG, VG IG, etc. People can run this thing with no INT because the roots are too powerful.
100% agree. Dodge lock is a pain and the biggest problem on IG. I donât think it needs gutted, maybe just reduce slow duration to 5 seconds and remove the dodge lock.
I havenât been popped by a single Grav Well combo since the patch, js. Iâve escaped every single gravity well.
As a range player I dont get caught in IG often, but for example my company member is GA WH main.
Some turd of a player can run light IG just roll onto him and shower and its done. IG is a crutch of a weapon. Your suggestions for changes seem very good.
I feel like after the last patch grav well doesnât feel as bad to get stuck in.
I also feel like a lot of players donât actually build for dealing with stuff like grav well and just get rolled on because theyâve left them self with out an answer to it.