Great Axe testing

cringe.

“600GS 1v2 1v3 but a GA is too much for you?” I think that made my point of being overpowered? and saying again. Cringe.
“I am shocked you are aware of every single exploit in the Game”: They are all over youtube / reddit? Cringe again.
Crying? Isn’t that you mate? Cringe again. The s*******y of some persons is over the roof.

The sweet spot might have been nerf it to 4m that way light dodge roll is still 1m further than the lunge… but they overdone it I think and it might actually be much worse than 3.5m cos it doesn’t feel like you can lunge at anything with it if they circle round you can’t hit, if they walk backwards can’t hit, if they run away can’t hit… it’s bad the nerf is way too much aswell at the bloodlust, reap and overall critical damage nerf the GA is in a bad place now…

omg the blood lust perk was the issue with axe not the reach distance is this a competition of how stupid everyone can get ??? hatchet hammer are now better at chasing what we nerfing that now ? we making this a shooter game i gess
when you chase some one as melee you put your self at risk you push to the enemy team .you put your self at risk of getting shot but everyone simply because you are at the front or getting caught in stuns or staggers that you have 0 chance of escaping on the other hand when axe runs away ranged can stand there safe with 20 teammates in case of opr with healers on their side and simply need to aim with 0 danger . you cant block ranged attack most people have 2 rolls without ring or dex build or med armour if you run out of stamina or charge in case of axe you are dead might as well stand still or hope that people have terrible aim which tbh is 90 % of people and yes that should be that case you run out of doges or cant kite you die.
if you get caught in the middle of the map by a melee you have no escaping skills no kitting abilities no team mates to help you should die!!! that’s called being caught out of position
you want to press one doge and be 50 m away and spam lmb to kill all melee omg the amount of casuals in this game and devs supporting them pretty sure game will die soon becouse of it

Maybe 85% players using GA on wars isn’t good info to determine a weapon is broken?

have you played any opr theer is minimum of 10 sometimes 15 range classes shooting you before you even get to the point most guilds on my server only recruit melee players simply because there is not enough of them . 85 % are melee ??? we play the same game ?

I’ll give you the random teleports… I’m not a GA player, but if you play like that, and in the past you were rewarded for such bad mechanics, then I applaud the nerf. You lunged when it seemed right, and you missed when it was too far, you made dmg every single time it seemed right, and you missed when they were too far or dodged.

its okay to nerf it a little but right now u dont stand a chance against ranged player cause their attacks stagger you and they just fall back all the time so u cant reach them, also right now u can just keep circling around gaxe and he would not hit you at all, its not even 3.5m for sure

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OPR is not war, ppl play what they want without much strategy, thus you see a lot of ranged. In wars, you’ll see full voidbent, full onyx, your headshots which usually do 5k to mobs, will do maybe 600 to 800… ranged don’t take control points.

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Then you’re definetely playing other game than us, muskets dont do 600-800 but atleast 1500 per hit if they are playing with right masteries, right perks and right ammunition, its HITSCAN weapon, of course ranged dont take control points but there is point of having high amount of mages or bows to just wipe melee players off control point lmao :joy: :joy: :joy:

i play in a 10 man team in wars and are objective is attack the back line distract casters/ rangers kill healers most wars look like this 10 15 melee enemies on point trying to cap / defend few on canons. 5 maybe 10 melee in our back line that makes 15 to 25 melee players most of the time is 15 to 20 melee because most company’s like i said before don’t have more that leaves us with rest ranged casters healers so i dont see how you say 85 % of people are melee
but this is not even the point we are looking for weapon balance rn hatcher hammer spear have i would say much better lunge then axe so what we nerfing that next to when everything becomes unplayable ?
ow and you say ranged does 600 to 800 ? dmg ? if that’s what you mean that should be more like 4 k for bow for eq with 3 resilient perks on Armor

How i’m playing ? I’m still considering this weapon powerfull, lunge nerf is ok for me, i’m still catching and killing every range, make it more painfull tbh (not because of lunge) but nothing impossible. I’m probably still rewarded for bad mechanics i guess. :stuck_out_tongue:

Just watch the first seconds of last video again. Good example about what i’m talking about, you see him dodge before my last hit (with charge) ? He was too far from me ? No…

At 0:33 (same video) Reap missed, but he didnt dodge and he was in my range.
At 0:15, got killed out of range.
At 1:35 using Reverse stab, missed again, but still in my range and he dodged late.

There is a real problem, maybe about netcode, maybe about animation starting too late, or maybe the invulnerability starting too early, maybe all of that i don’t know. But what i know is that what I see on my screen does not produce the expected result.

Huh? Ttk is low other than healers and I frames.

Have you tried the changes… the weapon feels clunky and doesnt feel good to use… I am not talking about damage or being OP… Just the feel of it is not fun to swing the axe. It is not fluid… something broke. You can make all the generalized “clicker hero” statements you want. And you can throw as many numbers around as you would like. But, my point still stands.

Your other point about other weapons being nerfed because the great axe didnt one shot them is just a terrible, unhelpful statement. Your inaccuracies that are blatant over generalizations or assumption on skill level or false causalities make you sound less than intelligent.

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nothing personal, but your arguments are flawed and irrelevant to this discussion. you can create a new thread comparing whatever you would like though. thanks for trying to participate, come back with a valid argument. We are not comparing polititians here on fox news, Its not just about putting down the other person, or weapon in this case.

I agree, It was too much change for one pass at balancing. In computer science, I was taught that small incremental changes to coding was the way to go. That way they can troubleshoot any unintentional adverse effects easier. And, there is less of a risk to over tune in any direction. In this case, the axe now feels clunky. Im sorry i dont have a better description of what is “wrong” but it is definately not fun to play now.

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Guess you don’t play firestaff then lol. Ttk against anything other than a glass cannon is even higher thanks to AGS nerfing crits, which indirectly made the firestaff worse once again. Every weapon for that matter.

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I noticed as well that my character movements felt weird like I would “teleport” but I thought it was due to lag. Thanks for sharing

Feels bad for Firestaff, they were kinda OP at one point where you would be able 2 shoot people but now this weapon is a joke. IT funny how AGS nerf one weapon and over buffs something else. I don’t get what happened to their saying ‘Buffs before nerfs’

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YW, I’ve been bug reporting it for awhile, surprised it wasn’t addressed. It seems more common with great axe than other weapons but I have seen it with other weapons too. In addition, weapon abilities and attacks sometimes don’t actually register. As a result, you swing on someone and no damage numbers light up or their health bar doesn’t change. At first, I just thought the damage was fully mitigated. That said, I would use the hatchet attack from the back, get a damage number, but they wouldn’t be rooted but their health did not change even with damage numbers. It was like the hit didn’t register on their end. They would continue to run (no dodge used at all, just running). I saw this with maelstrom on great axe too pre patch, multiple people in it, only 1 damage number popping up. There are a lot of chinese players on our server so might be lag from their end exasperating the issue which would be why it works well and consistently on some players but not others.

You add that with crit base damage being reduced, range being reduced, weapon swapping due to the new animation requirements, armor isn’t protecting like it was, and hits not registering, my personal damage numbers are consistently down in OPR. I swapped off great axe for hammer because the CC was more reliable, but you’ll notice that shockwave aoe doesn’t always land right below you and stuns people away from you that it shouldn’t and missed people near you that it should.

Personally, I think if they make these changes, they have to remove dodge roll light animation cancel. I no longer have fun playing the game anymore and it’s not due to the nerf, it’s a compilation of everything. I didn’t feel the mage or healing nerfs needed to happen either frankly. They should have just fixed the bugs then see what needs to be balanced. Even with bloodlust, you couldn’t catch a bow light armor user who had free endless haste.

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