because the GS user can sometimes teleport up to FIFTEEN METERS. Thats a bit beyond tracking.
And if youre implying you can just w key away from a frontal arc cleave, then please show us all this because i think youre full of it. ![]()
because the GS user can sometimes teleport up to FIFTEEN METERS. Thats a bit beyond tracking.
And if youre implying you can just w key away from a frontal arc cleave, then please show us all this because i think youre full of it. ![]()
Count the number of actual hits the GS gets in its full attack chain (most commonly used in PVP). Now count how many dodges everyone gets on average in the time it takes the GS to perform these. Then take a look at the distance the GS player can cover when performing said attack chain. Now look at the average distance a player can cover using dodges.
You have now arrived at your destination.
As someone who has used GS since day 1 of its release i agree.
Dodging the GS is not always possible, not even when double dodging. Very often attacks still land when people are in their iframes.
Hard to say if this is a desync issue of a greatsword issue since i also get hit by hammer attacks i dodge frequently.
As for the tracking distance. The heavy attacks have roughly twice as far reach as a Warhammer heavy. It’s a tad bit too much.
Because the tracking and the range is so incredibly big so you have to dodge at least twice to escape and that means you are most likely out of stamina and get caught right after with any other atack from the GS.
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The GS has more attacks in its chain and covers more ground when performing them than a player has dodges, all of which don’t cover enough ground to separate them from the GS player (without abilities to do so).
I’m just countering the “just dodge” argument. I’ve fought a lot of GS players. If I actually “just dodge” then I’ll get exhausted before the GS has finished. The tracking is just too strong for a simple dodge to evade the next hit in the chain.
I’m just an advocate for zero tracking in this game anyway. But even if we remove that then the GS has so many attacks it’s just insane.
PS also the “just dodge” argument always ignores the fact that the GS player can also dodge. If we all could “just dodge” then no one would ever win a fight. It’s just a lazy argument.
Oh, ok I was thinking you were saying dodge more… thanks for explaining.
Always, for you ![]()
To be honest I really hate great swords right now… I usually run into roving bands of 2-3 and they stagger lock me… one on one you can shockwave when they start the crosscut… and usually kill.
Seems silly they took away great axe lunge and then gave a new weapon an even longer lunge
Most mmos release a weapon that is OP. It makes people play it. Had greatsword been released and it was average nobody would have played it.
They will finally balance GS and then release a new weapon that is OP af.
That way people actually use it.
That appears to make it not hard to say, doesn’t it? ![]()
you’d think so, but this is new world and the two may not be mutually exclusive. There are inconsistencies.
I feel like the only people who cry about this are the bow/musket users who can no longer just run away and escape every time a melee player comes for them.
if they nerf gs tracking bows muskets and bb’s should also get a huge nerf to base dmg atleast 50%
The weapon tracking and dodge question is an interesting one. I mean, if a GS user focuses (for example) a light bow user in melee range, should the light wearer be able to tumble away the majority of the time?
In my mind, light dodge is the most powerful defensive move in the game for pvp. Why shouldn’t the GS be able to track and hit a tumbler while in melee range? Is that what is being calling overpowered? If tracking is nerfed (or even removed), it seems the light enemy will pretty much never be hit by GS in melee range if they are semi competent with dodge, and that seems a bit off.
I don’t know any answers, just interested in the topic and what people think.
Regardless of your instance on GS whether is OP or not (it is), teleporting just makes for bad buggy gameplay.
Why does everyone try to run away? If you dodge the attacks you can fight back
instead players get hit since you dodged to gain distance instead of dodging to iframe
If only it was just a matter of distance. It’s not. Just two abilities include five attacks. We don’t have five dodges.
And then they have their third ability and then just holding left click while they farm the CDs, which doesn’t take long on a GS. All whilst locking onto you with the merest hint of aiming in the rough direction of their target and a lunge distance that just takes the p***.
Dodging into a fight with a GS is viable if you can interrupt them. Otherwise, it’s just the same as going toe-to-toe. Remember… they can dodge too… And no one wins a challenging fight by only dodging in or out of range. You need to mix it up. But it’s pointless versus this weapon. You just can’t spin them about enough unless they’re a horrendously bad player.
And some weapons actually require aim. And if you dodge into a GS with one of those, you’re literally giving them the upper hand unless you’ve got great aim. And you may have great aim but you’re still just serving yourself up on a plate for the next hit of 6.
Obviously, we can use CC. And this is a hard counter to this weapon. But… so can they!
yeap gotta double dodge and then u cant escape bc after they use a onslaught skill, they gain 20%, twenty PRECENT HASTE, get rooted or slowed and buh bye to your character. pepe sad face
Very well said @Ydiss
I’ve been playing it off and on since it’s been added, war opr arena… Fighting against a GS or using my own, the fights tend to be over very quickly, for both sides, but is that a bad thing?
There’s definitely rock paper scissors play style system. A well placed BB Azoth shrapnel is basically a free kill against Onslaught stance GS player, while a GS hunts down runners (bows/lonely FS users) very well, but cannot do anything against a life staff.
Fighting against a GS, you HAVE to take a hit now and again, which catches most players off guard. We’ve had over a year of iframe meta where taking any damage is frowned upon. Now take 1 hit from a skyward and you feel as if the tempo of that fights gone, I guess throw in the towel… But this trading, it’s a good thing imho. More of a slug fest in battle instead of a, dodge everything until one player lands 1 good string of attacks, usually because they outstammed the opponent or messed up 1 iframe.
The GS has many “roll catches”, which is good, because the forever running meta is dumb and not fun chasing people across a map. Only spears perforate or leaping strike can really do what GS does, better.
I’ll always take a Skyward hit, but you can always dodge a Sickening Slash.
You can properly dodge both Feral Rushes if you dodge once in the correct direction.
The tracking on Onslaught heavies is a tad too high, but if you know you’re going to get hit, might as well trade some damage back instead of give away free HP.
Yes GS shreds FS/IG, but does it do it better than a spear? I don’t think so it’s just in the spotlight from everyone crying nerf.
The Swift Onslaught is really the main problem, I can see it being changed just like history has shown (Adrenaline rush on Hatchet, Evade Runspeed/Stamina gain spam on Rapier, etc). Of course some tracking adjustments in some areas, it’s hard to get everything right/perfect on the first go. The next problem is why’s it taking so long for a balance patch ![]()
the problem is, its not a slug fest… the one or two hits you have to take from GS make your hp bar go poof.
GS is overtuned at the moment, everyone knows it. Lets not sugar coat it and say its not.