This is a much more sensible approach rather than screaming ‘‘omg nerf whatever came after the leaping strike shield bash combo’’
Orrrrr, just leave the weapon alone lmao. S/SH is not a problem in PVP and easily countered unless you a pleb
Oh you are not familiar with the 1 shot blunderbuss cheese that is literally only made possible because of the leaping strike shield bash combo?
Just make light weaker (either less dmg bonus or less armor), that will fix many of the problems currently reported. If then a light hits you with this combo, you’ll have all the ways to counter.
The problem is that by asking to nerf sns, you’re nerfing tanks even more, they are already in a miserable position. What must be slightly nerfed is light.
Making light weaker would not change anything. I can 100 to 0 people while wearing medium armor. Nerfing light will only hurt mages and rangers.
On top of that did you even read the post? The proposed changes would not affect tanks almost at all. No damage is being nerfed just how a single ability interacts. Which is only making it a bit harder to start these SnS combos. If someone is truly tanking in pvp they probably wouldnt even use leaping strike and this certainly wouldnt affect pve tanking at all.
you clearly never played tank.
the fact these light sns builds are viable is because light can escape anything, it has shirking fortification and energy, dodge roll, and damage mitigation is not so bad. Since you have no risk you can just jump on others and cc chain (not exactly a chain since anyone with some freedom can escape easily). Add some risk and it won’t be worth it.
Alternative idea, just half the stun/root times for everyone, then change CONST 300 bonus to +100% stun duration, thus in practice tanks are the only one that can cc-chain, but they have no dmg to shot you.
And you are clearly just out to get light armor nerfed regardless of the actual point of the post.
Also freedom will not save you. I have tested these combos on people with 5 pieces of freedom and you can still chain everything together the only thing that changes is the timing is tighter and the order of the abilities change or in the SnS/spear case you simply just cant dodge in between abilities while doing the combo. If anything it becomes stronger on people with all freedom because then they wont have as many resilient pieces. Freedom is extremely overrated.
And yes there should be risk when doing certain things which was the point of the original post. Leaping strike currently has no risk for huge rewards. And since you cant react to it because it is so fast it becomes a guessing game.
Definitely agree with @SIMPLY_FABULOUS. You can’t react to leaping strike because the animation is too fast. Short wind up would be great solution to this.
There’s a lot of people who have slow reaction time ![]()
Help me understand why comboing 5 players in a few keystrokes with one weapon is okay but comboing 1 player with 2 weapons is outrageous…
Do me a favor and go into OPR and just use a sword and shield the entire time, in all light armor (no medium chest for you) and then come back here and tell me you’d nerf that weapon.
You’re out of your mind if you think sns is the problem.
It’s harder than it looks haha.
If you read the first paragraph youd see that I have used SnS since nearly day 1. So yes I have used it in opr and in nearly every opr i have ever done. Just because SnS by itself is not strong damage wise doesnt mean it isnt very strong when used with another weapon. No one is saying the big aoe combos arent an issue they certainly are. And comboing one person with SnS isnt the issue its more so about how easy leaping strike makes it to start the whole thing as well as having 0 down side if you happen to fail the leaping strike. None of these changes will make it so you cant combo anymore.
The small delay will just make people have to actually think about when to use it. As an example the best time to leaping strike someone is when they are in the middle of a HA or LA animation. This Makes it guaranteed everytime. This will still be possible. What wont be as guaranteed would be just tossing it out randomly hoping the other person doesnt block or dodge in time. And obviously hitting someone that isnt even looking at you wouldnt change at all.
Very common tactic that people have adopted with the SnS is to just randomly toss out the leaping strike and if it fails just run away until it comes off cooldown and try again. 50/50 guessing game with 0 risk. All these changes are trying to achieve would be to get away from the 50/50s and make things more skill based rather than luck.
A good example of how it would be would be like vault kick. Vault kick is slow enough to where if you just toss it out randomly you will get dodged every single time. But if you mix up how you use and and think a bit you can still hit it very consistently.
I riposte, block and dodge leaping strike all the time. In my opinion you can easily react to it if you pay attention, however if you don‘t you‘ll get punished, which is how it should be.
The community really needs to stop complaining about things that are clearly not OP, just because they died to it once In OPR.
Realistically SnS has absolutely nothing going for it without leaping strike, which is why they originally buffed it. Make it worse and it immediately gets degraded into a tank-only weapon once again.
But even small tweaks can have huge consequences.
Leaping strike is also a great escape tool. If you nerf it because this (not at all a problem) combo then you’re giving even less utility to the weapon and actually forcing people into using it ONLY for the combo.
If you want build diversity and balance, you make other abilities better. Half the abilities in this game are useless (and many not just in PvP). You make combat more strategic. You make combat more responsive (so, yes, you do have to dodge or block quickly to not get hit by certain abilities).
And you say there’s no risk to the combo but in order to do it you are LITERALLY the lowest armor you can bet in the game and you are USELESS in group fights on point (unless the other team is trash).
Sounds pretty balanced to me.
(By the way, I don’t use the combo. I play sns and bow in light because apparently I hate myself).
this thread makes no sense, I’m sorry, you’re just looking at the wrong side of the problem. No offense intended.
What do you mean zero downside? When I block leaping strikes I immediately follow up with a shield bash or leaping strike+shield bash of my own. Works(almost) every time.
There is a reason why 3/4 of every OPR GA Players and half of this GA/IG.
And this is not because the other Weapons are so OP.
When SnS is so OP, why i haven’t seen more then 2 Sns Player (with Tanks) on 1 OPR’s on Evonium.
Maybe because it’s useless. A SnS Combo can kill 1 Player offside the Zerg, maybe every 30 sec. In the meantime the Zerg have taken all 3 Forts on the OPR Map.
And the funniest thing, everything out of the GA/IG Meta is for the Meta Player
If a SnS Player uses leaping Strike he hasn’t any escape abilities anymore, but hey it’s
Well then they clearly dont know they can dodge out and avoid any counter if the leaping strikes gets blocked. I have tested this before even if they riposte the leaping strike you can dodge out. You will only be countered if you continue to try and attack after getting blocked.
A guaranteed counter would be to just shield bash as they fly in with leaping strike that will work everytime since shield bash has grit given that you can react fast enough which brings us to my main point
Its great that some people can react to it but the average player is not able to especially when taking different pings into account.
As the SnS combos get more popular and they fix the shield attribute issue even more people will begin using it. When that happens the average players will get destroyed by the combos and there will be even more complaining than you are already seeing.
I have no problem dealing with leaping strike but things are balanced towards the average player. And given AGS’s track record of “balancing” things not named GreatAxe it will probably be nerfed into the ground. A good example is the ice spike combo that got nerfed because the average player couldnt deal with it. Same exact thing is going to happen here so this post was a suggestion for balancing that would not destroy the weapon for people that actually get good at it.
Because if you are good you will only be using leaping strike when the target physically cant do anything about it like during recovery animations of attacks or abilities. These changes would not affect players that use it like that
Bruh no one is saying GA or IG are fine where they are. This is just addressing an issue that will probably only get worse especially when the 3v3s come out. Trying to avoid getting it over nerfed.
There are plenty of posts talking about how broken those two things are
Yeah that’s why I said almost. Some people have the sense to move after the block lol
This is true, but I prefer to just not take the dmg since I’m already squishy
Aside from the ping thing that is just unfortunate and not something that AGS can help with, seems like a get gud moment.
Recovery animations
Leaping strike