Sure, why not. I wouldnāt say they need nerfs that much, but we can do it just for shaking up the meta for fun.
They did buff the currently unused hammer damage tree by a lot, so that could turn out to start a big shift into dps hammer use. Although, I donāt see that as enough to shift the pvp away from cc-spam hammer, so probably nothing will change.
Iāve been leveling some other weapons lately for fun, but my primaries for pvp are still bow/spear.
Ehm, who said Iām salty about anything? I like all the changes so far. The last 2 patches are literally awesome.
Spear and bow (my weapons) didnāt ge buffs (well they did get some very minor buffs), because theyāre NOT weak, no matter what others might say about them. If I saw massive buffs to bow and spear then I would have been confused.
Personally, I could care less about the changes. Iām just likely to not do pvp until they actually balance the current meta. Our wars were already all hammer/GA. There were maybe 5 mages. These changes just reinforce the existing meta which is really really boring.
Instead I will pvp gather with the extra luck bonus and not have to worry about class imbalances as the overwhelming faction imbalance wins in open world - we have way more GA/hammer players, so no opposing GA/hammer players will get close enough to hit me.
There were plenty of mages in wars before they broke those weapons with bugs (both ice gauntlet and fire staff with major bugs that make spells not even register damage, ice gauntlet causing massive lags - those alone were enough to completely eliminate those weapons from warsā¦). Nothing to do with weapon balance.
Weāll see how the meta settles after the fixes (assuming something else didnāt break in the process :P).
Initially, yes (probably when they actually coded these changes). But we have not had mages for like 3 weeks as hammer/GA CC and mdps balls is what wins. [Edit: I would agree with you that the bugs also had a large part in this, but how do you make balance changes without first fixing the bugs and seeing how that plays out?]
What is the counter to this? Your own cc and mdps balls. Anyone playing range dps (especially bow/musket) is just griefing their team unless they are playing OPR.
Thatās just the result of the objective and how it works. You need to have at minimum 30 bodies (iād say 35-40 is probably optimal) on the point to contest it. And melees with cc and heavy armor tend to do that work the best.
If you canāt have enough bodies on the point - you canāt win. That has nothing to do with weapon balance being off. If you have any ranged, mages or healers in those last 10-20 slots that canāt realistically stand on the point - that means theyāre VERY powerful and necessary.
I really would like to see some changes to the objective. Maybe split it somehow, maybe make it so that number of bodies on the point have no/little effect. Anything that would open up a less melee-centric meta would be nice.
Nerfing melee weapons to the ground is not the answer to this problem. If we keep the main mode of the game in a way where stacking 30 bodies in a 5 meter radius is the only good play, we will end up with any aoe nerfed to the ground (and useless in any other situation) eventuallyā¦
But this is the end game! If you want people to play all your classes and be balanced in wars, they have to have a purpose in your actual game.
If range dps is pointless in taking objectives as melee is suited for that, range needs to be powerful enough to offer a reasonable counter (but not so powerful it just melts the blobs).
Normally, if you got smashed by aoe cc spam, you would say ādonāt stackā and the problem would be solved, but in this case that is literally not an option.
I guess a quick and dirty solution could be to just make the capture circle much bigger. In that way the objective would still work the same way, but not stacking would indeed be an option. Also, then the aoe healing would have less drastic effect too - you rely on stacking for healing, you get smashed by whatever is going on now - so I would guess the meta would eventually shift away from that.
P.S. Not too big though, or the meta would just shift to everyone running light armor and rolling around the edges of the point like madmen, not even trying to fight.
The solution is to mdps ball into them, kill them as they have zero ability to survive, then move back to the point.
But yes, wars in general need some major rework as the capture point structure they implemented leaves very little in the way of viable strategies. There is no room for innovation and this patch doesnāt help with that imo. Maybe they are balancing for future pvp they are working on - hell, they may have been testing on a build that has this implemented.
I sadly suspect they havenāt really thought much about this yet. I havenāt really seen any talks about it anyway (neither players, nor devs). At most some1 would say wars feel shallow and simplistic, but not point at the root cause of it.
On the other hand, they are actively working to āsplit the zergsā in open world pvp. So maybe they did already think about wars too, as itās basically the same problem. Weāll see in the future. Fixing bugs and making everything actually work first are definitely bigger priorities than doing sweeping changes on how things work.
Overnerf results in lots of tweaking and small patches and time, to make that weapon viable again. Ruining the game experience for a lot of players enjoying that weapon/playstyle.
I would agree with the overbuff, but I dont think either option is a good way to balance a game.