Leaping strike + Shield bash nerf

Nope… lol 0 rogue and 0 vicious. the sword simply has Thwarting strike and a weak proc on it. and it still did 7k with no honing stones. 4k light attacks… That’s good specially when it also has other abilities other than a simple light attack/leap to show damage

I can do 11k with bow on the tentacle mob in shattered. the 66 elite tentacle. and no it’s not normal lol but you have to aim and in your 1 shot’s time frame, if I’m close enough, I can get 2 maybe even 3 swings off in that same time which is about the same damage no? if not more. by 4k.

Thats because thrust damage gets a 20% bonus to corrupted.

yeah but that’s 2200 damage. so 9k if we take that off? in the same time frame as a s/s 2 hits being 8k+ XD cmon… and Bow is even considered by most to deal a large amount of damage.

basically, by his 2nd shot I’d already land 3 LA swings and leaping strike which would stagger and net me another swing before the effects of stagger are gone. and that’s assuming all his shots landed and were head shots.

I guess I’m trying to say S/S is good damage lol

Just tacking on some semi-related stuff about other weapons on here, ice spikes, incinerate and pillar of fire can both do upwards of 8k on target dummies with 300int

Finnicky to land but devastating and only a few seconds of CD after cdr perks

Loud folk: LEAPING STRIKE+SHIELD BASH COMBO OP! NERF!
People that are actually looking at the skills down by the frames: Oh…there’s the problem, Leaping Strike has no ‘wind up’ or ‘start up’ animation…he just…yeets into the air without bending his knees slides about in a janky way…okay, why not just add half a second or slightly less of him bending his knees to give casual players a chance to perceive the threat? Combos should exist to punish folks, especially those that are using a weapon to get out of situations for free (rapiers)

Result: haphazardly nerfed, ruins build, opens up new ways to circumvent it, makes entire moment pointless, because loud majority wins against intelligent feedback.

1 Like

What exactly is the nerf people are talking about?

Since it comes from behind you, a distinct audio queue would be good to help balance it.

there’s enough of a delay after using leaping strike where by the time you can shield bash, they are through with the stagger effect making the 2 hit combo, null.

People should just wear heavy or put con.
Everyone went glass cannon then complained about dying?

Seems kind of silly. Build against what ails you and cooperate with your team.

1 Like

there’s a fine line, once you go full heavy and try to mitigate the burst damage, you’re now susceptible to any kite classes :confused:

the middle ground is kinda in the grey area.

Be good vs 1 build or get smashed by the other build. can’t have a mix of both.

1 Like

So what if i tell you that i play HA and have 200 con with Food and still have only 20% HP left after i get jumped.

same. I’m full heavy but 140-160ish con, but I’m left with around the same amount of HP. 15-20% hp left.

the nerf doesn’t make any sense, the problem was the stun from LA users. They should have just connected the stun duration to the shield type and no nerf would have been necessary on the only viable sword gap fill ability.

I also was running heavy but sword shield / hatchet with leaping strike and after they hit me I’d survive, stun them back, pop a potion and defensive item, and win the trade quite often while also having good survivability on point.

I use leaping strike for when they try to escape and hopefully simply shield rush>shield back them first to start trading blows.

I can’t speak from experience on how it’s like as a great ax user.

I do run full onyxes though which makes casters harder to deal with.

I guess we get into a different discussion if we need to get into chugging consumables since they could do the same (but likely don’t at the moment?).

I’m actually fine with this change as I think it’s fairly good to break things that can actually be really strong and the chain CC set up on sword is actually amazing

However it kind of makes the weapon set not have a point at all

If they are going to nerf something like this they really need to buff something too, just even like a strong ass slow after leaping strike would be good.

They could also buff some of the other shit moves too for more options

2 Likes

The thing that irks me so much. People who claim that leaping strike is an “instant teleport”.

Look how much hang time you’ve got using leaping strike at close range. People really can’t press shift or R-click in that amount of time? Is everyone in this game of a geriatric age? :upside_down_face:

People say that there’s no visual cue? You mean that HUGE GLARE shining like a miniature sun at the tip of the blade coming at you isn’t noticable? Foreal?

2 Likes

They did too much to do reduce S&S’s effectiveness across the board on the PTR. All Leaping Strike realistically needed was a reduction in its stagger frames, as otherwise a leaping strike guaranteed the bash and so on and so forth (they did the same with Path of Destiny).

Instead of just reducing the target’s staggered frames, they reduced the length of the slow, made it unconditional to being a backstab, and as a result reduced the empower buff length to 3 seconds as well as making the damage buff contingent on damage from Sword. Hatchet much like S&S are excellent skirmishing weapons and should remain as such, but you have to be given some chance to react after you get staggered by Leap imo.

I think its fine if you are facing them but when they come from behind there is no seeing them. Range weapons that are ADS have no awareness of anything not in front of them.

Much like every other skill in the game. Although some such as grav well do have the audio cue

Yeah actually thats a good point. but there is counter play with that. There is not from the current S&S stun lock.

1 Like