When rapier “movement nerf” happened I did not understand why fleche was basically left untouched while evade got reemed. Either take away fleche, or change it so that it is not used as a get out of jail free card.
another change may be to cause more of a cooldown reduction on evade when using it in tandem with light attacks. Rapier is supposed to be the weapon of speed, yet great axe feels like it has far faster burst via maelstrom.
The only thing that bugs me about rapier is the riposte. While I do think it should block certain hits and abilities, it shouldn’t block every single ability in the game imo and also it blocks even if you hit the targets back while they riposte which I do think is being changed.
Hmmm how about no? A lot of weapons have movement skills that can be used either as a escape utility or to close distance on your target.
Rapier already trash as a primary melee weapon why you want it to be nerfed more? Because you can’t kill that one guy that plays it well?
People complaining about rapier are so clueless on how to play this game. It’s so easy to bait an riposte (I mean, you guys know you can fake an attack… right? Or dash at the exact moment you are about to get stun by it… right??). Once you baited the riposte all you need is one CC skill and the player is dead, because 99% of people using rapier are on light set.
I have no issue killing any rapier use when I use my rapier. I am noticing however that Fleche allows me to get out of most situations where I should not have gotten away.
Rapier should absolutely have lightning fast attacks and short distance evades, but a charge? Its just out of place. [I mostly utilize Fleche as a means to do fast damage to a target that is running away, as well as to get the crit damage buff sometimes.]
Ive been playing with a rapier as my main weapon since beta.
I don’t agree with you. Ice tomb also makes a lot of mages almost immortal (even more if they are smart enough to combo it with Ice Shower on escape situations). Some of them are able to pot up 1.5kk of damage on wars, playing on light set and dying 3 or 4 times. Should it be nerfed as well?
Rapier is meant to play in close distance, so the skill can be used either as a mode of reaching someone or fleeing for battle. Just like Charge and Burn Out. More mobility is good, not bad. It increases the cap skill.
You clearly do not understand what the Rapier as a weapon is meant to be then. It has a lower DPS than the rest because the intention is for you to deal more hits to be on parr with the rest and for you to be able to do that you need to be quite mobile, otherwise fighting face-to-face Rapier has no advantages.
I mean you play since beta and don’t know that SnS has Leaping Strike? That takes you further than Flèche and can stun the target in the end of it? lol
GA has charge(can be used to escape or engage targets), Maelstrom that eats all projectiles and deals AoE damage, Gravity well that sucks players in and roots them for 1 second and explodes twice dealing damage and healing for a large percentage of the damage done?
And here the problem is a weapon designed with “agility” in mind, with absolutely no trading capacity because every other melee weapon hits harder, and OP wants it nerfed even more?
Very suspicious why people don’t want a weapon designed for mobility and utility to have mobility and utility, meanwhile their weapons are allowed to have AOE damage, Mobility, Utility and everything else under the sun.
Charge cant escape if there is more then 2 people surrounding someone(including teammates) and can even proc if some is behind the player. Mealstorm as you mention blocks all projectiles including friendly and the second spin doesn’t have grit allowing for any cc to stop it as well as locking the player in place for the entire duration. G well is already getting a hard nerf on the ptr
One is a main hand weapon while rapier is typically a secondary escape toll thats only purpose is to run as far as possible,
however i dont think that fleece is problem but the complete cc immunity from riposte procing combined with fleece ability to go through players
Yay, and one of these (the mainhand weapon) is literally the MOST used weapon in the game, and has been a META weapon since launch. Meanwhile the secondary weapon (rapier) is only used for escape and why do you think that is?
However I do agree that the Riposte is a problem, because in the current live build - Riposte does not work 50% of the time, there are TONS of bug reports of Riposte not even working and CC just continuing to land meaning there is nearly no immunity 50% of the time. There’s plenty of gameplay proof posted in these bug reports, you should take a look at it. Rapier needs a buff more than it does a nerf.
Ga meta as that is the way the game is desgined. a while back when ga could chase people down easily people want melee to just play point and that is what it does now and if look at the gamemodes we have which is point control and attacking / defending points. the game just setting up GA to be in the meta. its the same with ig and vg they can apply debuffs over a large area and in the case of ig give a good amount of survivability.
It might be hard to tell from an attacking perspective but i haven’t seen the riposte bug happen personally but have seen clips of it
Yes and this proves my point exactly, GA is allowed to thrive but other weapons apparently not? Rapier excels in mobility (it can’t win trades offensively vs a GA or any other melee weapon) so why are players complaining about it for having just what it’s designed to have which is mobility and utility?
This sounds like a very BIASED way to balance a game because if the nerf train continues, only the current meta weapons will remain meta and build variety will cease to exist because everyone is legit using the same weapon since the others get nerfed to oblivion.
In any high-tier PvP scenario, a Riposte can easily be baited out by a left click + dodge, it literally requires only two button presses to deny an ability that’s “supposedly” overhyped as a “problem” for having CC immunity and damage immunity. Despite it being a PURELY counter-based ability where if you don’t attack a player that has his riposte active, it will be useless 1 second later. It literally does not do anything if it doesn’t get procced and if it DOES get procced it can be dodged unless ofcourse, you turn off brain and spam left click (then you will get Riposte’d)
so you want GA charge and fire staffs burnout gone too then right? maybe remove evade shot while we’re at it? people need counters to CC, rapier is far from OP.
People complain about rapier mobility due to it being tied to ranged weapons and there really isn’t a good way to deal with them as a melee besides getting on top of them. Rapier is the best way to not get run down and if played right it can even be impossible for someone to get close.
In Duels it is pretty balanced as riposte can be delt with pretty well.
The real problem is it being able to counter 5-6 player some is going to trigger the riposte in a clump even if it is ranged and then they are pretty much home free