PTR Gravity Well & GA

Hello AGS,

I expect with the weapon swap/sheathing fix and no more dodge chaining, this will reduce movement significantly for light and moderately for medium.

Thank you for the slight changes to Grav Well:

  • Gravity (Passive) - Fixed a bug that prevented this ability from functioning.
  • Gravity Well - This ability has been reworked from it’s previous PTR version.
    • Improved pulling tech to more reliably pull foes to the center.
    • Foes who are pulled to the center of the vortex are rooted for 1 second.
    • Increased slow from 55%→60%.
    • Slow field duration restored to 3s so that it will last until the explosion occurs.

GA is clearly meant to be a chase weapon, thus these are things I feel should be considered:

  1. Increase the base lunge of Light GA slightly (At least enough where back-peddling will not keep you out of range).
  2. Increase Gravity (Passive) to .5s or 1s
  3. Change Root on Gravity Well to 1s + Gravity Passive
  4. Add grit to Reap (First and Second attack) if 300str
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and ketchup and mayonnaise please, thank you AGS :slight_smile:

Are you a troll? If not, think twice before posting something like this again

Are you some random player who plays IG/VG or Musket and thinks they understand the balance of the game?

You seem to be one, if you don’t have actual counter points to my suggestions.

Reap is constantly interrupted in wars or large scale fights from various basic to skill hit-staggers. Maelstrom already has grit, there is no reason to not have it on Reap if you are 300 str.

Gravity has not worked the vast majority of the game’s lifespan and when it has worked, .25s isn’t even long enough to need a reaction as the time someone ques up any movement ability it has already worn off. A .5 or 1s change would at least allow Gravity to be a choice over abandoning Reap for Charge and it would give maelstrom more punishment and be able to work with the reworked Gravity Well to make it a potent combination.

I’m not asking for anything crazy other than that GA/Bruisers actually be able to lock down targets rather than the current long sprint to catch someone without rapier CDs up.

Yes Rapier was tuned a little now, finally, but other than the Riposte CD, nothing really addressed the bigger issues of the weapon and it’s evasion.

Yea… I regret going through your profile, your posts show that your a very low-skill player. Apparently you think its fine that a melee cant lock down ranged/healers without forcing them to exhaust all escapes and magically catch them off short Rapier CDS. The PTR changes are only going to slightly change this.

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Funny, you may have missed some posts where I have mentiones I play GA + WH and a buff to GA was needed.

You also seem to miss the point, gravity well went from having a slow that ended before the burst at the end, to having a one second root then a slow until the burst at the end.

The question is, does the root occurs before the target is pulled to the center, or after, because if it is the latter you technically have a 2 second root, which is stupidly overpowered.

But hey, your suggestion is to buff it even more because everyone likes void gauntlet scream 2.0 so why not…

Oh yea, forgot about Reap. Why do you use Reap in wars over charge and Malestrom? you are a bruiser that will most likely stand on points, do you want to pull people on points or chase ranged players in wars? Don’t think i’ve seen many ppl using reap in wars, but other than working 50% of the time due to desync the skill is fine

I’m pretty sure it is the same time as the pull also it is only on intial activation so dodging even if you stay in the grav well will not cause the pull or root. Charge abilities like fleche will get rooted even mid animation.

It is great for catching an enemy that is out of stam

Also being dodge the explosion kind of makes insasiable gwell useless

GA is already in a decent spot right now, only thing they would really need is a slight increase to the light attack lunge to be able to compete a little better against light (not like how it used to be), maybe .5 sec on gravity, then the GA would be in a perfect spot. Gravity Well changes in ptr is good so far.

That’s asking for a little too much, 1.5 sec - 2 second grav well root would be broken.

300 str should stay only on light/heavy attacks like how its intended not on spells. Having too many spells un-interuptable would cause brain-dead game play.

… The point of GA/WH in wars is to chase down the healers. Prior to the Rapier Buff and meta, that was the whole point, was to clear around the point, get into the respawns or rotate and kill healers/casters. The only reason you would be on the point in the old meta, was to clear out players off point or to do a spike on one side of the point. I don’t know what meta your server seems to be stuck on, but GA/WH sucks at actually locking down targets, since why many melee have changed to VG/IG or INT GA/VG.

My suggestion is to make Gravity passive and it’s interaction with Grav Well/Reap worth taking. Reap is a powerful tool, but it’s registry and gravity not working half the time makes it worthless to take over charge. Even now with the constant server lag, melee all together is an absolute nightmare to play, compared to ANY OTHER MMO I’ve played. These suggestions are based on the fact that STUNS aren’t stuns and root is the most effective CC in the game right now, along with Rapier being way too strong and probably still slightly overturned if PTR notes go live.

Lets take out the desync issue, which may never happen, but if we did, the interaction with Gravity only works for mid-escape hits, which doesn’t drag them back into your second hit, which is the biggest bonus of reap. Reap is also a great tool for clumping players, but again, people typically just walk out of range of the 2nd-hit because the pull is so light.

If you disagree with my suggestion, I’m sure you would still be open to reaps pull force at least getting an increase.

Again why I said .5 to 1s.

GA Isn’t in a great spot, even if Desync was fix, melee is probably in the worst spot, next to bow.

Current Grav well is basically a 3s root, your taking a passive to add .5-1s to a 1s root with the PTR change.

Grit is not un-interruptable, it requires a stun, thus rapier players would need to actually use riposte to counter attacks rather than save it for when they get balled and 360-no-skill stun every melee touching them.

I really don’t care for this argument given Rapier is the go-to escape weapon and AGS didn’t even touch the stamina regen (needs an internal CD) or the fact that Riposte can 360 stun (should be a frontal cone)

Except between Evade and Riposte, when are Rapier players out of stamina? The reason why Rapier is so meta atm for all ranged/healer is because it perfectly counters the chase down of current melee. Thus why many have just changed to VG/IG or INT GA/VG.

They said the slow should be enough to keep them in on the PTR, but I highly doubt it. Slows are one of the worst forms of CC in the game, esp if smart people chug cleanse pots or have purifying.

“This new version of Gravity Well includes a root that occurs after the initial pull to help hold your targets in place and includes a stronger slow after the pull to make it harder for foes to escape the damage pulse without using a movement ability.”

From this I understand you cannot dodge out of it, just walk slowly or use an ability. Same as ice shower. Or am I wrong ? Because if it works how I think it is, being unable to dodge and being root for one second is way stronger than it is on live.

They changed it from 50%-60% and if you watch the earlier PTR changes recorded, it doesn’t take much to walk out. As to comparing it with Ice Shower/Storm, Gravity well doesn’t have as much distance, has significant start up frames (telegraph), and doesn’t have a passive to ramp up the damage the longer someone sits in it (only x bodies).

What this change does it removes people from edge dodging out of the Grav Well, it will also help to clump targets better, but a 2s window from the detonation of Grav Well is more than enough time to walk out of it. Keep in mind our only RANGED option for chase down is easily counterable by simply using any movement ability or walking out after the first second.

What you’ll see happen is people just Riposte, if they get stuck, cause it’s easily readable that follow up CC is going to happen. I wouldn’t mind these changes if they changed the 360 stun off Riposte to a frontal cone.

Yes, you can walk out of it, but compared to live where you can leave gravity well as soon as it lands on you using a skill, the 1 second root prevents that. This gives you time to land a malestrom, reap or hammer cc easier. This was the only issue I had with this ability. Having a rapier user waste his cooldowns just to cast gw and watch him evade out of it instantly was infuriating but with the nerfs to rapier and the root on gw it seems fine to me

Only an idiot would allow someone to freely walk out of a gravwell, from max throw range you have enough time to follow up with cc.

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+1
As a rule of thumb, lockdown abilities and gap closers should not be countered easily.

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