If ANYTHING changes about the rapier, you’re gonna have THOUSANDS of people quit the game. I truly believe this.
Healers simply wont want to PVP, OPR will finally be a shit show because you’ll die instantly and then moan about re-spawning times etc etcs.
It’s such a can of worms to touch the rapier, the changes needed to have been done, EARLY in this games lifetime.
You can dodge the riposte’s stun. If you do that, the healer/light armour user is gonna die.
It’s an “oh shit” skill but is needed.
In PVP there are TOO MANY other issues that need fixing. The Ranged problem, the dying taking 3 mins problem, The lagg, The De-Sync, Shockwave spams being unavoidable, Gravity wells being able to hold you in position as an AOE while a team whales on you. Spears lunge range for light attacks along with all of the abilities having a lunge making it impossible to escape.
WHY DOES NO ONE LIKE TO COMPLAIN ABOUT ANY OF THIS?
OH WAIT its because HEALERS get to escape 1 out of 10 encounters.
The issue isnt the rapier, its only when the rapier is used by healers.
riposte is borderline useless in 1v1s but if you remove the animation and make the stun unavoidable it will probably become overpowered. i think the only nerf it needs is making it single target and have the player be facing the enemy if they want to trigger it
Only stuns those who attacked during the stance AND during the animation of the activation.
Tired of having to create distance away from the ripost just because a projectile or some other melee OR even some PvE Mob activates and I get punished for being near it.
If you want to re-work the rapier then you HAVE to implement diminishing returns on CC. After being CC’d once or twice you need cc immunity for 5 seconds.
The reason people use the rapier is because ever single weapon in the game has CC and getting stunlocked and losing all control of your character untill you are dead is not a fun experience, ever.
The reason I and many others will always use a rapier is because it is the only way to consistently stay competative and have fun in pvp without dying to chain CC.
Do not change the rapier without changing CC and diminishing returns on CC. Or I and many others will just quit the game entirely.
I’ve just gotten into OPR and Rapier is one of the worst problems, not because of being overpowered but simply for being everywhere and so poorly designed.
8-10 out of 20 players are running Rapier purely as a getaway mechanic. With iframes and light roll it only works to exacerbate The Worst and Most Complained About Problem™ with OPR.
I would remove the stun completely from Riposte, possibly buffing it in an offensive area. Also Fleche needs a long cooldown for what it is, possibly in the 40 second range, with something offensive added to it as well. Maybe a slow?
One can argue all day about the balance, but you can’t argue how vanilla and just plain boring it is.
Rapier is ONLY good to get some range. Its DPS is Low compared to almost all other weapons. Riposte is countered 9/10 Times. If you Nerf Rapier that way people gonna Switch to sns or ga and use another Gap closer. The Problem is the weapon paired with rapier. And i guess you all complain about lifestaff,musket or bow with rapier.
Shockwave takes less than a brain to see coming, you don’t even need to predict it as it’s entirely reactable now that you can dodge mid-cast. Dodging one normally puts you out of range of any other danger and if it doesn’t you can always rely on your get out of jail free stick.
Have you played the game recently? Gravity wells can literally be walked out of now, they don’t hold you in place anymore.
Melee weapons need lunge so that you can’t just walk away from them, hell you can avoid most melee encounters by walking in circles still. It can be frustrating to smack someone with an axe for nearly 3k and not evoke a reaction of panic or urgency because they know how easy it is to create distance.
The reason people complain about things like Riposte or Defy Death is because of how much of a copout it seems. Range and Healers need to create distance and survive yes, but three invincibility buttons is albeit cheesier than any sort of gap closer any player can muster.
They don’t even have to nerf the rapier into the ground, just make it harder to use so you aren’t gaining run away juice as easily. I’ve tried it myself and the fact that the counters are instant casts and everything you do refreshes cooldowns and stamina just makes the game easy mode if your objective is escape.
These are good suggestions. As a melee player returned to PvP I still don’t really understand the riposte mechanics. My technique is just to wait when players enter riposte stance and time a cc often grav well or LPOD for when it should end. If they caught out first by a wrecking ball then they are normally dead. Simply waiting for players to use their cooldowns is not very interesting gameplay.
As a squishy light player, I do the same thing vs hammer users, what’s the difference?
I know once they burn wrecking ball and shockwave, I don’t have to worry about the hammer stuns. When GA uses maelstrom, don’t have to worry about it. When they do the spinny axe thing, I legit can’t get near em until it’s done.
What’s the difference between you waiting for riposte and me trying to time burst attacks in between these abilities?
If you’re trying to put pressure on a hammer user, and you get caught in an attack animation as they use shockwave, you’re done. Getting double stunned via it and wrecking ball.
Do people actually worry about hammer skills? The only thing that I find annoying about hammer is when they know how to abuse the crazy lunge that hammer has. The pressure you can put on someone is crazy.