if people looked at both trees they would of realized the entire purpose of the rapier kit is to poky dodge poke as much special tonto bleed as possible for additional crits and damage then pop them all using finish.
i need to take a stab at this build again.
it still feels super weak but i might not be using it right. also not sure if it works with blood letting and keen jagged.
but this brings up a diffrent issue.
the entire rapier kit is designed only to be used in one way. while other kits can use each part individually.
finish needs a rework. something that doesn’t require an entire two entire skills to function.
I have and id say it works most the time if you aim it a bit to the side, either way hammer/shield is the easiest combo to kill a rapier/ranged with in the entire game even if you suck.
Riposte is absolutely broken because it requires 0 skill to counter continuous damage for several seconds. This ability should only work against melee attacks and only for the first hit. You miss it, you should be punished or use Evade to cancel the rest of the animation. Then, it would require a modicum of skill to use.
anyone that hits block within x mili seconds before getting hit should get a parry. (heavily reduced stamina usage probably round shields getting a chunkier bonus to that)
Riposte by definition is a quick return thrust in fencing.
I think what people are confused about this is, in NW, it’s a Parry + Riposte…
If the rapier user parries, it applies the buff, if the “Return thrust” is applied, then the target is stunned and the rapier user gets a 3 second immunity window from CC.
on PTR, you can now feint attacks which is an amazing counter in it’s own for the NON rapier user. No penalties, aside from time being wasted, which imo is good enough. often times, a rapier user just stands there and get’s mad it didn’t work. then we’ll see “Riposte is useless” in the forums contrast of this type of thread.
on Live, with s/s you can easily just dodge the riposte all together which will be the second counter when feints get added in.
Give it time peeps. it’ll truly be a skill gap for most abilities including riposte.
its honestly already half useless, the stun never hits but ill love a counter play to it even though i main rapier/bow then ppl will qq about it
my dream is for blood tree to be more viable. leave grace tree alone, and buff bleed tree so that it competes with grace and we wont have full grace users, itll be like 40/40/30 grace/bleed/mix
im honestly wondering what could be done and how effective blood realistically should be.
as iv stated i hate that 2 of the blood tree is absolutely required to function which is dumb.
if i had to make changes, tonto should just be a passive. so that it works with all abilities. (like every 3rd hit (or the end of the light combo or on flurry) get a stackable bleed) flourish remains the same as a knock back ability with bonus combo light attack adding weakness or another bleed. finish changes to exsanguinate and pops ALL bleeding stacks combing with both keenly jagged, and any team mates that are also using bleed. this also makes it worth taking stuff like blood letting and other perks.
mmmmm though realizing this is basicly the same thing. the whole concept of blood tree is really one dimensional. though at least this way there is a few optional playstyles and option.
you could take the flourish knock down riposte and evade for more kiting.
go hard into blood stacks by going exeg and flurry + evade/fleche for large amounts of stack explosions.
I’m not complaining about riposte’s stun. if i hit a riposte that’s due to my own lack thought and i will gladly blame myself for being an idiot. On live you currently can feint a missed heavy attack and i understand that it wastes more time than a PTR feint. but the amount of time you waste is negligible when the rapier user is allowed to just evade immediately after realizing you’re not falling for the trick and dash out anyway.
If were a main rapier user i would just wait for an ability that i can clearly see that will garentee that riposte will hit. You can’t feint a shockwave, maelstrom, or shield bash.
I want to make rapier reward good decisions by waiting for the right time to riposte and punish it even more on feints. Even if you feint they still have a garanteed escape against melee.
In every fighting game or action game, a parry is essentially a risk/reward play, if you miss the parry you generally have a vulnerability window where enemies can punish your parry attempt. Riposte in New World has none of the risk of being punished for a baited parry attempt since a failed riposte can easily be evaded or dodged out of into safety, which in most likelihood contributes to the feeling of “OPness” of riposte since it has zero risk of getting punished people are free to just press it whenever they feel like it (and no, pressing riposte is not a show of “skill” unlike parrying enemies in the Soulsbourne series for example regardless of what rapier users would like the community to think that it is all “skill”)
This is totally wrong to say riposte has no weakness, please do a riposte at the wrong moment your hero is stuck in a non cancellable animation = death.
I cannot count the number of time I down a bad rapier riposte player, plus, you loose a skill right? No damage, no mobility, take advantage of that.
In patch to come anyone (with practice and skill) will be able to faint and force a rapier player to burn his riposte into the void.
Remember also that you can be hit by the riposte and dodge the damage back from it right?
To make a difference you have to riposte at the right time or else you just do nothing.
Again wait for cancel animation stuff to assume something has to be nerf because everything will change, for good/skilled players, nothing for dummy ones. And we should not balance weapon for bad players.
Do you run evade? if not that’s your problem. please try using evade during or after riposte and come back here. PLEASE tell me you’re joking. without evade it’s completely balanced. (edit: maybe the non cancelable animation could be shorter. Also i was able to cancel this animation on PTR with dodge.) However, 90% of rapier users run riposte with evade. This isn’t something some new bug that’s on the PTR only but has been in the game for months.
This is the point i’m trying to get across. I don’t think lengthening the cooldown would fix the core issue. giving a window of opportunity to a failed riposte would be the most balanced way of doing it in my opinion. It doesn’t have to be that long either, a quarter of a second would be good enough. Making players at least time an ability quickly near the end of riposte instead of having free reign to set up anything they want so it’s not 100% death for the riposte user.
The difference between dark souls/ fighting game parries and NW is that NW has cooldowns. you can spam parry in darksouls but you’re not likely to land a parry without putting thought into it. If you miss one parry, it’s not like you have to wait 12 seconds to get another parry.
But even with this window of opportunity with riposte, it’s still really strong compared to other game’s parry systems. active on frame one for 60 frames is incredible. And i feel like that is enough to balance out the 12-10 second cooldown. It’s when you throw in the evade or dodge cancel where it turns into a broken ability.
As it stands, you can play a melee class with no gap closer and even if you’re playing perfectly, you’ll never catch a rapier riposte user. If i sucessfully feint a riposte i shouldn’t have to spend a leap or charge cooldown after to catch them a second time, If i fail to lock them down and kill them in that window then yes you should be able to run away.