so many times in PVP situations your fighting and someone pulls a rapier to escape. they slap riposte out there, and you stop attacking… and 3 other players attacking that target stop attacking also. then some ranged player shoots them and all 3 of you are stunned, and they can escape…
in the essence of the “run away meta” to fight more later, this 1 weapon is over tuned in escape-ability. i think its fair that riposte stuns, but AOE stunning a group for the people who didnt attack the player while they pointed there rapier is to punishing…
let it only stun 1 player at most. (the closest maybe >?) then it might be less the meta monster it is, without effecting to much in area situations, but war/opr a less required sloted 2ndary then it is now
You should be required to aim it in the direction of the incoming attack but it should absolutely still stun in an AOE. If you’re clumping up then why does this melee ability get fucked while every other melee ability gets to effect multiple people. We gonna make Reap only effect one target next?
IRL if your dueling with a rapier your not “riposte” 20 guys around you with 1 single backtwirl ??? seams way over tuned. and its WAY over used right now, they tried to reduce the CD but it skill itself needs a knock down
Yeah that tends to happen when you over nerf healers and force them into using light sets in a meta that bursts them 100-0 in 2 seconds. People start using the only defensive-focused weapon in the game and play around the mobiltiy and iframes to prolong their survival. I guarantee rapier wouldn’t be nearly as prolific right now if healers did not receive those nerfs to heavy + medium. Revert those changes and you will instantly see a shift in meta.
Keep in mind that reposte can be dodged theyve already nerfed it into the gound.
Nerfs that happened
Reposte stun phase doesnt gran imunity
Reposte range has been reduced
Reposte can be dodged before the stun happens 50% of the time
Reposte only stuns in a 180 degree fov
Persistent dmg cannot be blocked like flamethrower
The play style is meant to be as evasive as possible thats the point of it. Or in battle its built to do high dmg in a bob and weave strategy.
Typically the players who use rapier are in light gear so dmging them should be no issue as long as you know how to play or are able to survive past the reposte.
If it gets nerfed anymore it wont work for the playstyles it can pair with.
Rapier has been Super OP for 4 months and has only been nerfed once, which is a CD nerf. ahhaahahahahahahahahahahahahahahahahaha I’m laughing because it’s so funny xD
5cons Range/Rapier spoiled players,
He cried to the SnS class and I can say that AGS deleted the SnS class from the game
because no melee should be able to kill the 5 cons Range/Rapier class. This is very abnormal for them. this is how the logic of these people works
Rapier will only be fixed if it is nerfed like this
Remove +20 Stamina and 20% haste bonus from Evade
They need to keep the riposte ability shorter
The sword is waiting in the air for 1.5-2 seconds xD it’s ridiculous
Flech ability teleports to 11.5m, they need to lower it to 9m
actually it doesn’t matter
The game will die if the summer update content (PvP based) does not change.
because there are 5 meta classes in the new update. :
Musket/Bow/IG/FS/Rapier xD it’s not a joke it’s real xD
4 meta Range class + 1 meta Range support class hahahahahahahahahah
AGS what are you really trying to do??? xD
No, you should be deleted with the first attack that hits you harder than a stiff breeze. 5 CON should be a death sentence if someone actually gets to you. Extreme glass cannons saying they should survive being caught and hit is hilarious.
Lets do the same thing for GA Gravity Well then but also for void gauntlet scream.
Both Gravity Well and especially Scream is way easier to hit than riposte stun.
Ironically it was the ≤50 con, light armor ranged players are the reason the SnS combo route took a heavy nerf.
Sad times.
The most correct answer. Even the current “nerfed” cooldown is still equal to, or shorter, than most offensive cooldowns used by players to get in on the rapier users. This ends in a net neutral outcome, which of course favors the rapier player as they can neutralize the offense indefinitely.