K THEN.5162 Posted May 31, 2020 Share Posted May 31, 2020 Remember when people had to use skills to kill others and not have them die to a literal tidal wave of 4k+ battle mauls? For what should be a tool used solely for mobility, it sure does a good job at taking out 1/4 or 1/2 of people's health bars at times. The ability to prevent an attack from critting is already coded into the game with [mug ](https://wiki.guildwars2.com/wiki/Mug)and [power block](http://https://wiki.guildwars2.com/wiki/Power_Block) as examples so do you think the battle maul engage ability should get the same treatment? Here's proof of battle maul's ability to chunk people: ![](https://i.imgur.com/OEY7Dys.png "") Link to comment Share on other sites More sharing options...
Fjaeldmark.9043 Posted May 31, 2020 Share Posted May 31, 2020 Battle maul isn't meant for movement (a movement ability that drops your movement speed by dismounting you isn't a very good one). It's meant to be used as an opening attack. If you're losing half your health to battle maul it's your own fault for running a glass build. Link to comment Share on other sites More sharing options...
ShadowCatz.8437 Posted May 31, 2020 Share Posted May 31, 2020 > @"K THEN.5162" said: > Remember when people had to use skills to kill others and not have them die to a literal tidal wave of 4k+ battle mauls? For what should be a tool used solely for mobility, it sure does a good job at taking out 1/4 or 1/2 of people's health bars at times. The ability to prevent an attack from critting is already coded into the game with [mug ](https://wiki.guildwars2.com/wiki/Mug)and [power block](http://https://wiki.guildwars2.com/wiki/Power_Block) as examples so do you think the battle maul engage ability should get the same treatment? > Here's proof of battle maul's ability to chunk people: > ![](https://i.imgur.com/OEY7Dys.png "") > It depends on max health on target. If it is a glass canon with 11-18 K, then 6K damage is around 50% to 33% of its HP. On a 18-25K target it is too low from a single maul to be the final blow. The main problem is if one can block or reduce damage (protection) while still alive and that way prevent or reduce how much extra damage from critical hit one would take. The main problem here is how mobile target would be vs the one that are on Warclaw. If one is slowed, immob, chilled or hard CCed with stun or daze, just to mention some types of CC, then Warclaw have chance to chip of HP, but in general Warclaw is mostly being used when one already have the advantage of player being in downstate. Warclaw have some internal CD, so someone already in combat can not just use Warclaw as any other weapon skill on demand. In zergs Warclaw wouldn't matter that much as enemy player would still get killed from being focused of groups of player in zergs with CC combo, condi and buffed from Might and vulnerability Power damage. Warclaw just make it easier to jump on random targets from PUGs or bystander. Link to comment Share on other sites More sharing options...
ArchonWing.9480 Posted May 31, 2020 Share Posted May 31, 2020 Mounts should not scale at stats at all. That's just dumb. It should just have the default 4% crit and do the same damage (1635) regardless of toon. Otherwise, I should be able to put 2000 toughness/vit and add it to my mount. xD Link to comment Share on other sites More sharing options...
Stand The Wall.6987 Posted May 31, 2020 Share Posted May 31, 2020 can classes like soulbeast still one shot with it? that was the biggest joke. Link to comment Share on other sites More sharing options...
pninak.1069 Posted May 31, 2020 Share Posted May 31, 2020 I think it would be best to not allow it to crit. as for downed targets it pretty much doesn't matter, because it is gonna be a oneshot anyways. Link to comment Share on other sites More sharing options...
K THEN.5162 Posted May 31, 2020 Author Share Posted May 31, 2020 > @"Fjaeldmark.9043" said: > Battle maul isn't meant for movement (a movement ability that drops your movement speed by dismounting you isn't a very good one). It's meant to be used as an opening attack. If you're losing half your health to battle maul it's your own fault for running a glass build. I meant the mount itself Link to comment Share on other sites More sharing options...
DemonSeed.3528 Posted May 31, 2020 Share Posted May 31, 2020 > @"Stand The Wall.6987" said: > can classes like soulbeast still one shot with it? that was the biggest joke. On that subject, nothing much changed at all with regards to warclaw - still so many problems that people want to hide. Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted May 31, 2020 Share Posted May 31, 2020 Just dodge. Link to comment Share on other sites More sharing options...
TinkTinkPOOF.9201 Posted May 31, 2020 Share Posted May 31, 2020 Better question is why does it do damage? Link to comment Share on other sites More sharing options...
Sovereign.1093 Posted May 31, 2020 Share Posted May 31, 2020 :/ the only time you should be scared of mount is when your about to go down state. Link to comment Share on other sites More sharing options...
Widmo.3186 Posted May 31, 2020 Share Posted May 31, 2020 Wasnt there a thread mentioning this thing? Hmm.... Oh yes, there was! It was deleted, three times! ![](https://imgur.com/7r3SQbw.jpg "") ![](https://imgur.com/VKkZPRV.jpg "") ![](https://imgur.com/fByeOma.jpg "") Just some random pics found in the internet In what world, mount skill doing more dmg than the biggest dmg skill in some1s build is okay? Link to comment Share on other sites More sharing options...
Sovereign.1093 Posted May 31, 2020 Share Posted May 31, 2020 Well if you are in downstate and someone revives you but the maul gets you that maul can be even 80% of your hp. I.e. I got 20k hp I down. I revived to 80% the maul. 16k damage. Do I hate it no? It's downstate skill. It's like downstate with extra steps. Link to comment Share on other sites More sharing options...
Justine.6351 Posted May 31, 2020 Share Posted May 31, 2020 I just dodge roll into an incoming mounted player going for the engage with mount. Link to comment Share on other sites More sharing options...
Mini Crinny.6190 Posted May 31, 2020 Share Posted May 31, 2020 It shouldn't even do damage to be honest Link to comment Share on other sites More sharing options...
XenesisII.1540 Posted May 31, 2020 Share Posted May 31, 2020 > @"Widmo.3186" said: > Wasnt there a thread mentioning this thing? Hmm.... > Oh yes, there was! It was deleted, three times! > ![](https://imgur.com/7r3SQbw.jpg "") > Just some random pics found in the internet > > In what world, mount skill doing more dmg than the biggest dmg skill in some1s build is okay? If you're talking about worldly impact... that can still hit for like 11k after patch... cor probably can still hit for 11k too. Battle maul hitting for 9k is over the top though. Link to comment Share on other sites More sharing options...
kiwituatara.6053 Posted June 1, 2020 Share Posted June 1, 2020 Soulbeast sic em and greatsword 2. Get on mount and hit somebody for 15k with battle maul, throw in a warrior warhorn, might stacks and you’re looking at battle mauls of around 20k. Warclaw should be immune to damage multipliers and not be allowed to crit. Just make it a flat 1000 damage when you dismount regardless of class or build, no rng and no crit. Link to comment Share on other sites More sharing options...
Infusion.7149 Posted June 1, 2020 Share Posted June 1, 2020 > @"Mini Crinny.6190" said: > It shouldn't even do damage to be honest Was about to write that but you beat me to it. At its inception people were just running around with 25 mounts instakilling the other team that was not mounted. It should only finish downed players if downed state is considered a problem and do no damage to players who aren't downed. When I'm on daredevil I hit people for 6K regularly with it so the screenshot is not an edit or ridiculous outlier. What was promoted as a mobility tool for new players has remained a joke that just puts newer players at a disadvantage. In addition, the mobility aspect has been heavily nerfed and the chain pull is basically a way for people to waste supply to get an achievement. The only thing that is truly handy is sniff. Link to comment Share on other sites More sharing options...
DemonSeed.3528 Posted June 1, 2020 Share Posted June 1, 2020 > @"Infusion.7149" said: >The only thing that is truly handy is sniff. Out of everything besides swiftness, I feel sniff is the only other thing that should remain on warclaw. Link to comment Share on other sites More sharing options...
CutesySylveon.8290 Posted June 1, 2020 Share Posted June 1, 2020 > @"Infusion.7149" said: > > @"Mini Crinny.6190" said: > > It shouldn't even do damage to be honest > Was about to write that but you beat me to it. > > At its inception people were just running around with 25 mounts instakilling the other team that was not mounted. > > It should only finish downed players if downed state is considered a problem and do no damage to players who aren't downed. > > When I'm on daredevil I hit people for 6K regularly with it so the screenshot is not an edit or ridiculous outlier. > > What was promoted as a mobility tool for new players has remained a joke that just puts newer players at a disadvantage. In addition, the mobility aspect has been heavily nerfed and the chain pull is basically a way for people to waste supply to get an achievement. The only thing that is truly handy is sniff. > You can't be serious saying the mount is a joke. The mount had absolutely busted mobility on release and let you dodge through an entire zerg with no fear because you had 3 long distance dodges while being immune to CC and mobility condi and having your real health safe. Sniff is basically a free sentry marker that ruins any chances of zergs trying to do anything beyond yolo charging unless they have Cloaking Waters, and Battle Maul still stomps for absolutely no reason. Even after the speed nerfs mount is still insanely busted. Just remove the thing already. Link to comment Share on other sites More sharing options...
hobotnicax.7918 Posted June 1, 2020 Share Posted June 1, 2020 Mounts should be reduced to 1 dodge, 6k hp, and only lance + chain pull skills. Sniff is GW2's version of COD UAV. Which I find anti fun, and kills strategic movement. Battle maul is pointless. It's 2020, downed state should be long gone by now. Lance needs a 15s cooldown. Who the f thought 30s was a smart idea? PPT bois? Mounts made WvW less fun and added more server strain calculation all of the additional dodge and maul spam. Link to comment Share on other sites More sharing options...
Infusion.7149 Posted June 1, 2020 Share Posted June 1, 2020 > @"CutesySylveon.8290" said: > You can't be serious saying the mount is a joke. The mount had absolutely busted mobility on release and let you dodge through an entire zerg with no fear because you had 3 long distance dodges while being immune to CC and mobility condi and having your real health safe. Sniff is basically a free sentry marker that ruins any chances of zergs trying to do anything beyond yolo charging unless they have Cloaking Waters, and Battle Maul still stomps for absolutely no reason. > > Even after the speed nerfs mount is still insanely busted. Just remove the thing already. If you frequented this section since its introduction you would know that I was against adding the mount... The mount is a joke because they said it was for mobility but gave it three dodges and 10 person cleave at introduction while also gating its skills behind masteries. The third dodge was only finally removed recently this past year along with a warclaw health reduction and speed reduction in unowned territory. Lance was added as a dismount tool but it isn't very effective half the time due to LOS ; before lance people had staring contests on warclaw. Until the damage is removed from warclaw it gives an advantage to whoever returns quicker on warclaw and has overall higher ranked players. For example, if you're defending an objective and you warclaw stomp you get 6K free damage per player that is returning so anything tiered is extremely risky to take with even numbers. The original rationale was that the mount lets people get back in the fight faster, but I really think it isn't necessary on Alpine BL. Expecting the mount to be removed completely is not going to happen because the mount provides an additional revenue stream in the form of mount skins. You need to be realistic. Link to comment Share on other sites More sharing options...
SlitheSlivier.1908 Posted June 1, 2020 Share Posted June 1, 2020 > @"Infusion.7149" said: > > @"CutesySylveon.8290" said: > > You can't be serious saying the mount is a joke. The mount had absolutely busted mobility on release and let you dodge through an entire zerg with no fear because you had 3 long distance dodges while being immune to CC and mobility condi and having your real health safe. Sniff is basically a free sentry marker that ruins any chances of zergs trying to do anything beyond yolo charging unless they have Cloaking Waters, and Battle Maul still stomps for absolutely no reason. > > > > Even after the speed nerfs mount is still insanely busted. Just remove the thing already. > If you frequented this section since its introduction you would know that I was against adding the mount... > > The mount is a joke because they said it was for mobility but gave it three dodges and 10 person cleave at introduction while also gating its skills behind masteries. The third dodge was only finally removed recently this past year along with a warclaw health reduction and speed reduction in unowned territory. Lance was added as a dismount tool but it isn't very effective half the time due to LOS ; before lance people had staring contests on warclaw. > > Until the damage is removed from warclaw it gives an advantage to whoever returns quicker on warclaw and has overall higher ranked players. For example, if you're defending an objective and you warclaw stomp you get 6K free damage per player that is returning so anything tiered is extremely risky to take with even numbers. > > The original rationale was that the mount lets people get back in the fight faster, but I really think it isn't necessary on Alpine BL. > > Expecting the mount to be removed completely is not going to happen because the mount provides an additional revenue stream in the form of mount skins. You need to be realistic. > I like the mount. It means all classes can move faster across the land without using skills/ resources. Without it, everyone would be a thief because they can travel fast. I think the current speed is perfect. Too slow and there is no benefit for traveling distances. But it's speed also gives time for defenders to wp to garri and get to a camp to defend it, if they are paying attention. Link to comment Share on other sites More sharing options...
Lan Deathrider.5910 Posted June 2, 2020 Share Posted June 2, 2020 Imho they overnerfed the mobility. Either return the third dodge or the original dodge distance. Increase base speed by 15% Link to comment Share on other sites More sharing options...
mikdepadua.8376 Posted June 3, 2020 Share Posted June 3, 2020 Battle maul shouldn't even exist. The mounts shouldnt even have utility attached to it. Unfortunately, there seems to be a large portion of the playerbase (the zerglings who dont want to die when they're running to their zerg) don't want mounts removed because it made travelling the map risk free for them. Link to comment Share on other sites More sharing options...
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