Stop Nerfing Warriors
" You are aware that his is a argument against your take right? If rolling slam is now faster and allows you easier dodging and animation canceling, you have in the end more power out of it as a slower animation which would hinder you? Since we are talking about rolling slam here! |
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" If you are defeating enemies in shorter time which lead to your assumption of having degen field lying around, or my assumption that you refer to that, then you are less likely to get attack by something since you kill faster... If you can connect the third attack now or not is still not a nerf. Since you get to act faster again instead of waiting 0,5 seconds longer to achieve said outcome. So in general it would be a buff, except you couldn't deal as reliably damage as before and also have the opportunity of stun affecting the enemies. But saying as example that the enemy gets staggered in both scenarios I have more from the faster animation as from a slower one or wouldn't you say? |
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" it is not imaginary and made up. . .3 to 6 second heavy stun is a real thing that players do to bosses all the time. but I would like to put your hypothesis to the test. . .give me the numbers and I will do the basic math for you. |
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There is no need to do any math. You just play the game and use your experience. If you have ever played in hc you would know how annoying these ground mechanics are when it comes to burst window dps. in sc you don't remember dying to them as clearly since you just walk back in.
Short window burst dps phases are unreliable and unfun. |
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I have tons of time spent using RS across tons of scenarios.
To me this feels like it will play out as a practical nerf to two-handed RS in bossing scenarios, likely a buff in mapping scenarios, and a buff to 1-handed RS in all scenarios. The reason I say that is because RS was best utilized in endgame to delete stunned bosses. The 2nd slam does giga-damage with a good mace, especially if you get an aftershock. An easy way to see this was to build a character that stuns/clears with 1h/shield (leap/boneshatter) and then when a boss is stunned, you can weapon swap to your 2h - which has all the weaponswap nodes put into damage - to finish it off. Even +4 difficulty bosses can be dealt with this way. It only takes a few seconds to get the stun/break armour, and then the RS attack will frequently delete them. Perhaps that was considered a bit too strong. Mechanically you are almost never able to immediately go into a slam at the very beginning of the stun timer unless the first part of the rolling slam is what stuns the monster. Most of the time you stun using a different skill, and then by the time you are initiating a rolling slam attack, 1-1.5s has already passed in the stun timer, leaving only time for one full 1-2-hit Rolling slam. I think the attack speed change will make it more likely to be used outside of a stun scenario, resulting in more cases where the first stun does stun the boss, and the 2nd slam gets a (now reduced) damage bonus, but the skill will have time to be repeated. I think it will be very beneficial to 1h builds because at high attack speed, you could very well get 3 cycles off on some bosses during their stun time if the first half of the initial slam is what stuns the boss. Repeated-use of the skill in close quarters also lends itself to being beneficial with builds that use a shield so I can see it feeling much better for 1h-mace builds who are interested in chaining more than a few back-to-back slams. I think it will be better as an all-round skill and feel worse if you use it as "pre-stunned boss nuke" skill, which to be fair, is one of the best ways to currently use the skill, so it's understandable why there's so much debate over this being a buff/nerf. Who am I to say anything, I don't respect my time either.
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Considering the fact that only 500/124048 of characters are using rolling slam on poeninja. Unless there is something new that would break it otherwise. I dont see the justification for ANY nerfs to it but idk.
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