where in the real world are the zombie lizard men and and acid spitting sewer slugs?
Trust me, they are not good claw users if they ever die in a 1v1. Good claw users will never die. But then again, the main problems imo are their movement, stamina drain, ease of access, and poison stacking. All these combined makes this game a button mashing fiesta in ganks and team fights
you can’t die using claws fighting against someone with another weapon.
for example. if you are using the claws and you are fighting against 3 others players using a hammer, 2h sword and dagger.
If someone hit you, you can just run away smashing light attack button. you will always escape and then fight back.
the moment you catch the enemy “off guard”, he is dead. off guard means, running from you, in the middle of his combo, out of stamina or something like that.
this weapon completely took away diversity, fun and skillplay.
They nerfed spears because it was meta and then they raise another weapon as the meta.
As i’ve posted on another thread.
How to deny that the claws do not need rebalancing?
It has nothing to do with learning curve. Actually there is not much secret in using the claws.
You lock on the opponent and press the mouse button, only sometimes you might not lock.
If he tries to fight back, you wait for the breach on his attack animation and then go up. He will run out of stamina first in any situation, even if he tries to run.
This weapon makes the player’s skill less important.
Takes away the versatility of the game (just like the spear did in the past).
You can run away without to worry.
Stamina usage is lower than any other weapon.
Stamina usage to run away is lower than sprinting.
Besides that you can get infinite stamina and there’s another point …
You can use the claws to get away faster than sprint when you are over encumbered, so no need to worry about spending points in encumbrance, not even 20 points to avoid crippled debuff, because it doesn’t affect a claw’s user speed.
If you have actual skilled players they can be beat … we fight at least 4 people using them every night and non of my tribe use them back … we still manage to kill them tho but yes usually getting loot back could be a problem because there’s always that one who uses them to catch upto people (solution) place a vault where you fight so you can depo there gear quicker ) I still have a huge problem with them tho… I’m always the one running around on a circle screaming get this guy away from me there not fun to fight against people using them anymore especially when any beach noob can get hold of a pair and wreck tribes of lvl 60s … I’m sure they were never made so people could travel the map with ease either …Hence the timer on the Jhabal sag claws that you make in the alter
As I wrote in another thread: The claws should not be faster than sprinting or consume more stamina (compared to normal sprinting) and everything would work fine.
And when they are still OP, remove the ability to put poison on it.
Also when FC wants to nerf sth: sheeting stuff/weapon switching, to abort animation to hit out more combos. THATS broken! But no one wants to talk about it, because the majority uses it…
Stamina usage is the reason why they are used heavily over any other weapon now.
Since the last patch that made heavy attacks use more stamina (except on daggers) they are the way to go.
BTW this change also changed low level PvP to daggers only because of the stamina usage. And bleed is broken in it’s current state.
But again, if the claws users are actually skilled players too then you lose. That’s the nature of being broken
i know there broke but iv seen my clan take out some of the “best” (their words not mine) pvp players on Eu official when they use claws and we use havoc malice or whirlwind blades…
Biggest threat now is getting locked in the warmaker dungeon😓 anyone else get door camped every time they farm it lol
So.
In many ways the bow meta was designed to counter the spear meta.
I realize that the claws can be beaten. It is true.
But the ability to close the gap even to a bow user shows that the claws mobility and stam drain really does need some balance.
The average spear user would need to sprint to me with my current build. Generally in one on one I would remove them from battle with 3 or 4 good shots from even a not so decent bow.
The claws can close gaps pretty quick. So you do need to bw quicker.
But. The reason why the JS claws were on a timer was the advantage the move set gave to the weilder in the forst place.
Its safe to assume that having a permanentent weapon with the same movement but higher base damage. (But with 0 effort to farm) requires looking into.
I only mention this because the Devs themselves made it very public that the reason JS claws were on a timer is because they were intentionally powerful because of the movement set and damage potential.
When the community looked at the crafting cost of the JS claws and asked for them to be permanent we were advised by the community forum leaders that it was not going to happen because of balance as well as the sheer power of the weapon.
Now. We have a better version obtainable by someone level 20 using set snake arrows and a hunting bow.
So when we do the math. We are basically giving something better than most legendaries (open the box at 60) or star metal, obsidian, Lemurian and even end game combat rewards to anyone who can kill a hyena boss. Which is less worriesome than a corrupted wolf.
Again. I don’t mind it in game. But it should be a weapon in par with weapons that fit the area in which you find it, or what you could craft.
That is pretty much on par with the DLC weapons or steele weapons you would craft. Perhaps at most a flawless version of that item with a t4 Smith.
Just my thoughts.
Exactly this.
yeah I actually abandoned my post earlier where I was just gonna say:
FACTS
Next patch from watching stream it looks like 2handers are going to be the next meta
curious to see how the spear light attack holds up to hyperarmor swings.
Yeah, looked silly to me. They didn’t fix the fundamentals problems with combat that are many, they just threw something new in like they always do.
Like instead of letting us aim all attacks up until mid-swing, they created a new attack set for two handed swords to help mitigate the side-stepping solely of that weapon when almost all weapons have this issue.
For some reason they can’t wrap their minds around a more flexible combat system.
Watching the stream they are consolidating moves sets for weapon s to create a sort of “style” or “class” for them. IE, it looks like the new 2 h ax and 2H are more AOE, eff sh.t up weapons, and the spear and new short sword are for confined precise attacks. Will see how it plays out on test live first. They really need to create a test live battle arena environments so we can test the combat more efficiently, than running around simulating normal game. Especially with a focused update on combat.
1 v 1 arena, group arena. Raid (def v Attackers) large map area etc.
The test live client they have now should be for load test and how it effect frame rate, loading times, etc.
We’ll see on Testlive but it doesn’t really leave much up to the imagination. It just appears to be more of the same rigidity dolled up differently.
This! FunCom, listen to this guy, if they have done this since when Combat revamp happened back on the weeks before launch, we would have a way better refined combat, all weapons would be in a better place.
This is really what takes for testing, make players jump right into action, ArenaNet made this on their stress tests before Gw2 launch, it worked wonders, the game came out with a very pleasant balance on the classes.
As long as weapons continue to require (sometimes vastly) different levels of effort to acquire, you can’t really just test them in a vacuum until they’re balanced though.
Clarification: that’s not to say a battle arena test is a bad idea by any means.
Im going to have to agree that there really is NO direct correlation between the effort required to acquire a weapon and it’s power (combat effectiveness).