Punching Daggers/Claws - The current META weapon in PvP

If you look at them, you will quickly notice:

  • Very low skill ceiling to get into PvP
  • Faster than any other weapon in the game → can trade anything
  • Sprint Attack is insane. Good AoE, Good Reach and if you time it correctly, you can catch up to running players
  • Low stamina usage. I can left click for days with them.
  • Heavy attacks are basically useless because the sprint attacks/light attacks outshine
  • Very easy to farm good weapons in Warmaker:

They are even faster than daggers. And people always complained about daggers being a noob weapon. But this weapon type takes the cake.

What do we do now? They are useful in PvP. Nerfing them would destroy the weapon, just like they did with 2h pikes/spears.

Current tactics are running in circles and spamming sprint attacks with them. Counters? Cripple and out damage them with a lucky katana overhead or 2h hammer overhead or bow. But even bow users struggle against claws, because of the points mentioned above.

What can be done to bring this weapon in line with the other weapons wtihout doing the 2h spear treatment.

Shoot them. I usually shoot them with my bow.

Yes, cripple works. But cripples works against everything.

But I also wish you good luck shooting on the current server performance :joy:

Well…Ok. You got me on that part. The lag really makes it a nightmare.
I have been successful with Short Sword and Shield and my buddy seems to be able to manage with Mace and Shield. The Shield being the main component here.

Okay, interesting regarding the shield.

But aren’t you afraid that in a teamfight they will attack you from behind? Having 5 of them run around in circles is not easy to block.

Well yes. Of course. But just like in the books I read, I just hopefully have a wall/cliff/Something behind me so that they can’t get my flank. I do agree that the weapons need tuning, or more importantly something like the “Pike” should be it’s foil. Or the Maul/Hammer.

In their current state not really possible. If the two hander’s special move was not a chop but a wide swing in a decent arc then it could be good.

Honestly, claws are great weapons. Daggers and punch daggers as well. I would hate to see nerfs to them, when other weapons should be designed to be their undoing.

simply not make them easy to get with a nearly guaranted drop of a dungeon you can cheese at low level as it was already explained during beta, and remove qlock from official pvp that is the other point that make this weapons deadly especially with lag. and nerfing it is not the solution.

Heck, I’d vote to remove q-lock entirely. But, fair enough, some folks like it for PVE and it’s not doing any harm there (except to their own enjoyment of learning the combat), so I’d support removing it for PVP. (From what I’ve seen over the years from PVPers, pretty much everyone would support removing q-lock from PVP…)

its exactly what pvp players of beta have said, inflexion was convinced to remove qlock but problem was it was under control of funcom because its them that configure server… and i think the problem come from same side for live setlement which is an heresy with current state of server and which is also not compatible for pvp server… so we go again is the game done for players or not funcom ?

One option would be to disable the lock-on on other players. It’s just a simple check if the actor has a player controller.

That would be a logical solution. Or presumably similarly simple to just set it to off by default on all PVP servers (since it’s already a server setting - I keep it off by default even in singleplayer…). The one problem with the second solution being that there is a journey step that requires you to lock on to an opponent, so that would probably need to be changed.

Since they are faster than daggers, maybe reduce Berserkers Fistblade damage down to 45 and Diseased Spike down to 40?

Best daggers in the game have 46 damage and they are harder to find than these 2.

for me solution is not nerfing, nerfing has never been a solution it just kill content., problem is not the output damage, prb is the guaranted hit without skill, and attack speed linked with lag.

Hmm, speed up all other weapons? :smiley:

as we said it during beta

no easy drop of those weapons, so removed from the warmaker nearly guaranted drop and put them with random drop of others legendaries weapon

no qlock

and those weapons will be no more meta.

The problem is that every weapon staggers the same on every hit. 1 light attack from a light and fast weapon should not interrupt a heavy swing from a Warhammer for example.

If someone using these weapons knew they’d trade a hit, rather than interrupt a heavier hit with a heavier slower weapon, they would have to think more about timing and spacing rather than brain-dead light attack spam.

This is the way to balance rather than a nerf to damage.

Big problem is also lag registering the timing of attacks on each other.

I like this idea.

Heavy attacks can stagger light and heavy attacks.

Light attacks can only stagger light attacks.

Sprint attacks never stagger heavy attacks.