I have Time playing this game and i jsut want know if they think about to nerf the Grab, i think is really infair play agains Classes than have it, and i want know what ppl think about this, would appreciate any commment about this
It a completely OP mechanic that has zero counterplay an is basically an I win button. But sadly it also needs to stay cause there 6 classes in this game who are permanently immune to CCs, thanks to their protected zero gap SA/Iframe rotations or to their ability to just stay in Q block which makes them completely immune to being CCed. Honestly only way to accept grab mechanic nerfs is to accept SA nerfs on Casters, Warrior, Valk, Guardian, and Nova.
i know it, but it need to be nerf, playing agains someone than have grabs like Striker, or mystic than they grab is super armor(Knockdown) Wtf, is so ridiculous, they have almost all skill protected and the grab too? and the matchup is decides with a Grab? and sry bro my english is not good i just try
i know it, but it need to be nerf, playing agains someone than have grabs like Striker, or mystic than they grab is super armor(Knockdown) Wtf, is so ridiculous, they have almost all skill protected and the grab too? and the matchup is decides with a Grab? and sry bro my english is not good i just try
Ya I know it frustrating I mean warrior, guardian an Valk only counter is grab but they themselves have some of the most OP grabs in game because of their burst speed an how fast their grab animation is. But main issue with this game isn't just one mechanic it a massive combination of broken mechanic both in terms of brokenly OP and brokenly unplayable or unusable. Nerfing just one OP mechanic will make the other OP mechanics that much more frustrating to deal with. We need mass changes to core systems in this game to solve the balancing problems that pledging not only PVP but also PVE as well.
Ya I know it frustrating I mean warrior, guardian an Valk only counter is grab but they themselves have some of the most OP grabs in game because of their burst speed an how fast their grab animation is. But main issue with this game isn't just one mechanic it a massive combination of broken mechanic both in terms of brokenly OP and brokenly unplayable or unusable. Nerfing just one OP mechanic will make the other OP mechanics that much more frustrating to deal with. We need mass changes to core systems in this game to solve the balancing problems that pledging not only PVP but also PVE as well.
That is absolutely correct, but there is a better answer. Pearl Abyss had years to balance the game. They released update after update after update trying over and over failing every single time.
That's one of the main reasons to advocate for PVE servers. Pearl Abyss promised again and again, but they have a history of non stop failures. Even when trying to fix things up provide updates, they just result in more failure.
Succ Wizard isn't the ONLY example it's just ONE example. All these other issues are true as well. Grab isn't just broken in 1v1, it's the ENTIRE FIGHT. With game play this bad I simply can't enjoy the PVP at all. Nor would I enjoy going into a Siege or RBF and just being smashed by a wall of damage.
It's not well thought out. It doesn't perform well. It's simply NOT FUN.
Also if you add even the slightest bit of lag or desynch to the situation, the entire system crumbles.
You don't really need to nerf grabs. If they decided 'ok need to fix grabs' There's a pretty easy fix... Do something similar to Frozen/Ice status where you can't take much damage for a short period after grab. Then it becomes more of a CC than an I-win button.
Doesn't really fix anything though. There's just too much damage in the game. You can be 1 combo'd from a stun or a float just the same.
You don't really need to nerf grabs. If they decided 'ok need to fix grabs' There's a pretty easy fix... Do something similar to Frozen/Ice status where you can't take much damage for a short period after grab. Then it becomes more of a CC than an I-win button.
Doesn't really fix anything though. There's just too much damage in the game. You can be 1 combo'd from a stun or a float just the same.
That doesn't work at all as classes like Zerker & Striker rely on grabs to then do damage combos.
Also, there isn't to much damage in the game. Sadly there isn't enough damage being done currently. Sure it's a complete slop fest, but the reality is the MORE damage output the more balanced the game is.
Sure it's terrible game play, but the point is it prevents even worse game play.
Classes that become unkillable.
Mobility to run away and heal infinitely
Some classes doing damage combo's while others don't
General class balance and modifiers
Massive damage output is an equalizer to help prevent all the other broken garbage ;)
That doesn't work at all as classes like Zerker & Striker rely on grabs to then do damage combos.
Also, there isn't to much damage in the game. Sadly there isn't enough damage being done currently. Sure it's a complete slop fest, but the reality is the MORE damage output the more balanced the game is.
Sure it's terrible game play, but the point is it prevents even worse game play.
Classes that become unkillable.
Mobility to run away and heal infinitely
Some classes doing damage combo's while others don't
General class balance and modifiers
Massive damage output is an equalizer to help prevent all the other broken garbage ;)
Pretty much,if you cant kill someone in one combo then your likely never going to beat them.They will be gone and you wont see them again til they are fully healed.
That doesn't work at all as classes like Zerker & Striker rely on grabs to then do damage combos.
Also, there isn't to much damage in the game. Sadly there isn't enough damage being done currently. Sure it's a complete slop fest, but the reality is the MORE damage output the more balanced the game is.
Sure it's terrible game play, but the point is it prevents even worse game play.
Classes that become unkillable.
Mobility to run away and heal infinitely
Some classes doing damage combo's while others don't
General class balance and modifiers
Massive damage output is an equalizer to help prevent all the other broken garbage ;)
This is essentially how I feel: equal damage output for each class is what would ensure balance at this point. There are so many layers of broken mechanics that the ultimate equalizer is high damage output from all classes. When every class can down all others at the same rate, you cannot really complain that one is too powerful.
Yes, it's not perfect, there are still some things to look at, but it's the best fix out of all instead of trying to tweak billions of little broken systems. You can work on those in the aftermath.
It a completely OP mechanic that has zero counterplay an is basically an I win button. But sadly it also needs to stay cause there 6 classes in this game who are permanently immune to CCs, thanks to their protected zero gap SA/Iframe rotations or to their ability to just stay in Q block which makes them completely immune to being CCed. Honestly only way to accept grab mechanic nerfs is to accept SA nerfs on Casters, Warrior, Valk, Guardian, and Nova.
I mean the casters wont take any nerf suggestions even though it gives them a frontal guard more ways to be CCed then just infinate super armor and only a grab as a viable way to win. And yet they constantly complain about grab more then any other class in the game. Hmmmm Bias much?
Warrior, Valk, Guardian , nova I mean everyone knows these classes are strong but Nova is just a walking shield unless she uses awakening and then shes vulnerable unless shes in her power house mode and is dashing around everywhere. I dont see Nova as the issue.
Guardian has the same issue as witchards just to a smaller degree because shes way way slower and easier to grab honestly because most of her damage is forward and not a huge AOE around her.
The other 2 I mean warrior might as well be a better musa with how he moves around it also looks completely unintended because it is LOL
I mean everyone knows whats wrong with Valk.
Is what it is you want grab nerfs then accept changes and ideas rather then defend things like perma super armor.