You just explained how OP it is by yourself.I suggested that the typical melee should use their brain for once, instead of blindly tunneling in or hitting a WAR that is taking 30% less damage and reflecting up to 230 potency attacks back every attack. The fact that you refuse to wait it out and just want to write it off as WAR being OP is literally making me laugh out loud at this moment. If you didn't know, PLD/DRK also get Push Back (reflect up 180p attacks). if you can't be asked to use common sense (the avg melee doesn't have this), go monk and take it off.
I really don't know how anyone can find Vengeance/Push Back overpowered... Any situation where they'd actually have a significant impact strikes me as a situation in which you can and should ignore the tank... If you're unable to shift focus off the tank and/or don't have any support to help/heal you while you take that damage, that's all on you... Until they change Provoke to function like Thrown for a Loop, Push Back is entirely ignorable, I only use it when I know I'm dealing with idiot DPS or if I'm running into a situation where I know AoE knock backs will likely go off without any attention being payed... The only time I actively use Push Back for its damage is in conjuncture with Living Dead (and Bloodbath) while I'm pulling a group of morons away from their objective/support... Again, if people are being baited by a good tank, that's their fault... You can not chase me and I'll either die to Walking Dead, or not be in a favorable position to drain enough HP and Purify, the only reason I can make good use of Push Back in these situations is because, rather than going "My team will kill them", everyone goes "I can get an easy kill!" and starts fighting their own team to land the last blow on me while I take full advantage of that... It's a win-win situation for me, even if I die I've pulled a fair number of people away from the objective and slapped them with Heavy...
The only sense I can see this as being overpowered, is in the sense that the solution is to let the tank get away... As if tanks are just meant to be killed in PvP... If anything, that's the role of melee DPS, they're the pawns that just trade kills... A few good ones reach the other side of the board and are amazing, but most are just fodder and the apparent inability to stop tunnel visioning tanks, of all things, just reinforces that IMO... Tanks are meant to be more survivable on their own, and Push Back/Vengeance enforces that... If there is any issue with Warrior specifically, it sure as hell doesn't stem from those abilities...
That feel though when you solo a WAR as a melee. I know that just means the WAR is trash since that should never happen but its still hilariously satisfying nonetheless when it happens. Soloe'd one last night who had all CD's up (even popped Holmgang near the end) as a DRG (I didnt even use melee lb). Oh how I wish I could have read his party chat log as I stood over his lifeless corpse popping heavenscrackers lol. A war at 100% HP dying solo to a DRG, cant get much more embarrassing than that.
P.S After the match was over I checked the battle logs and found out who that flame WAR was. Needless to say I'll never let you live that down my friend >.>
Last edited by Dimitrii; 07-19-2016 at 03:09 AM.
It's because people don't ignore the tank, so long as the tank looks like a viable kill target. This is gonna sound harsh, but mot Dps players are fairly mindless in their pursuit for a kill credit. Asking them to think while they fight is like asking an infant to do long division.
Quite frankly, Warrior is fine. If anything, the only "overpowered" thing about that job in PvP is that it's maximum potential vastly outweighs the amount of skill it takes to play. It's true that they get a much higher return out of Push Back (using Vengeance) than Pld's and Drk's, but that's not really a problem with War. That's a problem with Pld and Drk, and even then, a Pld can still potentially out-play a War in a coordinated pre-made.
If nothing else, I enjoyed feast simply because I could get in 10-30 matches a night with the low que times. Still love the hell outta secure and slaughter, wish theyd give a fulltime 24-man only option insteada just in que downtimes though. But ya..was disgusted with seal from day one as it was possible to win matches without engaging even once (that and the constant insistance to AVOID combat as much as possible.) And while shatter's not as bad, having to stop fights to go beat on a stationary icerock every 2 minutes halfway accross the map just kinda gets in the way of some good healthy bloodlust. Side objectives should be built to enhance actual pvp..as a supplement...not the other way around. Thats what PvE is for.
Not sure if it's been mentioned in this thread but I'd love to see decay added to ranking. Require players to play a minimum of say 10 games per week to keep their standing otherwise it begins to drop as the weeks go by. And make it percentage based so top players stand to lose more by not playing that way they're in queues giving others a chance at them instead of those players jumping out to a big lead and then just never queueing again and coasting the rest of the season.
Why penalize top players? They're already penalized by being forced to play with players of lower skill, risking their ranking. No, just no.Not sure if it's been mentioned in this thread but I'd love to see decay added to ranking. Require players to play a minimum of say 10 games per week to keep their standing otherwise it begins to drop as the weeks go by. And make it percentage based so top players stand to lose more by not playing that way they're in queues giving others a chance at them instead of those players jumping out to a big lead and then just never queueing again and coasting the rest of the season.
"Dream lofty dreams, and as you dream, so you shall become." - James Lane Allen
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