I just prop totems really. No sense in asking me to fight. When I do fight, it's for fun. Not to avenge my ego. When I do fight, it's never against priests, alchemists, or occies because that's just not fun to me.
you may keep asking however, and I will continue giving the same answer.
I get what you're trying to say, and I'm sorry you're the person who said this and so you're going to be singled out, but...
I can't think of something much more boring to play against than this mentality, right here. (I mean the whole I'll-only-fight-in-groups-and-never-if-I-think-I'm-going-to-lose attitude, for the record)
I dunno. Priests, Alchemists, Occies pretty much ARE the least fun to fight. Can't say I blame Aepas. As people in Imperian say, 'Lol @ people who want to be big shots, yet main Priest' - Not directed at Lavakhi, she seems to genuinely be trying, but definitely can't fault Aepas.
I just prop totems really. No sense in asking me to fight. When I do fight, it's for fun. Not to avenge my ego. When I do fight, it's never against priests, alchemists, or occies because that's just not fun to me.
you may keep asking however, and I will continue giving the same answer.
I get what you're trying to say, and I'm sorry you're the person who said this and so you're going to be singled out, but...
I can't think of something much more boring to play against than this mentality, right here. (I mean the whole I'll-only-fight-in-groups-and-never-if-I-think-I'm-going-to-lose attitude, for the record)
In all honesty very few people have the high ground to speak out against said attitude. Unless you're out there dueling all comers 24/7 can't say much.
Sometimes people don't want to duel, or have other things they'd rather be doing. It's hard to fault people for that unless they're regularly running around in like 10v1 ganksquads.
To start, it's a 5-alias-win-class, at least in my low tier. You know, the last few couple of days as I am getting these tips and tricks from you guys, I'm realizing that Priest probably needs to be toned down. Probably by a lot. I can just feel the slack I'm going to get for saying this already. But when I really sit here and think about if a truly competent person were to play Priest, just how quickly people would be calling out for nerfs. Granted, this is coming from an incompetent person fighting mainly other low/mid tier fighters. Just in tweaking my aliases here and there with the tips you guys have given, a person I sparred two days ago acted as if she were blown away by my progress. So yes, I don't really blame anyone anymore for not wanting to fight me. It sucks for people who have to work really hard to count limbs + watch rebounding + track afflictions + watch their defensive...while I sit here throwing down three rites, type in hunt heresy, type in two more aliases to smite/chasten/disrupt/spiritwrack my way to victory. It does feel good to go from 0 kills to grabbing a handful this week, but I don't blame anyone anymore. Do whatever makes you happy.
Speaking from my -own- experience, at least. Deathball classes are extremely annoying to fight against. If you try to fight toe-to-toe and outpace them, you're very likely going to straight up lose, which is especially hard if you also rely on momentum.
Alchemists have no 'real' way to prioritise against. Once they have you at a point where humours need to be cured, they can just lock you with truewrack affs, with intelligent tracking (even without phlegmatic route) - this basically leads to the only 'real survival tactic' be running constantly, and you have to run a lot more than the other two, if you want to reset their prep fully.
Occultist, maybe it's just because the only two 'top' Occultists are -really- good at their class (although Seragorn even switched lately because of how awkward it is), both of their strats (Josoul particularly) though were death if you stayed once you got cadmus'd (which itself is very quick to get). Cadmus -> Hecate when ent bal is back -> whisperingmadness when they got bal back -> enlighten -> unravel, was quite literally the sequence. Yes, it was that quick, but alas, if the strat got nerfed then Occultist would be absolute ass. It's already taken the nerfbat a fuck load as it stands, because people would rather nerf a class into the ground and remove fun things, than to adapt / make alternative suggestions.
Priest, health/mana pressure at the same time 2 stronk. Demons rite, angel spiritwrack (woo hidden justice/masochism! - yes it's 1 tick before it's realised, but that adds up) + cleansing (?) rite stripping damage reduction buffs = ow. Coupled with earth (?) disrupt increasing herb bal to 2 seconds, which also counts on the herb that cures the disrupt = perma 2s herb bal. Balance-free diagnose <other person> before every combo = disrupts are too easy to stack. Basically any form of curing after a few rounds = you take mana damage, on top of their demons rite / occasional sap/lash for mana. Once inquisition is fired off you better gap the fuck out.
Also obligatory healing skillset complaint if you're an aff-reliant class. Yes this locks them out of doing disrupt that balance, but they still don't lose pressure since they can smite/chasten with their heal. And if you force them to bedevil, that still means you'll be fighting against your own afflictions + theirs on occasion.
I don't think I missed anything, but I might've since I'm tired as fuck. (I also may have overstated a couple of things, due to my hate for those 3 in particular, but they can still be obscenely unfun at times)
@Cynlael right on point. They are not meant to prioritize against, you don't stand and cure them down. These are the classes that people need to run away from, hinder them smartly, or totally do a lot of top things to win against.
That said, they are not unbeatable. Some classes do walk over them. Some top tiers people, do outclass them consistently too.
I feel like Occie, Alchie and Priests are the 3 very well designed classes for each factions (well you need to count Sentinel to make it 4) that has the flavour to jump people and kill them quickly, and the only solution is to run, and it's hard to run away from without getting severely punished.
That's the point of multiclass, so we can change class and fight the same person without the person walking over you consistently with the same class.
The good thing about Achaea is that all classes CAN beat all other classes. Some classes will struggle against other classes, but winning is definitely -possible-... There's just basically the point Aepas was pointing out: some classes are so unfun to fight, that it's just not even worth it. Add to it the fact that sometimes, said classes are played by -people- who're unfun to fight. If you were an Occultist you'd see that, there's a number of people who turn into Forrest Gump -before- Cadmus even lands. aka people who can't perceive danger, or like as little risk as humanly possible, and run for the hills when all they have is two meaningless afflictions. I get that running is a perfectly viable strategy, but honestly, don't complain if people stop wanting to fight you when your running comprises 95% of the fight.
Yeah, all four of the "momentum" classes are pretty annoying to fight against, in my opinion. Their brute-force approach tends to mean smart prios and good defense don't matter as much (emphasis for nitpickers) as against other classes, and they tend to be hard to hinder. Most of the time you can delay them but they'll still kill you if you don't run, because they're designed that way. And because running is the intended counter to them, they have countermeasures to prevent running, which is almost invariably RNG-based, (Some of which I think are way too effective.) which means that even if you played perfectly and tried to flee at the right times, you still die.
They just leave a bad taste in my mouth a lot. Unless you're a class with Evade or with some other class trick to stop them cold, it can feel like death was inevitable, (2H can feel especially
futile with its choice between curing frack momentum or health damage) or that your opponent
didn't kill you, Piety/Tentacles/Homunculus/Tendons did. ("That was a great fight, your RNG is on-point!" said no one ever) The best solution becomes "don't fight them", either in a figurative sense where you end up running/looping shield so often that you don't get to spend much time on offense, or in a literal sense, where you just avoid those classes. The former isn't much fun, and the latter makes you bitter.
I think the underlying design philosophy of these classes is valid, but we haven't found their balanced sweet spot, yet. Or if they are balanced, they're balanced for the top 10% and the rest of the game is kinda left without a prayer. (Either in terms of health/mana needed to survive, or in terms of scripting prowess to cure properly and survive)
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
I just prop totems really. No sense in asking me to fight. When I do fight, it's for fun. Not to avenge my ego. When I do fight, it's never against priests, alchemists, or occies because that's just not fun to me.
you may keep asking however, and I will continue giving the same answer.
I get what you're trying to say, and I'm sorry you're the person who said this and so you're going to be singled out, but...
I can't think of something much more boring to play against than this mentality, right here. (I mean the whole I'll-only-fight-in-groups-and-never-if-I-think-I'm-going-to-lose attitude, for the record)
Luckily, you don't even have to play against this mentality because it's not going to play with you. Nobody said I was going to try and win, especially not me. Anyone that's seen me fight is just going to plaugh. My win streak is pretty much against newbies that I am explaining the curing system against. On that note I still enjoy combat against most prep classes and lock classes because I know what to look out for and can at least involve some counter play. If I was to fight a priest or something else, I am pretty sure it would devolve into me running and propping a totem or repeatedly running and spamming thurisaz until I felt like I could just blatantly outdamage someone. Does anyone want to fight against that? probably not. Is it a perfectly valid tactic? I sure think so. Pick your battles that are going to be fun against other people. Or you can just come jump me while I'm hunting, that's also a valid tactic if you really want to kill me and it happens all the time.
On top of that, I don't see how only fighting in groups is any less of activity than fighting one on one. usually I don't even get kills in raids because I'm just a totem propper. I'm a support class, I'm there to see the raid win, not to get my solo kills that way and brag about how great I am.
It's like saying you hate those dirty RP'ers because all they do is talk and never fight. Shame on them only playing when they'll get their enjoyment out of something and never want to fight because they'll lose.
I used to duel quite a bit as a priest (who would have guessed that), but since the shift to sylvan and then apostate, I've dueled a great deal less because I've struggled more (again, who would have guessed that!). Really in general, a lot of my combat interest has waned in face of not really finding a particular mechanic of playstyle that I enjoy playing as and actually have access to. I never really found a great "love" for combat again after priest was no longer an option. And believe me... I've tried.
On the contrary, the way to usually see me get out and fight at all is via group combat, because despite not being terribly great or enthused by one vs. one, I actually know my group roles (apostate anyway, still learning magi) very well. Always room for improvement, but I can enter a raid confidently knowing the general things I'm supposed to be doing and looking out for.
My primary focus, however, will always be roleplay. Combat is a secondary to me, something I dabble in, and group combat allows an easier way to dabble and get involved than one vs. one does for me, personally.
As an aside, have you ever seen an apostate and priest fight? It's god awful. Like really. It's just absolutely cringe-worthy to watch. My last duel was, in fact, against a priest, and I think it lasted a full half hour (and only because they weren't an old hat to the class). Do not wish to repeat.
And I love too Be still, my indelible friend That love soon might end You are unbreaking And be known in its aching Though quaking Shown in this shaking Though crazy Lately of my wasteland, baby That's just wasteland, baby
In my opinion momentum v. momentum is fun (affliction chicken!), but prep v. momentum tends to be boring for both parties.
As someone who pretty much always plays some flavor of momentum class, the most boring fights for me are against slow preppers. I think prep v. momentum is just not designed super well because it encourages (sometimes necessitates) slow prep.
Whereas prep v. prep probably only sucks when you're fighting blademaster and they execute 50 kill setups, leaving you with -5000 willpower before you get them prepped once.
In short though, I do think which classes are least fun to fight against will vary based on your own class (and perhaps your knowledge of how to beat the opponent class).
I think momentum vs prep is just badly balanced and maybe impossible to balance. I'm not sure what to really do about it, because prep is just stronger if you want to fight with an 'at all costs' mentality. Maybe give everyone a form of prep, but that's kind of boring.
Amranu points an imperious finger at you. Hmmmm. Why must everything be so difficult to figure out? A dull ache builds behind your eyes. 7233h, 5726m, 95% cexkdb[haem impat par bld(160) st ast]- Amranu - 18:18:06.97 [0] NE|SE (+240h, 3. 3%) You may eat another plant or mineral. (1.478s) 7233h, 5726m, 96% cexkdb[haem impat par bld(160) st ast]- Amranu - 18:18:07.18 [0] NE|SE [Curing]: OUTR PLUMBUM You remove 1 plumbum, bringing the total in the Rift to 568. 7233h, 5726m, 96% cexkdb[haem impat par bld(160) st ast]- Amranu - 18:18:07.42 [0] NE|SE [Curing]: EAT PLUMBUM You eat a plumbum flake. (Imp or Stu?) You aren't such a complete idiot anymore. (0.48s) 7233h, 5726m, 96% cexkdb[haem impat par bld(160) ast]- Amranu - 18:18:07.42 [0] NE|SE Amranu points an imperious finger at you. Hmmmm. Why must everything be so difficult to figure out? A dull ache builds behind your eyes. 7233h, 5716m, 96% cexkdb[haem st impat par bld(160) ast]- Amranu - 18:18:07.98 [0] NE|SE (-10m, 0. 2%) Your mind is able to focus once again. (2.348s)
@Rangor didn't show up for Twins On the bright side, teamed up with @Kythra and almost had Xinna truelocked(one wrack away). I made a few big mistakes(like not proning her) and I thought impatience was stuck too, hence the voyria.
Oh well, next time. :chuffed: Super close though and quite lucky on @Xinna 's end.
Regarding the end of the log, dual blunt just has pretty crazy limb damage, especially with flails. I think there's a limb damage bonus from attacking an already broken limb of a prone opponent (I know there's definitely a regular damage bonus), which probably helps. Likely needs to be toned down a bit, though.
Can confirm, there are bonuses to attacking limbs in situations when your opponent is prone. They are:
Opponent is prone: Health damage bonus Opponent is prone/broken limb and you hit that limb: Health damage bonus(cumulative with the prone bonus) and a limb damage bonus.
From what I have found the limb damage bonus makes it easier to mangle a limb by about 1 hit average. So if it takes 5 hits to break a limb, then you can mangle it in 4 hits if the opponent is prone, broken and you're hitting the broken limb.
I'm still working out a limb damage formula, and I have about 300 points of data if anyone is interested in helping!
From what I see. Victim of Ainly: 5415 max health. I'm going to use <ability name> as a substitute for whatever the dsl style ability is.
It took 3 <ability name> hits to break their leg. That's 5 individual slashes and it broke on the first slash of the 3rd hit. So when the leg was broken, it then took 3 individual slashes to mangle it, that's only one <ability name> to take the leg from broken to mangled (level 2 to level 3 break) because:
HIT LEG (1, 2) HIT LEG (3, 4) HIT LEG (5=break, 6) HIT LEG (7, 8=mangle)
That's almost 100% increase in limb damage while prone?
The finishing combo was break left leg/prone, mangle left leg, assault head for kill with 2k+ damage burst. How can anyone without a stupid high amount of health survive that..? Sounds crazy
DWB gets a limb damage bonus if hitting a prone target, yes. Then it gets a bigger limb damage AND health damage bonus if hitting a prone target's already-damaged limb, and a BIGGER health damage bonus if that limb is already mangled. Anyone with 4k health or less should never fight DWB, because once they break and prone one leg, they can mangle it with a single flail doublewhirl, and you'll never stand again. Up to 6k can still be kept mangled/prone for about 8-12 sec if the DWB knows what he's doing, and it hurts while doing it.
Pulp is actually a pretty devastating instant kill after some changes they made early on, in my experience. The balance on morningstars and Assault lets them achieve it even if you prio optimally; (Unless you ignore legs completely, which carries its own risks) so you have to tumble -very- quickly over a wall or some other obstacle to have a chance. Even if you avoid it, you're left vulnerable to mangled-limb damage spikes. I'd say anyone below 4500 health doesn't have much of a prayer to survive DWB damage, and even as a Algiz/Fullplate-wearing Dragon Runewarden, I fear it.
DWB's just suffers from a lack of hinder, really, since it needs max Momentum to attempt the Pulp fork, and that can feel futile against classes that can hinder it consistently or have kills that force it on the defensive often.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
Seems a little much, to be honest. Sure I could have tumbled, but with 40% combos while prone even if I had tanked the 2nd combo the third would have broken me again.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Seems a little much, to be honest. Sure I could have tumbled, but with 40% combos while prone even if I had tanked the 2nd combo the third would have broken me again.
you're supposed to keep him missing with xentio/curare silly. He won't get his momentum then.
Seems a little much, to be honest. Sure I could have tumbled, but with 40% combos while prone even if I had tanked the 2nd combo the third would have broken me again.
It's more satisfying to see a pulp getting pulled off than damage kill. Damage kill is like arty-war...Still, it worked, like what @Aerek said, less than 4500 health is gonna struggle against DWB damage.
Classes that have a modus operandi of "do not fight if below X health" don't belong in Achaea. You also shouldn't be able to drop 500 bucks on l3 flails or whatever and scrub someone out with prep damage solo.
If you drop 500 bucks into artefacts, to be fair, you could do this with (old?) Monk, I wouldn't be surprised if you could do it with all of the current knight classes, can do it with blademaster, magi and sylvan. Health has always been a gating factor when fighting against artefacts, from personal experience. Still haven't seen anyone prove to the contrary, not even Vaehl/Ayo. DWB looks ridiculous from a mechanical stand point. Ainly was fighting someone with near 5k health and could prone/break and mangle in the next attack with damage scaling on prone/broken limbs? Like, wtf is that.
Yeah, I've voiced concerns over DWB since the beginning. It's just been waiting for the right person to pick it up and make waves with it, showcasing not only the absurd damage it can deal, the mangle locks it can inflict, and the legitimately deadly Pulp fork if they can build their momentum through hinderance. Ainly's the first DWB I can think of to really get out there and fight everyday with it, so he's kinda doing a community service. And he's Infernal. Tack Hugalaz onto those flail hits and bask in that hilarity.
It is a precarious balance, though. DWB can feel woefully overpowered in some instances, and woefully underpowered in others. Like Kiet said, it has to be a little ridiculous because it's not very flexible. It would probably benefit from a lower flat component to its damage, and a higher scaling component, so that it can still deal real damage to artie dragons, without instantly wtfpwn'ing <5000 health. (I have 4900 with Algiz and fullplate and still get owned pretty easily)
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
It is a precarious balance, though. DWB can feel woefully overpowered in some instances, and woefully underpowered in others. Like Kiet said, it has to be a little ridiculous because it's not very flexible.
Yes. DWB doesn't leave any room for creativity. It does what it does well, but if someone can tank it and knows hows to deal with it, it becomes very ineffective.
Comments
I can't think of something much more boring to play against than this mentality, right here. (I mean the whole I'll-only-fight-in-groups-and-never-if-I-think-I'm-going-to-lose attitude, for the record)
Sometimes people don't want to duel, or have other things they'd rather be doing. It's hard to fault people for that unless they're regularly running around in like 10v1 ganksquads.
Alchemists have no 'real' way to prioritise against. Once they have you at a point where humours need to be cured, they can just lock you with truewrack affs, with intelligent tracking (even without phlegmatic route) - this basically leads to the only 'real survival tactic' be running constantly, and you have to run a lot more than the other two, if you want to reset their prep fully.
Occultist, maybe it's just because the only two 'top' Occultists are -really- good at their class (although Seragorn even switched lately because of how awkward it is), both of their strats (Josoul particularly) though were death if you stayed once you got cadmus'd (which itself is very quick to get).
Cadmus -> Hecate when ent bal is back -> whisperingmadness when they got bal back -> enlighten -> unravel, was quite literally the sequence. Yes, it was that quick, but alas, if the strat got nerfed then Occultist would be absolute ass. It's already taken the nerfbat a fuck load as it stands, because people would rather nerf a class into the ground and remove fun things, than to adapt / make alternative suggestions.
Priest, health/mana pressure at the same time 2 stronk.
Demons rite, angel spiritwrack (woo hidden justice/masochism! - yes it's 1 tick before it's realised, but that adds up) + cleansing (?) rite stripping damage reduction buffs = ow.
Coupled with earth (?) disrupt increasing herb bal to 2 seconds, which also counts on the herb that cures the disrupt = perma 2s herb bal. Balance-free diagnose <other person> before every combo = disrupts are too easy to stack. Basically any form of curing after a few rounds = you take mana damage, on top of their demons rite / occasional sap/lash for mana. Once inquisition is fired off you better gap the fuck out.
Also obligatory healing skillset complaint if you're an aff-reliant class. Yes this locks them out of doing disrupt that balance, but they still don't lose pressure since they can smite/chasten with their heal. And if you force them to bedevil, that still means you'll be fighting against your own afflictions + theirs on occasion.
I don't think I missed anything, but I might've since I'm tired as fuck. (I also may have overstated a couple of things, due to my hate for those 3 in particular, but they can still be obscenely unfun at times)
That said, they are not unbeatable. Some classes do walk over them. Some top tiers people, do outclass them consistently too.
I feel like Occie, Alchie and Priests are the 3 very well designed classes for each factions (well you need to count Sentinel to make it 4) that has the flavour to jump people and kill them quickly, and the only solution is to run, and it's hard to run away from without getting severely punished.
That's the point of multiclass, so we can change class and fight the same person without the person walking over you consistently with the same class.
aka people who can't perceive danger, or like as little risk as humanly possible, and run for the hills when all they have is two meaningless afflictions. I get that running is a perfectly viable strategy, but honestly, don't complain if people stop wanting to fight you when your running comprises 95% of the fight.
They just leave a bad taste in my mouth a lot. Unless you're a class with Evade or with some other class trick to stop them cold, it can feel like death was inevitable, (2H can feel especially futile with its choice between curing frack momentum or health damage) or that your opponent didn't kill you, Piety/Tentacles/Homunculus/Tendons did. ("That was a great fight, your RNG is on-point!" said no one ever) The best solution becomes "don't fight them", either in a figurative sense where you end up running/looping shield so often that you don't get to spend much time on offense, or in a literal sense, where you just avoid those classes. The former isn't much fun, and the latter makes you bitter.
I think the underlying design philosophy of these classes is valid, but we haven't found their balanced sweet spot, yet. Or if they are balanced, they're balanced for the top 10% and the rest of the game is kinda left without a prayer. (Either in terms of health/mana needed to survive, or in terms of scripting prowess to cure properly and survive)
Pick your battles that are going to be fun against other people. Or you can just come jump me while I'm hunting, that's also a valid tactic if you really want to kill me and it happens all the time.
On top of that, I don't see how only fighting in groups is any less of activity than fighting one on one. usually I don't even get kills in raids because I'm just a totem propper. I'm a support class, I'm there to see the raid win, not to get my solo kills that way and brag about how great I am.
It's like saying you hate those dirty RP'ers because all they do is talk and never fight. Shame on them only playing when they'll get their enjoyment out of something and never want to fight because they'll lose.
On the contrary, the way to usually see me get out and fight at all is via group combat, because despite not being terribly great or enthused by one vs. one, I actually know my group roles (apostate anyway, still learning magi) very well. Always room for improvement, but I can enter a raid confidently knowing the general things I'm supposed to be doing and looking out for.
My primary focus, however, will always be roleplay. Combat is a secondary to me, something I dabble in, and group combat allows an easier way to dabble and get involved than one vs. one does for me, personally.
As an aside, have you ever seen an apostate and priest fight? It's god awful. Like really. It's just absolutely cringe-worthy to watch. My last duel was, in fact, against a priest, and I think it lasted a full half hour (and only because they weren't an old hat to the class). Do not wish to repeat.
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
As someone who pretty much always plays some flavor of momentum class, the most boring fights for me are against slow preppers. I think prep v. momentum is just not designed super well because it encourages (sometimes necessitates) slow prep.
Whereas prep v. prep probably only sucks when you're fighting blademaster and they execute 50 kill setups, leaving you with -5000 willpower before you get them prepped once.
In short though, I do think which classes are least fun to fight against will vary based on your own class (and perhaps your knowledge of how to beat the opponent class).
Gotta rave your accuracy!
Oh well, next time. :chuffed: Super close though and quite lucky on @Xinna 's end.
https://ada-young.appspot.com/pastebin/2ea8a97d
[ SnB PvP Guide | Link ]
Opponent is prone: Health damage bonus
Opponent is prone/broken limb and you hit that limb: Health damage bonus(cumulative with the prone bonus) and a limb damage bonus.
From what I have found the limb damage bonus makes it easier to mangle a limb by about 1 hit average. So if it takes 5 hits to break a limb, then you can mangle it in 4 hits if the opponent is prone, broken and you're hitting the broken limb.
I'm still working out a limb damage formula, and I have about 300 points of data if anyone is interested in helping!
It took 3 <ability name> hits to break their leg. That's 5 individual slashes and it broke on the first slash of the 3rd hit. So when the leg was broken, it then took 3 individual slashes to mangle it, that's only one <ability name> to take the leg from broken to mangled (level 2 to level 3 break) because:
HIT LEG (1, 2)
HIT LEG (3, 4)
HIT LEG (5=break, 6)
HIT LEG (7, 8=mangle)
That's almost 100% increase in limb damage while prone?
The finishing combo was break left leg/prone, mangle left leg, assault head for kill with 2k+ damage burst. How can anyone without a stupid high amount of health survive that..? Sounds crazy
Pulp is actually a pretty devastating instant kill after some changes they made early on, in my experience. The balance on morningstars and Assault lets them achieve it even if you prio optimally; (Unless you ignore legs completely, which carries its own risks) so you have to tumble -very- quickly over a wall or some other obstacle to have a chance. Even if you avoid it, you're left vulnerable to mangled-limb damage spikes. I'd say anyone below 4500 health doesn't have much of a prayer to survive DWB damage, and even as a Algiz/Fullplate-wearing Dragon Runewarden, I fear it.
DWB's just suffers from a lack of hinder, really, since it needs max Momentum to attempt the Pulp fork, and that can feel futile against classes that can hinder it consistently or have kills that force it on the defensive often.
Seems a little much, to be honest. Sure I could have tumbled, but with 40% combos while prone even if I had tanked the 2nd combo the third would have broken me again.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
[ SnB PvP Guide | Link ]
It is a precarious balance, though. DWB can feel woefully overpowered in some instances, and woefully underpowered in others. Like Kiet said, it has to be a little ridiculous because it's not very flexible. It would probably benefit from a lower flat component to its damage, and a higher scaling component, so that it can still deal real damage to artie dragons, without instantly wtfpwn'ing <5000 health. (I have 4900 with Algiz and fullplate and still get owned pretty easily)