Change suggestion?? Axes

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    • Change suggestion?? Axes

      Well, I have noticed this just recently and would like to share it with you all.

      Just so my thoughts are conveyed clearly I would like to explain a few essential type of attacks or the special attacks
      Eg.
      Knock back, root, interrupt, stun, silence etc..
      As I see these are the 5 mains that actually make a weapon better or usefull against another..


      What's I mean to convey today is axe need a small change which can make them better at utility in open world.
      One of the five traits should be included in the axe line as well, the 5 traits above mentioned are there in every type of weapon, atleast one in each line..
      I will give proofs for my statement..
      .
      Sword- the w has an interrupt
      - claymore has a stun
      Mace - the w (snare charge ) has a stun as well as root
      - the e of 1h mace has a stun
      - the e of morning star has a root
      - the e of camlann has a kind of knock back and a small stun
      - the bedrock mace has a knock back
      - heavy mace has silence
      - the third q is silence
      Hammer- they are known for their stuns and sleep..
      Crossbow - the first w of crossbow is a knock back
      -the q of crossbow is also silence
      -there are cal trops which slow the enemy
      -the passive of crossbow also does a knock back
      Bow - the passive of bow slows the enemy
      - the ray of light roots the enemy
      Spear- the glaive flings the enemy
      - pike roots the enemy
      - the spirit hunter also stuns the enemy
      Quarterstaff- the w stuns the enemy
      - the q of the staff also knocks backs a bit
      - the main quarterstaff also roots the enemy
      - the quarterstaff are mainly known for knocks, stuns
      Dagger- the w that unlocks at level 70 stuns the enemy
      - the black hands also stuns to enemy
      - the claws interrupts
      - the w that unlocks at level 85 makes you invincible for that duration
      Firestaff- the firewall cannot be properly categoried in the above 5 but it does the job
      Frost staff- they are known for their slows..
      - the permafrost prism stunns the enemy
      Warlock - their w roots the enemy
      Arcane staff- they new ability mimic will do the job I suppose
      Holy staff- even the holy staff has a w that knocks back enemies..
      ..
      The only line that doesn't do the following is axe, I understand most of you would complain that the axe stacks bleed over time.
      But is that bleed over time helpful?...
      Is it really as good as the above mentioned 5?
      I would also add nature staff with the axes but the 1h nature staff has a mini root which was compensated by reducing its healing.
      I would actually like the Nature staff to be improved but for some reason Albion doesn't like it...
      Anyways the main concern of this post is the improvement of axe..
      Maybe reduce the bleed damage and add an interrupt or something...


      I have also another suggestion, for Greataxe..
      The e of greataxe is always interrupted.., maybe make it this way,
      Suppose
      The spin time is 5 seconds, and the cooldown is 15 seconds ..
      If the person is instantly interrupted make the cooldown to 10 seconds... And if it is interrupted after 3 maybe the cooldown 13 seconds .. depending upon the duration of spin modify the cooldowns ..



      Thank you for reading :thumbup:
    • EZ fix, just add knock back to battle rush and to the E of the carrion caller and it's fix. Buffing the spin to pve so it becomes viable in pvp is not a good thing imo. That weapons is literally one of the fastest weapon to clear solo dungeons in the whole game. But is trash for pvp which makes sense (its a balance right).
      I do agree that it is weird that axes have actually 0 knockbacks.
    • @Deathskills
      Totally agreed on the parr, that battle rush should have a knock back
      But don't you think a carrioncaller knock back will be a bit too much, because it will totally take place of soul scythe from the quarterstaff section.
      Maybe give halberd an interrupt when it uses its e or give battle axe a stun to make it a bit use full..
      About greataxe, but even though it is the fast weapon in dungeon clearing a total PvP shit is unbalanced...
      Just take the frost staff as an example.. not the fastest but it's also insanely fast but, if you see it in PvP it's one of the best in groups..
      Greataxe should be given a bit justice..
      Take quarterstaff as an example..even tho it's a pure PvP line, the weapons can still be used for tanking in the blue dungeons
      Thank you for your reply
    • Nytro wrote:

      Well, I have noticed this just recently and would like to share it with you all.

      Just so my thoughts are conveyed clearly I would like to explain a few essential type of attacks or the special attacks
      Eg.
      Knock back, root, interrupt, stun, silence etc..
      As I see these are the 5 mains that actually make a weapon better or usefull against another..


      What's I mean to convey today is axe need a small change which can make them better at utility in open world.
      One of the five traits should be included in the axe line as well, the 5 traits above mentioned are there in every type of weapon, atleast one in each line..
      I will give proofs for my statement..
      .
      Sword- the w has an interrupt
      - claymore has a stun
      Mace - the w (snare charge ) has a stun as well as root
      - the e of 1h mace has a stun
      - the e of morning star has a root
      - the e of camlann has a kind of knock back and a small stun
      - the bedrock mace has a knock back
      - heavy mace has silence
      - the third q is silence
      Hammer- they are known for their stuns and sleep..
      Crossbow - the first w of crossbow is a knock back
      -the q of crossbow is also silence
      -there are cal trops which slow the enemy
      -the passive of crossbow also does a knock back
      Bow - the passive of bow slows the enemy
      - the ray of light roots the enemy
      Spear- the glaive flings the enemy
      - pike roots the enemy
      - the spirit hunter also stuns the enemy
      Quarterstaff- the w stuns the enemy
      - the q of the staff also knocks backs a bit
      - the main quarterstaff also roots the enemy
      - the quarterstaff are mainly known for knocks, stuns
      Dagger- the w that unlocks at level 70 stuns the enemy
      - the black hands also stuns to enemy
      - the claws interrupts
      - the w that unlocks at level 85 makes you invincible for that duration
      Firestaff- the firewall cannot be properly categoried in the above 5 but it does the job
      Frost staff- they are known for their slows..
      - the permafrost prism stunns the enemy
      Warlock - their w roots the enemy
      Arcane staff- they new ability mimic will do the job I suppose
      Holy staff- even the holy staff has a w that knocks back enemies..
      ..
      The only line that doesn't do the following is axe, I understand most of you would complain that the axe stacks bleed over time.
      But is that bleed over time helpful?...
      Is it really as good as the above mentioned 5?
      I would also add nature staff with the axes but the 1h nature staff has a mini root which was compensated by reducing its healing.
      I would actually like the Nature staff to be improved but for some reason Albion doesn't like it...
      Anyways the main concern of this post is the improvement of axe..
      Maybe reduce the bleed damage and add an interrupt or something...


      I have also another suggestion, for Greataxe..
      The e of greataxe is always interrupted.., maybe make it this way,
      Suppose
      The spin time is 5 seconds, and the cooldown is 15 seconds ..
      If the person is instantly interrupted make the cooldown to 10 seconds... And if it is interrupted after 3 maybe the cooldown 13 seconds .. depending upon the duration of spin modify the cooldowns ..



      Thank you for reading :thumbup:
      One fix would bring all axe line into the light
      Give Adrenaline W immunity to purge/reflect/cc
      That would fix great axe interruption issue
      That would fix paws and scythe problem with reflect
      Etc
    • kheeta wrote:

      Nytro wrote:

      Well, I have noticed this just recently and would like to share it with you all.

      Just so my thoughts are conveyed clearly I would like to explain a few essential type of attacks or the special attacks
      Eg.
      Knock back, root, interrupt, stun, silence etc..
      As I see these are the 5 mains that actually make a weapon better or usefull against another..


      What's I mean to convey today is axe need a small change which can make them better at utility in open world.
      One of the five traits should be included in the axe line as well, the 5 traits above mentioned are there in every type of weapon, atleast one in each line..
      I will give proofs for my statement..
      .
      Sword- the w has an interrupt
      - claymore has a stun
      Mace - the w (snare charge ) has a stun as well as root
      - the e of 1h mace has a stun
      - the e of morning star has a root
      - the e of camlann has a kind of knock back and a small stun
      - the bedrock mace has a knock back
      - heavy mace has silence
      - the third q is silence
      Hammer- they are known for their stuns and sleep..
      Crossbow - the first w of crossbow is a knock back
      -the q of crossbow is also silence
      -there are cal trops which slow the enemy
      -the passive of crossbow also does a knock back
      Bow - the passive of bow slows the enemy
      - the ray of light roots the enemy
      Spear- the glaive flings the enemy
      - pike roots the enemy
      - the spirit hunter also stuns the enemy
      Quarterstaff- the w stuns the enemy
      - the q of the staff also knocks backs a bit
      - the main quarterstaff also roots the enemy
      - the quarterstaff are mainly known for knocks, stuns
      Dagger- the w that unlocks at level 70 stuns the enemy
      - the black hands also stuns to enemy
      - the claws interrupts
      - the w that unlocks at level 85 makes you invincible for that duration
      Firestaff- the firewall cannot be properly categoried in the above 5 but it does the job
      Frost staff- they are known for their slows..
      - the permafrost prism stunns the enemy
      Warlock - their w roots the enemy
      Arcane staff- they new ability mimic will do the job I suppose
      Holy staff- even the holy staff has a w that knocks back enemies..
      ..
      The only line that doesn't do the following is axe, I understand most of you would complain that the axe stacks bleed over time.
      But is that bleed over time helpful?...
      Is it really as good as the above mentioned 5?
      I would also add nature staff with the axes but the 1h nature staff has a mini root which was compensated by reducing its healing.
      I would actually like the Nature staff to be improved but for some reason Albion doesn't like it...
      Anyways the main concern of this post is the improvement of axe..
      Maybe reduce the bleed damage and add an interrupt or something...


      I have also another suggestion, for Greataxe..
      The e of greataxe is always interrupted.., maybe make it this way,
      Suppose
      The spin time is 5 seconds, and the cooldown is 15 seconds ..
      If the person is instantly interrupted make the cooldown to 10 seconds... And if it is interrupted after 3 maybe the cooldown 13 seconds .. depending upon the duration of spin modify the cooldowns ..



      Thank you for reading :thumbup:
      One fix would bring all axe line into the lightGive Adrenaline W immunity to purge/reflect/cc
      That would fix great axe interruption issue
      That would fix paws and scythe problem with reflect
      Etc
      that cone change could lead to so many problems,
      anyways i have a small question, hope u can clear it,,...
      with adrinaline w being inpurgble or irreflectable, will any other ability added after it will also be inpurgble too?
      because i use a build where i use the w+ stalker jacket to get the most aoe
      , like just cause raging blades is mana hungry ,
      please explain, thank you @kheeta
    • i'm a main axe and i can say, axes do not need utility. Axes are a weapon line focused on damage, and that is it.

      The problem is, axes are actually weak, and not doing the main function that is the damage.

      So i think the unique buff that axes need its DAMAGE.

      Battlerush -> increase to 6s duration and from 25% damage to 30%. Reduce movespeed from 50% to 45% (to not become so op at running).
      Battleaxe E -> Increase 30% damage.

      Both Q -> increase 15% damage.

      that is it!
    • DaarioNaharis wrote:

      i'm a main axe and i can say, axes do not need utility. Axes are a weapon line focused on damage, and that is it.

      The problem is, axes are actually weak, and not doing the main function that is the damage.

      So i think the unique buff that axes need its DAMAGE.

      Battlerush -> increase to 6s duration and from 25% damage to 30%. Reduce movespeed from 50% to 45% (to not become so op at running).
      Battleaxe E -> Increase 30% damage.

      Both Q -> increase 15% damage.

      that is it!
      maybe keeping every axe in mind, increase the bleed damage to 10% true damage and increase the rate of damage, give battle rush an immunity of 1 sec after u reach the destination, if u increase the battle axe damage by 30% isnt it the upgraded version of halberd
    • Nytro wrote:

      DaarioNaharis wrote:

      i'm a main axe and i can say, axes do not need utility. Axes are a weapon line focused on damage, and that is it.

      The problem is, axes are actually weak, and not doing the main function that is the damage.

      So i think the unique buff that axes need its DAMAGE.

      Battlerush -> increase to 6s duration and from 25% damage to 30%. Reduce movespeed from 50% to 45% (to not become so op at running).
      Battleaxe E -> Increase 30% damage.

      Both Q -> increase 15% damage.

      that is it!
      maybe keeping every axe in mind, increase the bleed damage to 10% true damage and increase the rate of damage, give battle rush an immunity of 1 sec after u reach the destination, if u increase the battle axe damage by 30% isnt it the upgraded version of halberd
      yeah, maybe true damage could help.
      and battle axe have nothing in common with halberd, halberd does area damage and applies bleeding, battleaxe it's a sustain weapon, that returns life based on damage and bleedin stacks. Battleaxe it's a good weapon, just a little damage bufff will make it really useful.

      I win some fights with battleaxe already, but i run 1300+ IP battleaxes always, and have difficult fighting 1100 IP swords...