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Originally Posted by Eet GnomeSmasher
Well balanced?!? You must be one of those justisfying exploiting it in the arenas...
Being flat on the ground for the entire match is not well balanced. Without specific counters it's better than any form of interrupt or knockdown out there AND it's AOE, how can you call it well balanced? Also, it takes NO skill or timing to interrupt/knockdown someone. You can just spam attacks.
Simply put, if one skill is far far superior than any other of the same type (knockdown, interrupts) than it IS overpowered.
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In large-scale battles it's on the weak side as-is, because of how ridiculously easy it is to counter.
Not only have you got the usual warrior counters (blindness, Block/Evade, kiting, ect) but a single hex removal will own the Thunderclapper, turning them into a nothing character until their spell recharges, at which point you can just remove the hex again.
As far as counters...
Monk - Holy Veil (run it on yourself at the beginning of the fight), Contemplation of Purity, Guardian, Aegis.
Mesmer - Inspired Hex, Shatter Hex, Interrupts, Ether Lord (keep their energy at 0 after the first cast of Thunderclap), Distortion + Spirit of Failure.
Warrior - Balanced Stance, any Block/evade stance.
Ranger - Whirling Defense, Dust Trap, Throw Dirt, Winter.
Elementalist - Block/Evade enchantment, Blurred Vision, Blinding Flash, Iron Mist (vs. Wa/Es). Fire eles will have issues though.
Necromancers - Less counters; Faintheartedness is your best bet, but you'll have to rely on other's help to a degree.
And the best part, most of these are useful skills
anyway, and you shouldn't have any trouble fitting one or two into your build.
As for balancing it against other Knockdown skills - the thing to remember is that it comes at the cost of all your energy, which no other Knockdown or Interrupt skill does.
So use Thunderclap in its current state and you cut off use of non-adrenaline attack skills, Sprint, spells, maintained enchants, nearly any stance in the game, any non-signet healing...the list goes on and on.
And all of this for what, a single-target shutdown that gets owned by one Remove Hex?
TC is being used in arenas because no one is prepared to counter it, but already in 8v8 it's far too vulnerable for a solid build. Thunderclap is like Illusionary Weaponry - a more powerful effect than most elites, but one Enchant/Hex removal and you get to curl up in a corner and cry for a while.
I did use TC for a bit in Arenas, before this was confirmed to be a bug in the skill rather than the description, but it wasn't long before I swapped into more effective builds with a TC counter. One counter and all those TCers in the arena become so much fodder, weakening the other team rather than strengthening them.
So where does that leave you? You can complain on the forums and swear off PvP until Arenanet nerfs the skill back into uselessness, or you can adapt a bit. Sub a counter into your bar and get back to actually playing the game.
Those that take the former route will get no sympathy from me.