ArenaNet talk:Skill feedback/Warrior/Savage Slash

TimeToGetIntense's Discussion
You posted this before I could. :-(

Savage slash does do big domage which is useful for killing shit, esp in arenas where slashing that last ditch guardian or dismiss can seal the deal. I think a 12 sec recharge would be fine to put it on par with disarm. I do like the 50% faster recharge if you interrupt a skill idea though--that would be great even at 15r. --Symbol 00:09, 13 March 2008 (UTC)
 * I think the problem with 15r on this skill is that it makes it not very good for spamming this skill. While on a Mesmer or Ranger we want to make the interrupts promote accuracy, when it comes to a Warrior skill we want to promote being aggressive, killing shit and dealing damage. This skill should be viable for throwing out just because it's a 1/2 activation for that extra hit you need to proc Deep Wound. A 15 second recharge is too brutal for that. Rewarding an accurate interrupt is still important, but it's also important to make this a good skill for simply dealing damage at the same time. Because it's a Sword skill, it needs to have some advantage over other interrupts. It needs to be one of those skills that makes you want to use Sword reguardless of the inferior DPS or 2-skill Deep Wound requirement. --TimeToGetIntense 02:15, 14 March 2008 (UTC)
 * Problem is, the devs have decided the opposite. Rangers have spammable interrupts while warrior interrupts have long recharges and are there mostly to nail key skills.  Also, keep in mind that swords don't need to proc DW since the bleeding will drop them below 1hp and kill them immediately.  I think 10-12r is fine for this skill, making it unconditionally superior to dblow.  On melee 10r is past my threshold of "available when I need it", because I don't spend much of my time camping for an interrupt.  It's also low enough that you can throw it out every other spike for more damage compression.  --Symbol 13:14, 14 March 2008 (UTC)
 * The thing is, I think this skill needs to be superior to all the other Warrior interrupts because it's in Swordsmanship. The weapon is weak and it takes 2 skills to get a Deep Wound. It needs some advantages over the other weapons to compensate. --TimeToGetIntense 23:05, 15 March 2008 (UTC)
 * Well TBH I don't think _dps_ is the issue with swords per se, but I do agree that a sword only interrupt needs to be better. I just don't want to fall into the trap of making sword builds revolve around one or two skills, much like most ranger builds revolved around elite + savage + dshot.  I think Izzy needs to take a serious look at the root of the problem:  sever artery and bleeding, because the current model of "sever artery is gud becuz u spread bleed" is just broken and wrong.   On topic, I think unblockable would be a useful thing to add. 5e 10r unblockable would make savage slash pretty sweet actually.  Or 15r, unblockable, 50% recharge if you interrupt a skill/spell.  --Symbol 19:12, 20 March 2008 (UTC)
 * to be honest I don't see anything wrong with 10-12 recharge. Sword isn't lethal on its own; it requires decent skills to work. Without skills to make it better than axe or hammer, it is pretty bad DPS-wise and deepwound-wise. The bonus damage n Savage Slash could probably take a small hit, but 10-12 recharge is not unreasonable at all. Right now you have Disarm and Savage Slash which are both energy based, where axe has adrenaline based Agonizing or Disrupting Chop that are simply more usable due to being adrenaline. While axe interrupts aren't very surefire since you have to build adrenaline (and hammer needs adrenaline for the most part for any knockdown) they usually have stronger effects and aren't conditional on interrupt, making them more suitable for spiking. Sword could be the line that has sure-fire interrupts that can fail but not require adrenaline. Energy is tight on a warrior so it has to be good for it to be brought along. The option then becomes making sword interrupts either more surefire (no blocking), more often (less recharge), or give back energy to subsidize the energy cost (ala Counterattack). Obviously lower recharge is the best option if you want it to be available more readily to deal with missing/blocking. --Life Infusion &laquo;T&raquo; 15:32, 21 March 2008 (UTC)
 * I agree that melee interrupts should have longer recharges than bow interrupts because bow interrupts take extra time to hit. But 8 or 10 recharge for savage slash would be fair.
 * 8 or even 10 would probably be too much (Distracting Blow and Distracting Strike are both 10s and don't deal the extra damage that this deals). I would go with 12s, though.
 * 8 seconds is balanced, remember that distracting can be done with ANY melee weapon.
 * Distracting also deals NO damage. Not even base.  Pretty much why it's not used and allowed to be at 10r.  Also, @Lann, melee range Savage Shot is bad, unless you increase the energy cost.  66.75.136.251 18:37, 6 December 2008 (UTC)