[Feedback] Warborn Cadence is still bad (examples with videos inside)

hmm, i see that it is partly gear related. But i wonder what is exactly needed. Buffing the skill only buffs builds that are already in a good spot. Buff gear might work, but i cant really see what to buff exactly to make this pan out. Maybe make a change to both elemental cadence gear pieces and warborn gear pieces. But what exactly i cant put my finger on.

Maybe some more flat and additional targets.

Also, chaos Cadence is unbelivable shit, but this is also partly cuz of Chaos Witchblade spec.
Both s&b and 2h specs are very bad and slow. DW seems to be ± ok but still a beta version of Rah’Zin WH.

Just tested the build myself doing several changes in devotion pathing, augments, offhand weapon, weapon components etc. I had the best result with this setup -> https://www.grimtools.com/calc/xZy54PnZ

Died at 170, 6.15 mark. But to be honesty, i really tried hard to do my best and do it as fast as possible with aggro to make packs and spread trauma as much as possible etc. This build severly lacks burst damage if you ask me.

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How are you guys conviniently ignoring a huge part of my and other builder’s argument, it’s just ridiculous. Where I am from people with similiar rhetorical skills make careers on governmentally run tv and in politics.

And the argument, which you always seem to be conviniently forgetting when you keep repeating your “crucible is an aoe-centric environment yada-yada” mantra, is pretty simple: most synergetic melee builds have similiar problems with AOE but are good 1-1.5 minutes faster in Crucible.

Another thing which you keep ignoring is the case that I made for this thread: Warborn freaking Dervish showing absolutely similiar results.

I would say it’s partly Cadence partly physical.

That yields him like 15-20 seconds in the speedrunning specs. If you take a solid and balanced Belgothian Blademaster build that is not glassified for the sake of Crucible records you can still comfortably clear in sub 6 minute times, without Azrakaa or tripple blade spirits. I know because I made such a build, look up my Luminari Godkiller.

Great result! Best I (but not actually me, someone else) could do with my spec was 6:35. But I also have this problem of dying despite having more defenses on paper.

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You guys, @Ceno @Evil_Baka @Norzan and others who feel like this, i don’t think you’ll ever come to agreement or even to understanding with so called “cutting edge” players who really are just endgame players trying to find challenge in the game they like.

All the arguments about campaign and dungeon performance of the build are moot and frankly out of place here. ANY endgame ready build flies through the 3 stages of MC easily. So i’m not really sure what is the meaning behind the phrase “omnipotent in the campaign”. Every endgame build is omnipotent in the campaign. The only difference is how easily it reaches endgame. So if you are afraid Cadence can SOMEHOW become to easy to level with and farm dungeons with
 just don’t be. There are things miles above it, for any kind of content whether it’s veteran capmaign or shard 95.

In the end, if the skill does get too powerful (very, very hard to believe that) you can always tweak numbers more towards the dependence upon WD. So that the skill only becomes powerful with very high WD value which can only be reachable by the endgame setup.

More or less. The problem of armor is partially mitigated by 2H because 2H has fewer heavy hits so the dmg gets reduced less. The problem doesn’t exist for EoR because this skill, with its high attack speed and small WD, makes basically all the flat dmg bonuses go through the armor due to 70% of monster’s armor absorption.

I’d say the problem is 60% phys dmg is bad and 40% Cadence is bad.

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If they want a challenge why are they asking for buffs and complaining about nerfs? Idunno, seems pretty damn casual if you ask me.

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Except this is rarely how Zantai sees it.

Every aspect of the game is equally as important to him in terms of a build’s performance. If a skill is OP at level 10, I wager it’s something he cares about, and at the end of the day he is the person you are trying to convince to make these changes.

I am having difficulties to follow the exact problem, however i do recognize also in building myself that physical cadence lacks, i haven’t tried elemental cadence. Maybe its just the way it works like the third hit does damage but yeah if it doesn’t crit or hits low then you are again waiting for some better hit. It is too random. Maybe the skill should be something like a charge where the first 2 hits also do some damage. So like 150% 250% 350% or something. It would also be more friendly to lifesteal or more smooth and make it for dual wield possible to hit on the last charge or so. I dont know how to do it honestly but when i last checked primal strike at max level hits for 320% weapon damage in an area and can be spammed at attack speed. but yea that is a 2h skill so maybe not the best comparison. But 500% weapon damage on the third hit and from what i understand with only 1 weapon might not be on par with skills that deal this damage more spread out. The “burst” feel might be more with skills that do consistent streams of damage and also be able to leech better of that. Even if dual wield phys cadence would hit with 2 weapons on the final charge i don’t think this would “fix” cadence and it might break other builds too.

This is the crux of the matter which I know for a fact is being widely missed.

When we are asked to test new content, we are explicitly asked not to do so with high-damage, “cutting-edge” builds. So, for instance, when 1.1.5.0 rolled around and brought the new roguelike with it, I slapped together a middle-of-the-ground, 1500% damage vitality build to see how the majority of players would experience the new content.

But, obviously, this sort of strategem isn’t immediately apparent to people:

Skilled players GDStashing perfect rolls and slamming themselves against Crucible content is a poor representation of Grim Dawn’s playerbase and ergo not the only consideration for the way things are balanced.

Something being better (a vitality caster being better than a vitality autoattacker) or something being worse (physical cadence being worse than pierce cadence) is an inevitability of a game with customization as broad as GD’s. I understand the argument that, inherently, one might fundamentally expect a Physical Warborn Cadence build to automatically be better than all other implementations of Warborn Cadence, because Warborn grants Physical Damage and % Physical Damage. However, I do not agree with this assertion and, in fact, I am glad that it is not the case. I’m glad there’s still a means to get creative with sets and use them in ways that are not immediately apparent to fantastic results. If Warborn Cadence were shoehorned into Physical Damage, it’d be another monotonous set in a sea of monotonous sets.

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That’s fair, and it would be also fair that people who actually play a lot of MC would make their feedback on the balance. Crucible players don’t play MC so they have no idea what’s OP at level 10 (bold assumption: not Cadence).

But where are all those topics of feedback on MC by you guys? Instead time after time we see feedback on endgame being crapped on by people with “MC arguments”. And to top that, those arguments arent really arguments at all. At the very least one would expect some comprehensive videos showing how good the subject of the discussion is in MC/dungeons compared to other things on the same level (like the OP did here). Not some vague scholasticism exercises.

That’s also not really fair, don’t you think?

Nah Cadence sucks dick until level 60 or so :smiley:

We got dissuaded from bothering in public forums after months or years of “but how does it perform in Crucible?”

That and, in general, MC balance is in a fairly good spot, with only a few exceptions here and there in areas that I don’t expect Crate to address no matter what I write.

As a result, it should come as no surprise when MC-players appear somewhat hesitant to see things changed, as what we’ve got at present is a pretty good state of things.

Glad to hear that. In that case, wont it be better if MC players would input their feedback accordingly?

“Hey guys, this X you are talking about is perfectly fine in MC. So try to think of the way that buffs it for endgame but keeps it in place on lower difficulty”.

Your assumption it’s correct!

For physical Soldier is far easier to level with Forcewave 2H or Blade Arc. In Stupid Dragon build people switching from FW to Cadence complained about loss of damage. I personally helped newbie with PM about leveling problems and shifting him from S&B and Cadence. His feedback was that Cadence physical leveling it’s slow.

So that’s universal problem and not just some GD stashing guy’s problems.

But topic is about end game status and Warborn Cadence in particular.

If people received a strike every time they write something unrelated to the topic, they will already be striked out :smile:

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Imo not even more RR added will save this build
 The aoe is still shit even with the several layers of damage provided by blind fury, azraka, sethris eyeball etc. The real problem here is armor on mobs. The armor reduces the bursting capability of the build too much. This build needs at least more flat damage, if not flat damage and aoe too. Another option would be to go for snb warborn warlord but the attack speed will be affected.

Somehow a build that has a full mythical set and few double rare monster infrequents doesn’t hit me as the build “majority” of players would experience new content just because it has 1500% Vitality damage. It just looks like a poorly assembled build. I did make that comment just to remind you what it feels like to have unsolicited building advice in a feedback thread. Except there is one major difference - your advice was crap (no hard feelings).

So why are you keep bringing it up when we are discussing endgame?

Any endgame build crushes Main Campaign. Like completely trashes it. I am not sure if it’s even possible to balance endgame around Main Campaign, because even 7:30 minute build absolutely shits all over MC content.

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Worth nothing that fluff didn’t really just “compensate”. Even if you build belgo just like a normal melee single target build, you’ll still clear 6 mins at worst. Belgo took the AoE stuff to make belgo 4 mins, not to make it remotely good.

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I’m talking more about skills and devotions here, things that are shared between endgame and MC builds. If you change Warborn you might eventually fix Warborn and keep the rest of the game untouched. But if you change Cadence it affects everything so every “vote” here matters.

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No, but it’d perform on about the same level.

If I wanted to make a bog-standard new-player build, I could just hit up some faction vendors and roll a traditional vit caster. But that shit’s boring, and I gotta have some fun when I test stuff, so I got creative.

Didn’t I just answer this?

Tell that to the many hundreds of players I see struggling in Ultimate.

Most of them are struggling because they simply haven’t learned how to beat this game efficiently. I don’t think it has anything to do with balance. Once you get a grip of how stuff works and what skills/devotions/gear pieces work better and why everything becomes easy, even with poverty gear.

But we are seriously derailing this thread. Let’s get back to Physical Cadence discussion and how it came to this.

I think most beginner builds/leveling builds builders would confirm that Cadence is really sub-par at all stages of the game. I mean it suffers from the same problems Warborn Cadence suffers, especially physical one.

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