Official Dwarfs?! Axe Balance Thread

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Official Dwarfs?! Axe Balance Thread


  • Total voters
    107

fishmissile

FNG / Fresh Meat
May 5, 2010
90
2
0
Removing knockback for scrakes/fleshpounds would make knockback pointless. Anything else you hit with it is usually dead on one hit anyway. I say leave it alone. Its just fine how it is.
 

niel85

FNG / Fresh Meat
Oct 30, 2011
19
7
0
the axe is fine as it is, whoever manages to knockback a scrake / fp without getting hit until it dies, props to you sir.
why not reward a team that keeps the route clear for a zerker who takes care of the fatties, be it with normal axe or the dwarven axe. both require some timing.

the downsides of the dwarven axe do already exist, thats kinda undeniable.
 

ArmoredPuppy

FNG / Fresh Meat
Nov 30, 2012
103
0
0
Illinois, USA
I think the knock back is fine, but for Scrakes and Fleshpounds on Suicidal and HoE, I think it should be a one time thing. As in, you can knock a Fleshpound and a Scrake back once. The next time, they stay up in your grill wanting some looove.
 

masteriamamind

Active member
Oct 12, 2010
497
113
43
Evil Lair
axe is fine and fun. Must have another weapon with it. I run around screaming "I AM THOR GOD OF THUNDER!!!" I use the ZED for my lightning.


side note:
M99+xmas FP hit boxes=broke forever.
 

Mr.Xen

FNG / Fresh Meat
Nov 8, 2012
23
0
0
You think knock back is OP, I say the real OP weapon for zerker is claymore, seriously, go play several rounds on suicidal or HoE with claymore and dwarf axe (in real game, not test map), respectively, then tell us what do you think and vote. ;)
 

Lippa

FNG / Fresh Meat
May 29, 2012
47
4
0
You think knock back is OP, I say the real OP weapon for zerker is claymore, seriously, go play several rounds on suicidal or HoE with claymore and dwarf axe (in real game, not test map), respectively, then tell us what do you think and vote. ;)

Finally someone who knows what they are talking about. The claymore is literally soooooo much more overpowered if you compared it to the dwarfs axe. like really I stated earlier, nobody uses the knockback effect on scrakes its just stupid and ineffective, a full 6 player hell on earth scrake takes 4 alt fire stuns to kill, it cant move and it stands still for you, why would you want to waste 20 seconds knocking it back letting it stay alive and rage for that long??
 

hipnox

FNG / Fresh Meat
Dec 9, 2010
326
137
0
this axe pretty much proves that the zerk can take on anyone now at any difficulty without the need to kite nor obstacles to block line of sight and chip away at FPs

Fixed that for you.

Zerker could already take down anyone and anything on any difficulty. This just makes it easier.
 
Last edited:

BsiGio

FNG / Fresh Meat
Dec 13, 2012
3
0
0
Remove knockback? No. Short range + slow swing + no knockback in exchange for an insta kill on a few monsters? Not to mention its ****ing heavy and costs 3000 dosh. Lulz.
 

Lippa

FNG / Fresh Meat
May 29, 2012
47
4
0
Knockback on Axe needs to go. Entirely. Either that, or don't allow FP's to be knockbacked at all when enraged.

If knockback is removed who would use it? lmao thats like a claymore thats half a second slower per swing with no benefit whatsoever. The knockback is not overpowered, especially on an fp, i mean are you kidding me? it takes longer time to face it and knock it back every 2 seconds than to kite it and chip at it every 2 seconds, the knockback attack is weak on an fp, it doesnt even do 300 damage to the fps 6k health. alt fire does 352 damage and you can still hit the fp every two seconds without it raging.
 

HoopleDoople

FNG / Fresh Meat
Feb 28, 2012
172
0
0
If knockback is removed who would use it? lmao thats like a claymore thats half a second slower per swing with no benefit whatsoever. The knockback is not overpowered, especially on an fp, i mean are you kidding me? it takes longer time to face it and knock it back every 2 seconds than to kite it and chip at it every 2 seconds, the knockback attack is weak on an fp, it doesnt even do 300 damage to the fps 6k health. alt fire does 352 damage and you can still hit the fp every two seconds without it raging.

Just to be clear, the Dwarfish Axe is great for kiting FPs. It takes a bit longer as you need to use the primary fire for knockback, but the knockback is well worth it. It's normally quite difficult to kite FPs without taking periodic hits. With knockback pushing the FP away before he swings it is substantially easier to dodge the hits.

As far as damage if the wikis are to be believed it scales from 235 to 470 for the primary attack and from 325 to 650 for the alt attack. This is very slightly higher than the Claymore.
 

noob3

FNG / Fresh Meat
Sep 19, 2012
286
0
0
People who are complaining too much about it will just make TWI turn it useless like the M99 is now, it's not even worth using over the crossbow on suicidal and HoE anymore.
 

Islidox

FNG / Fresh Meat
Dec 8, 2011
252
29
0
NJ, USA
Just make it so the knockback effect doesn't effect scrakes and fleshpounds on Suicidal and Hell on Earth and it's fine by me.

This.

If this wasn't treated as OP, then why did the xbow receive the same treatment and got headshot penalties on Sui/HoE? I think it's fair if the knockback was eliminated on Sui/HoE or reduced to the point you can't keep an enraged FP/SC out of your face like what ArmoredPuppy mentioned.
 

SkullFinder123

FNG / Fresh Meat
Oct 26, 2012
415
0
0
Sevierville, TN
If this wasn't treated as OP, then why did the xbow receive the same treatment and got headshot penalties on Sui/HoE? I think it's fair if the knockback was eliminated on Sui/HoE or reduced to the point you can't keep an enraged FP/SC out of your face like what ArmoredPuppy mentioned.

Funny how tons of people think the axe isn't OP. True, the axe is different, and removing knock-back all together would ruin the axe. I agree with you dude how the axe should have no knockback on Sui/HoE against Sc/FP