Explination for Signet of Rage Nerf?

Explination for Signet of Rage Nerf?

in Profession Balance

Posted by: Liewec.2896

Liewec.2896

its a buff for me, all of my builds are very crit oriented so i usually pile in signets and run with deep strike i have SoR just for the extra precision and passive adrenaline and i never click it, so woo!

Explination for Signet of Rage Nerf?

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Posted by: nicknamenick.2437

nicknamenick.2437

its a buff for me, all of my builds are very crit oriented so i usually pile in signets and run with deep strike i have SoR just for the extra precision and passive adrenaline and i never click it, so woo!

thats very weird… a warrior that never use his SoR?? you do know you get way more from using it vs deep strike.

That trait is so bad.

Explination for Signet of Rage Nerf?

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Posted by: Jerus.4350

Jerus.4350

its a buff for me, all of my builds are very crit oriented so i usually pile in signets and run with deep strike i have SoR just for the extra precision and passive adrenaline and i never click it, so woo!

thats very weird… a warrior that never use his SoR?? you do know you get way more from using it vs deep strike.

That trait is so bad.

And if you have an Ele or two in the group stacking might/fury such that you gain nothing from SoR’s activation other than wasted animation time?

Explination for Signet of Rage Nerf?

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Posted by: Esplen.3940

Esplen.3940

its a buff for me, all of my builds are very crit oriented so i usually pile in signets and run with deep strike i have SoR just for the extra precision and passive adrenaline and i never click it, so woo!

thats very weird… a warrior that never use his SoR?? you do know you get way more from using it vs deep strike.

That trait is so bad.

And if you have an Ele or two in the group stacking might/fury such that you gain nothing from SoR’s activation other than wasted animation time?

You get Swiftness! And 5 Might stacks!

Actually, the 5 might is useful when playing with only 1 ele, if you aren’t running Forceful Strikes… Yeah… nevermind, I’ll go away.

Explination for Signet of Rage Nerf?

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Posted by: Wethospu.6437

Wethospu.6437

Well, I’m going to get yelled at for not getting all the timings right, but you could do something like:

Assuming an attack every X seconds the first blow would (on average) come X/2 seconds after internal cooldown. Even with 100% activation chance, it would trigger on average every 1 + X/2 seconds.

With 66% trigger chance and 90% critical, total trigger chance is 59.4% (like you said). So on average you need 1.68 hits to trigger the effect which equals additional 0.68 *X seconds to the trigger time.

So in total it should trigger on average about every 1 + 1.18*X seconds, instead of 1 second which lots of people assume.


With on average 1.00 seconds per hit, total is 2.18 seconds.

With on average 0.750 seconds per hit, total is 1.89 seconds.

With on average 0.500 seconds per hit, total is 1.59 seconds.

(edited by Wethospu.6437)

Explination for Signet of Rage Nerf?

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Posted by: Harper.4173

Harper.4173

I honestly can’t understand the SoR buff either. There’s literally nothing making it OP or over the top and I don’t see how they decided to do it.

5 stack of Might, Fury, and Swiftness for 30 seconds on the active. 30 SECONDS. I’ll let that sink in.

Nah, bro, it just got overly nerfed. Now it’s gasp 25 seconds.

Which is still longer than most classes could dream of. Most are psyched when they can get 12 or 15 seconds of any of that.

It’s an ELITE skill.
Compare it please for example to FGS – current destroyer of worlds in any PVE setting.

The idea is the skill was never considered OP.
Nobody complained about it.
I don’t recall hearing any warriors go : Oh my SOR is SO good. You just have to have it.

I still think the nerf was unjustified.

50% uptime untraited with no boon duration. Trait is 2 points deep and right next to a well-used minor trait (Fast Hands) along with very niche majors alongside it making it an obvious choice (unless you really want that 25% movespeed, which is actually worse considering Swiftness is 33% and by traiting for SoR, you’re improving that uptime from 50% to 62.5% compared to 50% uptime on 25% movespeed [assumes no other source of swiftness], you’re now getting 12.5% uptime on 8% move speed).

FGS is overly strong and calls for nerfs are being made everywhere from rT, DnT, Elementalists, and pretty much anyone looking at the healthiness of PvE (or even other game modes, because it has ridiculous mobility). I haven’t heard from Ren or other speed guils as to whether or not they want it nerfed as well, but I’m quite sure most people will want it nerfed even if they use it religiously against mobs.

Actually, my speedrun group would probably get mad if it got nerfed, but I’d be glad.

The truth is that this is a go-to elite in every game mode. Not only that but it’s being spammed. A signet is supposed to have two upsides. There’s supposed to be a reason to not activate it and a reason to activate it. Your build might be based on doing only one of those things, but it should have two sides to it. Warrior is weird in that regard. Signet of Fury is being held for the Precision and not activated particularly because the active is underwhelming. Same goes for Healing Signet, considering the HP/S is relatively high without any effort on the Warrior’s part. There is no reason to activate it because it instantly becomes a subpar heal unless using it in the final throes of a battle, and even then it’s still arguably bad to use.

Signet of Rage has been held and used mainly for the boons. I’ve actually ran it and gotten myself in combat a few times by pulling a mob and then jumping down a cliff so I can stay in combat permanently and build up my adrenaline, but even that is too slow to be useful, and it’s not only more efficient to just kill the mob for adrenaline, but it’s also easier to do.

The problem with these signets is there is relatively no reason to activate them, especially with the trait adding damage for adrenaline saved.

There are plenty of traits for other professions that are only useful in one scene of the game and even then are only used because there’s not much else that’s better.

I understand your reasoning.

Balancing signets as active vs passive is a core aspect of the game but I feel they’ve simply failed to do it.

The improvement to the active is too little for people to consider not activating it right away even with the 5 second nerf on all 3 boons.

There’s simply not enough reason to keep the passive going no matter what you do to the active since in its current (and future form) the passive is just very very poor.

If they improved the passive more I could understand the 5 second nerf.

It would create a decision-based environment with people going : ok do i pop it now or wait a bit longer?
But even if the active was 20 seconds, or 15 – it would still beat the passive effect which is totally underwhelming.

Also I’m really amazed at how many people consider it to be OP only after they announced they’re going to nerf it.
I didn’t hear anybody say anything about it before this, but suddenly when the nerf is announced every one jumps on the “SOR nerf so right” bandwagon. It’s really sad.

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: Esplen.3940

Esplen.3940

I main a Mesmer, so I’ve been jealous of having a low cooldown, high uptime Fury access. In terms of WvW and PvP, it’s not really “op” because of boon corruption, stealing, and removal, but in PvE it’s definitely unjustifiably strong. There’s little to no reason to run any other Elite and spamming it is the right approach (for the wrong reason).

Also Healing Signet. It encourages lazy play. You’re supposed to think about whether or not you use your signet, not just hold (or spam) it.

I think for Healing Signet to be more fair, it should be based on how much adrenalin you have (more healing for less adrenalin and less healing for more). Honestly it would make more sense the other way around, but there’s already Healing Surge and Burst Power, so it makes sense for it to counteract these. Additionally, it helps Anet maintain the idea of “use your burst skills for added dps” even though it doesn’t look like they really number crunched the idea of using a burst skill.

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Posted by: Harper.4173

Harper.4173

So in PVE you’re saying it’s “unjustifiably strong” but the problem is the balance team mostly looks at sPVP when they balance and I don’t see how they could consider it for a nerf in WvW or sPVP setting.

I wouldn’t say it’s unjustifiably strong in PVE – there are a LOT of skills that are very strong in PVE ( Time Warp / FGS being just some examples).

And if you think " there’s little or no reason to run any other elite" you’d be wrong – Warbanner being the go-to elite in high-level fractals ( the game’s end game PVE area).

Spamming is the right approach because the passive is and will be useless. If they made the passive useful I’m sure that the elite wouldn’t be spammed.

HS was already nerfed even though they brought no changes to the active ( even though they said they wouldn’t do things like this) and honestly it does have its draw backs since you can’t really recover from bursts that well.

We already have a trait based of adrenaline – and with the new changes to adrenaline I doubt we’d want to nerf the class even further.

And yes – bursting in PVE is going to be a loss of dps most likely – so we’re still going to see warriors sit on full adrenaline.

If here they fall they shall live on when ever you cry “For Ascalon!”