How would you fix warrior?

How would you fix warrior?

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Posted by: Elmago.2961

Elmago.2961

Please keep some simple things in mind

  • Try not to let the stigma affixed to warriors play a role in your input. Yes, they were abhorrently overpowered in comparison to every other class at the beginning, which created a lot of resentment towards them. That is far from the case now.
  • Remember the role they were intended to fill and how they were intended to play. There are eight different professions in Guild Wars 2, each was meant to have its own unique play-style. They’re not a complex class capable of evasive utility. They eat damage directly.
  • Warrior, admittedly, has simpler mechanics to play with in comparison to other classes. Simple and overpowered are two entirely different things.

Warrior is drastically in need of some form of buff. In its current state, they may as well be bait in the water if they aren’t using the current meta of “HamBow” they’ve been forced into using, due to a severe lack of other alternatives that can effectively stand up to the competition. With the recent changes to adrenaline, numerous traits have been rendered disadvantageous, if not completely useless.

What are your ideas on how to go about helping the warrior out of its current crippled status? In no way are they looking for a direct damage output buff, or having them return to how they were long ago before the nerf to frenzy. That is what created the “Warrior OP! Please nerf!” stigma in the first place. In no way should warrior have its few good remaining abilities stripped, either. This is not a thread for those who want to further debilitate things like healing signet and reduce warriors’ mobility, thus essentially turning them into walking balsa wood, incapable of escaping. Regardless if you’re a warrior who desperately wants to be more viable, or any of the other classes who have a withstanding hatred for something about warriors, try to be constructive. We don’t want them to become overpowered again, but at the same time, they need to be pulled out of the dirt.

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Posted by: Shanks.2907

Shanks.2907

Warriors are in a good place.

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Posted by: AGGabriel.9230

AGGabriel.9230

hmmm want the old warrior over guardian advantage ?

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Posted by: style.6173

style.6173

Actually, I think warriors are fine right now with the exception of 1 change. This change will only affect PvP:

When under the effects of “Endure Pain” (either the utility or the trait) a warrior should not able able to contest or cap a point.

Simple change and would fix most of the issues.

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Posted by: glock.6590

glock.6590

Warrior is not underpowered. Their role has been stolen by celestial engineers and elementalist that have : Better damage, better sustain, better group utility and better 1v1 capability.
Once these 2 get nerfed, warrior will be in a good place.

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I would say, leave the current Warrior builds untouched – do not buff or nerf them, let them stay and like glock says, work on Celestial classes…

Besides that, look at unpopular options within different gamemodes, and see how you can improve them (Like the physical utilities)

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Posted by: Tim.6450

Tim.6450

First, I would fix the adrenaline decay by saying that the adrenaline only will decay out of combat if the warrior is at full health that or delay the adrenaline decline by the time it takes to reach full health.

The second change I would do is a nerf to combustive shot. Either damage (condition or power), duration or radius.

The third is a change to healing signet by making it only function when an enemy is in 700 range (stealthed does count).

The fourth is a cast time decrease of 0.25 seconds on mending.

The fifth is a 2~3 second duration decrease to berserker stance, the adrenaline gain removed and the cooldown reduced by 10~15 seconds.

The sixth is removing all adrenaline requirements on Healing surge (so always stage 3) and adding the adrenaline like berserker stance instead of instantly. The cooldown might be increased by 5 seconds.

The last one is fix gap closers/leap finishers.

EverythingOP

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

First, I would fix the adrenaline decay by saying that the adrenaline only will decay out of combat if the warrior is at full health that or delay the adrenaline decline by the time it takes to reach full health.

The second change I would do is a nerf to combustive shot. Either damage (condition or power), duration or radius.

The third is a change to healing signet by making it only function when an enemy is in 700 range (stealthed does count).

The fourth is a cast time decrease of 0.25 seconds on mending.

The fifth is a 2~3 second duration decrease to berserker stance, the adrenaline gain removed and the cooldown reduced by 10~15 seconds.

The sixth is removing all adrenaline requirements on Healing surge (so always stage 3) and adding the adrenaline like berserker stance instead of instantly. The cooldown might be increased by 5 seconds.

The last one is fix gap closers/leap finishers.

Actually, I do like the sound of most of these changes as well :P

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Posted by: Stand The Wall.6987

Stand The Wall.6987

its the same for every class, buff bad traits to encourage diversity.

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Change their fundamental build concepts.
Burst-sustain-support

1)burst- Gap closing knockdown skills can’t over shoot. These are too vital to glass builds to fail as badly as what they do. Berserkers precision needs something more to make it a burst build and berserkers power needs changes to clearly align it as sustain. The typical burst would rely on bull’s rush/frenzy and skills of this nature. They invest heavily to destroy quickly and control at the cost of everything else.

2) Sustain should be designed to make use of adrenaline. This way heighten focus, adrenal healing , berserker power all make the warrior want to not use adrenaline, but instead use it to drive their sustain. Currently with reductions to burst mastery, reduction in ferocity and the movement of skills over time no warrior in any form of Pvp wants to go 6-5-0-0-3 (glass build) and instead are running variations of (X-X-4-0-6 with X being the variable) In others words they’re trying to squeeze a burst build out of what in terms of concept fits more with a sustain build.

3) Warrior also needs clarification on support. With reduction of banners and empower allies etc this support role has become muddied. A typical support build of (0-4-0-6-4) With shrug it off, banners,phalanx strength just doesn’t seem to exist. There was a small period where you’d see it in organised dungeon runs, but it soon faded away.

How do you make this happen? Make adrenaline more important. Stances are currently universal. If stances duration were driven by adrenaline and traits like Empower allies were driven by adrenaline it gives cause for support/sustain builds not not want to use adrenaline. However it would also require that burst warriors who actively want to use adrenaline need to see results when they do because they can’t be blanket covered by stances that need adrenaline to get the most from them. Hence what the former burst mastery skill, ferocity, unsuspecting foe etc need to be adjusted again to match that playstyle. Burst builds hit hard, fast and have small windows of high control and down targets fast. The only escape is having stun breaks available and vigor. Whether they take signets to insure they can break blocks etc is up to the warrior, but removing non useful traits and replacing them with skills that increase burst skills range, give X% chance to pierce blocks, knockdowns last slightly longer is going to be required to a degree.

How do you clue this all together? Much like necro weapons that each gain life force in different measures, the warrior needs this. Axe gains adrenaline fast, but loses it fast outside of combat. Hammer by comparison gains adrenaline slowly, but holds it for longer outside of combat.

Currently the majority of warrior builds are about self containment. There is no building for a specific purpose perse’, because all of the skills needed to form the corner stone to a specific build have been moved, nerfed or just rewritten entirely which has muddied the waters for making clear and concise warrior builds.

I could explain all this at more length, but being a forum I think you can see the path I am going down. Separate warrior builds to have clear purpose..currently they are all much of a muchness and all revolve around cleansing ire as a must, because burst isn’t what it used to be where you could down a target before they had the chance to overwhelm you with conditions and you could down a traget that run high evasion if you caught them without their stun break ready. You were not going to withstand focus, but this isn’t your role..that is for the sustain/support builds who in turn weren’t going to be able to down any where as fast as a glass build would. Purity of build purpose is just lacking for warrior.

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Posted by: silentnight warrior.2714

silentnight warrior.2714

They only need to “fix” the adrenaline decay after leaving combat. 10 seconds to start losing adrenaline is enough IMO.
After that change i think warrior will be fine.

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Posted by: Relentliss.2170

Relentliss.2170

They only need to “fix” the adrenaline decay after leaving combat. 10 seconds to start losing adrenaline is enough IMO.
After that change i think warrior will be fine.

This was exactly what I was thinking. Giving it a small breather before it starts to decay would help. Could also make it build a little faster and decay a lot slower. I was thinking 20 sec but maybe 10 would be enough.

Warrior could use a little help to deal with conditions and ranged damage when using their 2h weapons. But I am not sure what.

We don’t need to make mandatory gear treadmills, we make all of it optional

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Posted by: Frenk.5917

Frenk.5917

Adrenaline Decay. That plus the loss of adrenaline when burst skills miss was too much. Since I still think opponents should get rewarded for asuccesfully avoiding warrior’s burst skills, I believe reverting the out of combat adrenaline decay change is the best thing.

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Posted by: Jelzouki.4128

Jelzouki.4128

Please keep some simple things in mind

  • Try not to let the stigma affixed to warriors play a role in your input. Yes, they were abhorrently overpowered in comparison to every other class at the beginning, which created a lot of resentment towards them. That is far from the case now.
  • Remember the role they were intended to fill and how they were intended to play. There are eight different professions in Guild Wars 2, each was meant to have its own unique play-style. They’re not a complex class capable of evasive utility. They eat damage directly.
  • Warrior, admittedly, has simpler mechanics to play with in comparison to other classes. Simple and overpowered are two entirely different things.

Warrior is drastically in need of some form of buff. In its current state, they may as well be bait in the water if they aren’t using the current meta of “HamBow” they’ve been forced into using, due to a severe lack of other alternatives that can effectively stand up to the competition. With the recent changes to adrenaline, numerous traits have been rendered disadvantageous, if not completely useless.

What are your ideas on how to go about helping the warrior out of its current crippled status? In no way are they looking for a direct damage output buff, or having them return to how they were long ago before the nerf to frenzy. That is what created the “Warrior OP! Please nerf!” stigma in the first place. In no way should warrior have its few good remaining abilities stripped, either. This is not a thread for those who want to further debilitate things like healing signet and reduce warriors’ mobility, thus essentially turning them into walking balsa wood, incapable of escaping. Regardless if you’re a warrior who desperately wants to be more viable, or any of the other classes who have a withstanding hatred for something about warriors, try to be constructive. We don’t want them to become overpowered again, but at the same time, they need to be pulled out of the dirt.

Warrior doesn’t need fixing. They are in a good place.

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Posted by: Doon.2364

Doon.2364

Adrenaline decay out of combat hurts warriors the most. Even in the mist of combat situation u could possibly lose all ur adrenaline. There needs to be a grace period before decay starts. 10 seconds as suggested above would certainly help. Fix all traits that are affected by adrenaline change. Buff lesser weapons sets to encourage diversity.

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Posted by: Rym.1469

Rym.1469

Expand it’s mechanic, giving another way to dump adrenaline with F2.

This way, while F1 would be the offensive burst skill, F2 could’ve been the defensive/utility option.

It could be based on your Off Hand and reduce the need of passive defense Warriors have, because their mechanic currently doesn’t support that.

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Posted by: Doon.2364

Doon.2364

Expand it’s mechanic, giving another way to dump adrenaline with F2.

This way, while F1 would be the offensive burst skill, F2 could’ve been the defensive/utility option.

It could be based on your Off Hand and reduce the need of passive defense Warriors have, because their mechanic currently doesn’t support that.

F2 for offhand weapons, excellent idea!

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Posted by: coglin.1867

coglin.1867

I agree. That is an interesting idea. I would love to see how that would work with a shield or warhorn in particular.

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Posted by: Shanks.2907

Shanks.2907

Adrenalin decay is the perfect penalty for (ab)using mobility and resetting fights.

Working as intended, I’d say.

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Posted by: Harper.4173

Harper.4173

1.Adrenaline decay when out of combat – revert the changes to pre-september patch status. The fact that missed burst skills spend adrenaline is enough.

2.Fix gap closing skills – Rush, Bull’s charge and make them actually connect with a target.

3.Undo signet of rage nerf – it was unnecessary and plain silly.

4.Rework Juggernaut. No matter what people say the skill is horrid because it takes away your utility skills.
It doesn’t need a buff – short of making it OP it’s simply not going to work. Sure you can make it OP so that it 1shots stuff and then people will use it but honestly if you want this elite to be viable it needs a rework.

5.Reduce the amount of telegraph we have on some skills.

6.Rework some F1 skills ( Mace ) to actually be decent given the new adrenaline change.

7.(This could go for any class) – Fix and rework poorly designed traits and useless ones.

8.Healing signet is fine as it is – what it does need is a situationally worthwhile active that will make the warrior decide whether he wants the active effect or the passive healing.

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