Perma Swift. Perma pain
so… you want… for it to take 20-25% longer for everyone to walk everywhere… when you can already walk straight in a wvw map for like 3 mins and only be halfway across the map?
hmm…
head here to discuss wvw without fear of infractions
This is really bad suggestion as it would give even more power to the warriors, which are already the most common profession in WvWvW. It would also be a significant buff to thieves, who are the most common profession in roaming besides the wariror.
Greatsword offers 2 mobility skills in one weapon, one offering 1200 range without any swiftness on a mere 16/20 s cooldown, which is plain ridiculous. Main-hand sword offers a 600 leap with 8 s cooldown. Bull’s charge offers 600 leap. Now swiftness of course increases their range by 33%, but most other professions, besides shortbow (#5) and main dagger (#2) thief, do not have access to such low cooldown movement skills from their weapon set.
Better solution:
1. Nerf warrior mobility (40 s cooldown to GS #5 and 12 s with GS#3, to be in line with RtL note with forceful greatsword trait these would be still reduced 20%, 10 s to sword #2)
2. Reduce the duration of swiftness granted from lightning field (ele staff skill static field) to stack to max 25 seconds.
The latter would affect the zerg speed.
Warrior mobility is fine and working as intended.
Read this :
http://wiki.guildwars2.com/wiki/Leap
Particularly : A leap is a skill mechanic that causes the user to rapidly move forward a certain distance. This may be to attack an enemy target, move to a targeted area, or move to an ally. Leap skills are used for positioning and thus control in battle.
Due to the rapid movement, leap skills can move the player out of the range of an attack similar to dodging.
Last night I asked my guild if my natures voice ranger was helpful for zergs (perma swiftness/regen on commander) a resounding NO made me decide to never run that build again. One of the best group support skills, and a grandmaster ranger trait, is useless because they said “perma swiftness and regen is already easy to get from most other classes without them specializing in providing it.”
I think Perma swiftness is a good thing because no one wants to run for 5 minutes just to get to the battle. However maybe we should make it harder to obtain; this would give natures voice rangers a better role.
Better solution:
1. Nerf warrior mobility (40 s cooldown to GS #5 and 12 s with GS#3, to be in line with RtL note with forceful greatsword trait these would be still reduced 20%, 10 s to sword #2)
Their mobility are effected by cripple/chill and immobilize. Unlike thieves, mesmer and ele, cripple/chill and immobilize does not effect how far they escape. Their teleport can teleport to the second level while ignoring the stairs while warriors have to actually take the stairs. You can stun them. If they use stability, then you can cripple them. If they have zerker stance, they have no utility then. Their only choice is to escape. Without range weapons, they are useless. If they stay and fight, then you just need to be defensive until stability/zerker stance is gone. Then you will win the fight.
Warrior loses a lot by going full mobility. They lose their strong condi removal, Cleansing Ire, short cooldown stuns, and their right to be threatening. It is a troll build and nothing about the build is serious. Nothing about the build is threatening except to your ego that you must kill all things.
This is not a good reason to cripple GS mobility. As GS isn’t a great PvP weapon.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Better solution:
1. Nerf warrior mobility (40 s cooldown to GS #5 and 12 s with GS#3, to be in line with RtL note with forceful greatsword trait these would be still reduced 20%, 10 s to sword #2)Their mobility are effected by cripple/chill and immobilize. Unlike thieves, mesmer and ele, cripple/chill and immobilize does not effect how far they escape. Their teleport can teleport to the second level while ignoring the stairs while warriors have to actually take the stairs. You can stun them. If they use stability, then you can cripple them. If they have zerker stance, they have no utility then. Their only choice is to escape. Without range weapons, they are useless. If they stay and fight, then you just need to be defensive until stability/zerker stance is gone. Then you will win the fight.
Warrior loses a lot by going full mobility. They lose their strong condi removal, Cleansing Ire, short cooldown stuns, and their right to be threatening. It is a troll build and nothing about the build is serious. Nothing about the build is threatening except to your ego that you must kill all things.
This is not a good reason to cripple GS mobility. As GS isn’t a great PvP weapon.
Every other profession’s mobility is affected by cripple, chill and immobilize. For comparison try to play a ranger and see what enemy immobilize does to you when you roam in WvWvW!
You are trying to make warriors look bad, but the fact is that in recent weeks I have seen more warriors as roamers than thieves or mesmers. And warriors and guardians have always been the most numerous professions in a WvWvW zergs. If warrior is so bad as you claim it to be, then why warrior has become the most common profession in roaming as well? It is really bad when one professions tops the list in every role. They are sniping the dolyaks, flipping the supply camps and killing enemy roamers, while having little risk of getting killed themselves.
Fact is: Warrior has the best land speed and incredibly good condition removal and resiliency towards movement impairing conditions. Being able to reset fights is very important in roaming.
Melandru armor set + dogged march + lemongrass poultry soup = -98% condition duration against chilled/cripple/immobilize and -25% stun duration
Mobile strikes trait removes immobilize using any movement skill. Warhorn charge removes all movement impairing conditions, but really isn’t needed in most mobility builds.
Realistically you cannot stop a mobility warrior from running away in an open field WvWvW setting. And the same build can still have good damage, CC, good sustainability, relatively high health pool and armor and condition cleansing. E.g. greatsword + longbow + fast hands makes the use of cleansing ire a piece of cake, unlike you claim. Signet of stamina is a full condition cleanse. And if you don’t take melandru armor set, signet of rage + 6xLyssa gives all the boons + full condition cleanse.
The fact remains: Arenanet buffed warrior too far. I am not against warrior having the highest health, best armor, massive amount of CC, good damage, good sustain, amazing condition removal and the best land speed, but to able to able to have almost
all of that in one just build is too much.
Warrior’s greatsword is an example of a badly designed weapon. It offers very high dps (if you get rooted or stunned and eat 100 blades, then you are toast) and the best mobility in the game and has a lackluster burst, which almost nobody uses. Either range of the mobility skills and/or their cooldown needs to be altered and put in line with other professions and weapons offer.
Warrior mobility is fine and working as intended.
Read this :
http://wiki.guildwars2.com/wiki/Leap
Particularly : A leap is a skill mechanic that causes the user to rapidly move forward a certain distance. This may be to attack an enemy target, move to a targeted area, or move to an ally. Leap skills are used for positioning and thus control in battle.
Due to the rapid movement, leap skills can move the player out of the range of an attack similar to dodging.
Nobody said that it wasn’t working as intended, just that the intentions aren’t justifiable.
Warrior mobility is fine and working as intended.
Read this :
http://wiki.guildwars2.com/wiki/Leap
Particularly : A leap is a skill mechanic that causes the user to rapidly move forward a certain distance. This may be to attack an enemy target, move to a targeted area, or move to an ally. Leap skills are used for positioning and thus control in battle.
Due to the rapid movement, leap skills can move the player out of the range of an attack similar to dodging.
Nobody said that it wasn’t working as intended, just that the intentions aren’t justifiable.
https://www.guildwars2.com/en/the-game/professions/warrior/
Notice how Speed is the first in that list of attributes.
Also – i have a feeling the massive condition duration reductions in WvW will be changed with the feature patch so I doubt it’ll still be that much of an issue.
Warriors are good at roaming – sure – but to say a warrior is just as impeded by cripple as a thief is false.
A thief can easily stealth or blink to move away unimpeded – whilst a warrior can do neither if he can’t remove the cripple he’s dead in the water. While other classes still have options.