Warrior: "The Casual" (7/8)

Warrior: "The Casual" (7/8)

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Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

You are not fleshing out GW2. Guild Wars 2 is already fleshed out since 1 year and a half. While not everything is perfect, it works (somehow).

“Somehow working” isn’t exactly stellar. That’s why I’m here.

You on the other hand want to change the whole gameplay. You are fleshing out your own game

GW2 is the square peg that ANet is trying to fit into the circle slot. GW2 is a strange, unique game that doesn’t necessarily play like a traditional MMO. Despite this, ANet has chosen to introduce mechanics into GW2 that clearly belong in a more traditional MMO with things like dedicated healers; or just ignore some obvious boundary rules when it comes to designing combat without a dedicated healer/damage-mitigation class present.

I’m here to help shave the edges off of the square peg.

From your perspective it’s a square peg. For me, it’s a rather fun game to play, which needs polish but no overhaul. You are fleshing out a whole new game based on your opinion that this game is unbalanced from scratch while I do think this game is basically in a good state.

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Posted by: Swagg.9236

Swagg.9236

From your perspective it’s a square peg. For me, it’s a rather fun game to play, which needs polish but no overhaul. You are fleshing out a whole new game based on your opinion that this game is unbalanced from scratch while I do think this game is basically in a good state.

I do think

think

Then we’re down to opinions.

I at least exclude the word “think” from my statements and have fundamental rules written out regarding how GW2 combat is optimized. The only reason I don’t have any “credibility” is because ANet developers tend to ignore the player-base so I have no way to argue my points directly with them.

Despite that issue, it’s difficult to argue that instant-activation, passively-activated, ranged, RNG offensive damage procs should exist in a game without a dedicated healer/damage-mitigation class; and this game is replete with these sorts of attacks. And that’s just one issue, really.

(edited by Swagg.9236)

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Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

Then we’re down to opinions.

I at least exclude the word “think” from my statements and have fundamental rules written out regarding how GW2 combat is optimized.

Ok. To put it simple, just for you:
I do want to play ArenaNet’s game. I do not want to play your game.
Those people, hundreds of programmers, designers and others, where sitting there, for I don’t even know how long they developed GW2, and tried to figure out a balance, which they thought would turn out healthy. And now you come along and try to convince us, that you can deliver the ultimate balanced game.
I don’t think so. At the end all ends up in opinions, that’s the reason why this game gets called unbalaced. Because the majority of players thinks differently about this game as the devs do.

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Posted by: Swagg.9236

Swagg.9236

UPDATES

  • Damage updates to several skills across the board: a lot of nerfs are undone, [Hamstring] gets a small damage buff.
  • Threw out the Stance Shaker idea despite the fact that stability is still overpowered.
  • Increased the range on [Crushing Blow].

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Posted by: Rednik.3809

Rednik.3809

As for the banners, in their current state they are basically invincible engineer healing turrets that also provide significant other stat bonuses.

Do you understand difference between grandmaster talent in support line and baseline ability? I guess you don’t.

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Posted by: thefantasticg.3984

thefantasticg.3984

Then we’re down to opinions.

I at least exclude the word “think” from my statements and have fundamental rules written out regarding how GW2 combat is optimized.

Ok. To put it simple, just for you:
I do want to play ArenaNet’s game. I do not want to play your game.

Despite the Ranger pet that line pretty much sums it up for me concerning Swagg’s suggestions.

RNG is a bell curve. Better hope you’re on the right side.

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Posted by: Harper.4173

Harper.4173

You are not fleshing out GW2. Guild Wars 2 is already fleshed out since 1 year and a half. While not everything is perfect, it works (somehow).

“Somehow working” isn’t exactly stellar. That’s why I’m here.

You on the other hand want to change the whole gameplay. You are fleshing out your own game

GW2 is the square peg that ANet is trying to fit into the circle slot. GW2 is a strange, unique game that doesn’t necessarily play like a traditional MMO. Despite this, ANet has chosen to introduce mechanics into GW2 that clearly belong in a more traditional MMO with things like dedicated healers; or just ignore some obvious boundary rules when it comes to designing combat without a dedicated healer/damage-mitigation class present.

I’m here to help shave the edges off of the square peg.

Except you’re not realizing that perhaps the peg is square because a full round approach wouldn’t work.

I get that you have a very good opinion of yourself. I get that you feel you’re some sort of " savior " sent to balance and make the game better.

The only problem is that you’re not. The balance changes you’re proposing here are somewhere between bad and terrible with an odd improvement here and there.

You’re not trying to “fix” the game – you’re trying to make it what you feel it should be.

Yes – GW2 does blend traditional MMO traits with new ones – but if it went full on in one direction or another it would lose out part of its appeal to a greater number of players.

Example : if it were to become a trinity based traditional MMO – players like me who hate that would up and leave.
If it were to go the complete other direction and cast aside all similarities to a traditional MMO – most players who are into that would live.

Get the picture?

Also if you feel you’re so good at balancing games by all means start making one and balance away to your heart’s content.
Just leave this one be.

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

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Posted by: Travlane.5948

Travlane.5948

Nerf nerf nerf nerf nerfedy nerf nerf nerf?

Sorry, I don’t speak nerf.

IMO these aren’t the best ideas, just saying. Warrior’s better off now than what YOU’RE planning on doing with it.

Of course Warrior is better off than it is now—because it’s overpowered in many respects. We have to tone it down and then give it other options for inflicting damage or getting an edge over opponents aside from popping god-mode and using [Healing Signet] as a crutch.

arrow radius are def way too big. makes ranger (pro bowuser) look like a novice

warrior isnt OP (other than heal sig) in any fashion of his class. HOWEVER

1st in healing
1st in condi removal
1st in dmg
1st in toughness
1st in armor
3rd in buffs
1st in distance gain(after 3k distance which thief owns first 3k)
1st in attacks per minute

i mean the list goes on. a couple of those warrior is tied for 1st like dmg. he is tied for thief but thats not the point.t he point is he is on top.

the problem isnt being first…its being first in all and if all put into the same build hes like 2nd in all with a few 1sts. THAT is the problem. and then to cherry the top…. all of it is super easy to do in combat bc its the nub class.

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Posted by: Travlane.5948

Travlane.5948

You are not fleshing out GW2. Guild Wars 2 is already fleshed out since 1 year and a half. While not everything is perfect, it works (somehow).

“Somehow working” isn’t exactly stellar. That’s why I’m here.

You on the other hand want to change the whole gameplay. You are fleshing out your own game

GW2 is the square peg that ANet is trying to fit into the circle slot. GW2 is a strange, unique game that doesn’t necessarily play like a traditional MMO. Despite this, ANet has chosen to introduce mechanics into GW2 that clearly belong in a more traditional MMO with things like dedicated healers; or just ignore some obvious boundary rules when it comes to designing combat without a dedicated healer/damage-mitigation class present.

I’m here to help shave the edges off of the square peg.

Except you’re not realizing that perhaps the peg is square because a full round approach wouldn’t work.

I get that you have a very good opinion of yourself. I get that you feel you’re some sort of " savior " sent to balance and make the game better.

The only problem is that you’re not. The balance changes you’re proposing here are somewhere between bad and terrible with an odd improvement here and there.

You’re not trying to “fix” the game – you’re trying to make it what you feel it should be.

Yes – GW2 does blend traditional MMO traits with new ones – but if it went full on in one direction or another it would lose out part of its appeal to a greater number of players.

Example : if it were to become a trinity based traditional MMO – players like me who hate that would up and leave.
If it were to go the complete other direction and cast aside all similarities to a traditional MMO – most players who are into that would live.

Get the picture?

Also if you feel you’re so good at balancing games by all means start making one and balance away to your heart’s content.
Just leave this one be.

these are just HIS suggestions. the place where he is putting his changes…shoudl be where you focus your attention. warrior needs many many….small nerfs. no other class can be the best of everything at the same time…which makes warrior OP. that is the problem. try not to focus on his changes….. the point is underlying.

focusing on his changes is like a democrat changing the topic of conversation to avoid the obvious point…..warrior = OP

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Posted by: kyubi.3620

kyubi.3620

for some funny reason the moment someone ask for a warrior change every troll on the warrior forum jumps in and scream at the outrage because they rather run a rofling Healing signet auto attack spam build then an actual spec based on doing an inteligent damage combo and are still effraid of going back in the early day warrior builds. Warrior is likely the profession that dumbs down the game to the lowest level when it comes to spvp so why not give it better damage at the sacrifice of some survivability.

Warrior in early game was harder to play in spvp because it lacked survivalism and was way to easy to dodge counter. It was also because running raw damage in pvp doesnt reward well enought save for backstab thief. Give warrior better skill chains more focused on controlling the ennemy and dealing damage then overlasting it trought raw survival and we might get to see something good instead of some double sword condi tank spammer.

I respect the hundred blade warrior who actualy works a full skill chain to run a multi skill KO build yet works realy kitten the fight to both stay alive and kill his target more then i respect the HS Hambow or dual sword user who just swing his weapon at random.

Warrior in spvp needs better damage and control at the cost of some survivability and Swagg likely has the right idea here. Weakening Healing signet and increasing the value of other heal (HS will still remain the best Healing skill of dodgers and blockers due to its HPS wich combined with regeneration and adrenal Healing makes it wonderfull to run).

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Posted by: Maugetarr.6823

Maugetarr.6823

Despite that issue, it’s difficult to argue that instant-activation, passively-activated, ranged, RNG offensive damage procs should exist in a game without a dedicated healer/damage-mitigation class; and this game is replete with these sorts of attacks. And that’s just one issue, really.

I’m just going to suggest the crazy idea that this game is better suited to all the things you mentioned above specifically because there is no dedicated healer. If all the instant cast skills existed and players had no way to manage their own health, the healer would quickly be overwhelmed with all of the spike damage and passive procs…and forget about a team using a bunch of instant cast abilities from a couple of coordinated players spiking the healer down faster than they could react. The fact that healing/support is spread out and not the sole focus of a single character is what allows these mechanics to exist.

I would also like to add that this game is doing better than just barely working. Other than a few balance issues and some (occasionally large) bugs that (still) need to be addressed, the game is fairly well balanced as it currently is. With a few tweaks to PvE, like adding more mobs that were similar to the partially digested husks and improving mob AI, I think most of the classes would feel welcome/needed/useful in every game mode.

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Posted by: oZii.2864

oZii.2864

I agree with Maugetarr the reason the instant cast and RNG procs are ok in GW2 is because classes have their own self sustain. TBH I have never seen much complaining about RNG procs or instant cast abilities except Ele double arcane burst and Necromancer staff attacks.

I’ve never seen 1 complaint (until this thread) about sigil of fire or sigil of air(which is something swagg also suggested to change).

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Posted by: Swagg.9236

Swagg.9236

Despite that issue, it’s difficult to argue that instant-activation, passively-activated, ranged, RNG offensive damage procs should exist in a game without a dedicated healer/damage-mitigation class; and this game is replete with these sorts of attacks. And that’s just one issue, really.

I’m just going to suggest the crazy idea that this game is better suited to all the things you mentioned above specifically because there is no dedicated healer. If all the instant cast skills existed and players had no way to manage their own health, the healer would quickly be overwhelmed with all of the spike damage and passive procs…and forget about a team using a bunch of instant cast abilities from a couple of coordinated players spiking the healer down faster than they could react. The fact that healing/support is spread out and not the sole focus of a single character is what allows these mechanics to exist.

Spreading out a party’s healing capacity or making every player responsible for his/her own health pool doesn’t at all affect anyone’s ability to burst a player down very quickly with little or no cue.

Moreover, healing skills typically don’t help anyone but one’s self. This game’s design doesn’t allow for very effective healers. Of the “healers” that do exist, most of their healing is primarily meant to sustain themselves and is often not effective either as long-range support (or even as mid-range support in many cases) nor as something to sustain a roamer/glass-cannon DPS class vs incoming burst seeing that no real proper party-centric damage-mitigation in this game exists outside of limited AoE protection and the single block granted from aegis (and even those only come from skills that are limited in their radius/scope). To this effect, there really is no proper healer/damage-mitigation class in GW2.

Without someone to take that role on, invisible damage proccing from traits, sigils and runes shouldn’t be a thing in this game. It simply makes sense. If a player’s hp is in that player’s hands, incoming damage should be made clear so that the player can take full advantage of his/her profession’s abilities in order to mitigate that damage.

In any case, this game is very DPS centric. The Mesmer (control spec) mostly died with GW1; and DPS dominates the “DPS-control-support” pseudo-trinity that was “planned” for this game. Seeing that this game is dominated by DPS, it makes sense to make all DPS as fair as possible otherwise the entire game is thrown further out of whack.

Instant-activation, passively-activated, ranged, RNG offensive damage procs simply shouldn’t exist in GW2.

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Posted by: Harper.4173

Harper.4173

these are just HIS suggestions. the place where he is putting his changes…shoudl be where you focus your attention. warrior needs many many….small nerfs. no other class can be the best of everything at the same time…which makes warrior OP. that is the problem. try not to focus on his changes….. the point is underlying.

focusing on his changes is like a democrat changing the topic of conversation to avoid the obvious point…..warrior = OP

Warrior is NOT best at everything.
The fact that you’re claiming this just proves how uninformed you are.

And the focus of this topic is us combating HIS changes. This is not a " warrior OP or UP " thread – this is a " I want to balance the game the way i feel like it because I feel i’m good at it " thread.
That’s what we’re discussing here. His attitude.
The whole " A-net made the game wrong but luckily i’m here to fix it because i’m a godsend to everyone " attitude is the issue. That has to go.

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

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Posted by: Nike.2631

Nike.2631

While you’ve had a lot of good thoughts in this series and I find your opening summary of the Warrior very compelling you’ve got a couple of things seriously crippling any hope of seeing action based on these presentations.

The worst offender is there is simply far too many changes. Were I you, I’d set my “Total Chaos inflicted on the playerbase” budget down to around a third of what you’ve been flashing around. If you can’t make progress with some nuanced, surgical strikes you are not going to be given the go ahead to re-write the game. For example, the entire post about banners is NOISE. Its an exercise in fiddling with bookkeeping that just takes up space.

The game isn’t on a whiteboard. Its running on live servers before a large paying audience. Work with and respect what’s there rather than throwing every lever and twisting every knob in sight.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Swagg.9236

Swagg.9236

If you can’t make progress with some nuanced, surgical strikes

Nuanced, surgical strikes, just like what we see with the [Healing Signet], Dhuumfire, Torment update, right?

For example, the entire post about banners is NOISE. Its an exercise in fiddling with bookkeeping that just takes up space.

The banner post is about turning Warrior Banners from passive stat buffs that stack in duration into stat buffs that require players to remain within the effective radius of the banners at all times in order to more consistently receive their effects; also the goal was to remove any permanent boons granted from banners.

The game isn’t on a whiteboard. Its running on live servers before a large paying audience. Work with and respect what’s there rather than throwing every lever and twisting every knob in sight.

The warrior was crippled from birth. It needs a whiteboard treatment for a lot of its very boring and/or lack-luster abilities. Moreover, we can apply the Agent Spire techniques to ANet better than myself seeing that most of ANet’s updates are often relegated to numbers going up and down rather than proper skill functionality changes. We look at hambow and what do we see: a bunch of abilities that require no real thought for active use; the entire set simply encourages skill spam in any particular order and pushes the paradigm that pressing buttons while you have a selected target can prove effective even though the player isn’t necessarily thinking hard or following an optimal attack pattern while at the control panel. Adjusting damage numbers and even increasing cast-times on some skills is not going to change that.

I show my respect for the player-base by pushing designs that trust that the average player can be aware of him/herself and use skills in a clever or optimal manner.

I trust that the player can set up well-cued skill chains to devastate enemies and recover effectively even if an opponent undermines these chains through proper counter-play.

There are so many builds and skills that just take the thought out of playing GW2 for the player. It’s like the player isn’t trusted enough to do the thinking for him/herself. I believe in the player, which is why I re-design and nerf a lot of skills. For the level of mobility in this game, the presence of blocks, the fact that dodge grants invulnerability frames, it deserves something greater than things like Spirit Ranger, Engineer [Bomb Kit] and [Grenade Kit], Hambow, [Healing Signet], Condition Necromancer, [Signet of Spite], Condition Mesmer, Thief in general and any other specs that aren’t coming to mind at the moment. GW2 deserves thought; deserves synergy; deserves skill counter-play; and GW2 definitely deserves professions that aren’t literally designed to be the “easiest class to play.”

I believe in a GW2 that is far more skill-centric that what we see today; and that’s only because I believe in the player-base and that it has enough ability to master basic ability effect synergy, situational awareness, the importance of good positioning and target-tracking for aimed abilities.

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Posted by: Swagg.9236

Swagg.9236

That’s what we’re discussing here. His attitude.

That’s not at all what we’re discussing. You’ve gone far off topic. Please refrain from that.

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Posted by: Nike.2631

Nike.2631

If you can’t make progress with some nuanced, surgical strikes

Nuanced, surgical strikes, just like what we see with the [Healing Signet], Dhuumfire, Torment update, right?

Not particularly. Actually I think the Healing Signet adjustment will be a lot more effective than people give it credit for – I’ve been playing various forms of regeneration-based heroes in MMOs for around 8 years, and Regen is delicate. The difference between Godmode and inescapable death spiral can be a lot less than 8%.

“Surgical” as in keep the number of change per profession in the single digits – hit fulcrum issues. Don’t rewrite 40%-80% of the weapons skills when 20% and a tweak to a Trait will dramatically shift the balance of power in the direction you’re seeking.

The banner post is about turning Warrior Banners from passive stat buffs that stack in duration into stat buffs that require players to remain within the effective radius of the banners at all times in order to more consistently receive their effects; also the goal was to remove any permanent boons granted from banners.

Then rather than dinking with both the pulse time and the effect duration, just adjust the effect duration. Then write the whole thing as a single note that applies to all banners. And briefly explain the purpose in the note.

The warrior was crippled from birth. It needs a whiteboard treatment for a lot of its very boring and/or lack-luster abilities.

Serious as a heart-attack: Then your project is DEAD. You’re literally 2+ years too late for a do over. Like it or not, the class functions at a serviceable level. Could it be better? Of course, but for people managing a working enterprise that’s not the point. This boat will not be rocked to the point of possibly capsizing.

Like I said, I like your vantage point, but your approach lacks elegance, and for the magnitude of changes you’re looking to induce nothing less than elegance is going to sell it. Maybe you’ll see the need to polish it in that fashion to create a convincing case, maybe you won’t. But at least you’ve heard it mentioned .

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Swagg.9236

Swagg.9236

Not particularly. Actually I think the Healing Signet adjustment will be a lot more effective than people give it credit for -

As I’ve said before, one of the interesting conversations that I’ve had with some guild-mates was “How will warrior do damage without god-mode?” Passive regeneration can be a thing, so long as it doesn’t encompass the

I’ve been playing various forms of regeneration-based heroes in MMOs for around 8 years,

That is none of my concern.

and Regen is delicate. The difference between Godmode and inescapable death spiral can be a lot less than 8%.

“Surgical” as in keep the number of change per profession in the single digits – hit fulcrum issues.

I am hitting the fulcrum issues: Warrior has a thoughtless play-style with several effectively wasted skill slots; there’s no synergy among skills despite the multitude of skills available to the Warrior; Warriors rely on passive, uncounterable buffs to survive.

Then rather than dinking with both the pulse time and the effect duration, just adjust the effect duration. Then write the whole thing as a single note that applies to all banners. And briefly explain the purpose in the note.

You’re really splitting hairs here, but I can see that as a valid solution to the issue.

Serious as a heart-attack: Then your project is DEAD. You’re literally 2+ years too late for a do over.

It’s never too late to try to save the game, especially when there are actual, concrete solutions on the board and not airy “I think X should be like Y,” discussions.

Like it or not, the class functions at a serviceable level. Could it be better? Of course, but for people managing a working enterprise that’s not the point. This boat will not be rocked to the point of possibly capsizing.

There’s no point to taking a boat to see that already has a gaping hole in the hull. Patching it up takes time and effort, but it can be done. It’s better to do what must be done to fix the class rather that let it set sail for fail. The Warrior serves to promote the paradigm of thoughtless play and minimal consequences; that’s something that needs to be addressed. The best way to go confront the issue head-on is by activated skill changes simply because traits and gear all encompass passive add-ons that the player can’t activate on-command.

Like I said, I like your vantage point, but your approach lacks elegance, and for the magnitude of changes you’re looking to induce nothing less than elegance is going to sell it. Maybe you’ll see the need to polish it in that fashion to create a convincing case, maybe you won’t. But at least you’ve heard it mentioned .

There’s no time left for elegance. My case is a polished case; I’ve already detailed the folly of the Warrior at its very core, and if we can’t fix that then the class is doomed to continue to weigh down this game as the pack leader ahead of other thoughtless specs.

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Posted by: Nike.2631

Nike.2631

Judging from the game’s financials, there’s plenty of time for elegance. They are not in panic mode (nor should they be) and they’re not going to massively restructure the profession (nor should they).

You seem dead set on ignoring experience-based advice, but I will try one more time.

Gameplay changes are errata. They are necessary as problems become apparent, but every single time you issue errata you also erode player confidence. Along we fixing your problem, errata also says “We were stupid, sorry.” The thing is if you tell people your were stupid in the past often enough, they start to feel you are also stupid in the present, and then they take their time and money elsewhere.

The only real defenses against this are to not issue errata for minor problems where the improvement to the Game doesn’t outweigh the damage to the Brand and to occasionally issue errata that is so amazingly clever, polished, and elegant, that people will overlook that they were playing old-and-inferior because the new-and-improved is just that awesome.

40 changes at once will never look clever and it’s simply not polished. 6 changes with deep, rippling impacts across the system that will redefine the emergent play in a way that’s interesting and fun? That will cross the threshold into clever enough to pay the price for tinkering.

Your focus is on the Game. What your plans largely ignore is that the first allegiance of the Balance Team must be to the Brand, not the Game. If you can’t create solutions that serve both, they cannot incorporate them.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Sykper.6583

Sykper.6583

Hey again.

Just reading through the thread and it seems to have taken an interesting turn.

Due to certain personal circumstances, I won’t be able to comment quite yet on some of the other suggestions Swagg has posted but I can give my general thoughts.

First, it’s rather unproductive to go back and forth on ‘change implementation’. I doubt Swagg considers doing all of these changes at once, and I think there are some extremely good ideas or at least prospects we can take from it.

Second, the biggest hurdle for the warrior, and everyone agrees is that the skill-floor and ceiling for a warrior are far too close. Warriors get a lot for little, but they can only do so much, the level of impressive plays you see from high-level warriors is nothing special. What you have to do then is two things, make mechanics for warriors more complicated, where playing them as they are now rewards you a bit less. At the same time, the ceiling for warriors expands dramatically, Warriors are all about their weapons and brute power, make that their theme!

Warriors in their current state are ‘close to balanced’ but broken. Rather than being a well-built wagon wheel where everything fits perfectly, we have a wagon wheel made of good parts but put together with flimsy tape and glue. Mind you both wheels work just fine, but you would want a better-looking wheel wouldn’t you?

To that regard, I will be posting more frequently intricately detailing my thoughts on every change you came up with Swagg, my likes and dislikes. Nike, I also encourage you to help me in this thread to come up with some fluid designs that would be appealing to A-Net.

Thanks!

Suicidal Warrior.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”

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Posted by: Swagg.9236

Swagg.9236

Updates all around to hammer, sword, utilities, and traits.

I’ve been working to find ways of culling a bit of the protection that I’ve introduced while also partially reverting some of the changes that would have completely re-worked a few traits/skills. I’m sad about how hammer turned out because of its lack of in-weapon synergy, but I suppose that’s a discussion for another day. As it stands, I’ve made a bunch of updates and I just wanted to get that out the door.

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Posted by: thefantasticg.3984

thefantasticg.3984

Given the fact they won’t even put in the effort/time to rework the Ranger pet none of these threads you have posted, Swagg, have any effin chance of making it to game… And for that, I’m thankful.

RNG is a bell curve. Better hope you’re on the right side.

Warrior: "The Casual" (7/8)

in Profession Balance

Posted by: Iason Evan.3806

Iason Evan.3806

WARRIOR: THE CASUAL
Why should any class in an MMO be singled out as the “easiest class to play?”

For the same reason music teachers offer lessons to beginners as well as for seasoned vets. If I had never touched a piano before, I wouldn’t go to a piano teacher that only offered a class called, “Advanced Jazz Technique”.

Leader of The Guernsey Milking Coalition [MiLk] Sanctum of Rall

Warrior: "The Casual" (7/8)

in Profession Balance

Posted by: Swagg.9236

Swagg.9236

WARRIOR: THE CASUAL
Why should any class in an MMO be singled out as the “easiest class to play?”

For the same reason music teachers offer lessons to beginners as well as for seasoned vets. If I had never touched a piano before, I wouldn’t go to a piano teacher that only offered a class called, “Advanced Jazz Technique”.

No profession in this game is difficult to play.

Morever, without any multi-classing aspect to this game, it makes no sense for a player to “train” or “learn the game” on one profession just so that they can play another profession with entirely different main mechanics. It’s nonsense.

You can read on through that paragraph to understand why it’s a bad design, if you want.

Warrior: "The Casual" (7/8)

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Posted by: Chaosbroker.3860

Chaosbroker.3860

Morever, without any multi-classing aspect to this game, it makes no sense for a player to “train” or “learn the game” on one profession just so that they can play another profession with entirely different main mechanics. It’s nonsense.

My opinion of some of the proposals notwithstanding, he does actually have a solid point here.

Callo Merlose – Revenant
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”

Warrior: "The Casual" (7/8)

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Posted by: Swagg.9236

Swagg.9236

Your focus is on the Game. What your plans largely ignore is that the first allegiance of the Balance Team must be to the Brand, not the Game. If you can’t create solutions that serve both, they cannot incorporate them.

What in the name of the five (good) gods , Eternal Alchemy, Great Spirits, Pale Tree and Khan Ur are you actually talking about?

Do you not want a good game? “Loyalty to the Brand.” “Loyalty to the Brand” implies that you’re letting game-play take a back-seat to someone’s monetary whims. There’s no spine in that; no decency; no resolve. That’s the weakling’s path.

IN ANY CASE, it’s not like this game is actually making any money off of PvP. All of their money is coming from the gem store and I’m not touching that with any of my changes. Get off your high horse. If you don’t care enough about the game to put game-play first then you have no point to make in this thread.