Fit Warrior more closely to the Warrior ethos/description
I honestly love the idea of stances.
First of all, I agree some Burst Abilities are way too weak, compared to our other attacks, the burst don’t really feel like a burst, but just another auto attack in come cases.
Next. I do NOT want to be a a Stance Dancer, which your idea will bring into the game. And yes, While I think that is bad, some might like it. But I don’t like to dance my night way.
The idea about gaining a perma buff per bar, seems a little overpowered. Especially if you are not going to use your Adrenaline, as for my current build I am trying not to use Adrenaline, for 1 reason, It’s just not worth it.
You mention that Adrenaline does not help your survivability? I disagree, “Defense – Trait 15” And for some weapon it gives a stun. Of course these are nothing major, but it is something. However I like the idea about adding 5 bars instead of 3, if it scale appropriately it might be worth using some Burst abilities.
Overall I agree with you that Adrenaline does not feel like anything special, and that it need some tweaking. But I do not want stance dancing in this game. (Why?: No macros) It’s a chore, and not fun.
Thanks for the input there! And I totally agree the warrior should not be a stance dancer (hence switching stance interrupts warrior momentum and wipes all adrenaline), the idea here was to avoid stance dancing and instead pick a stance that was appropriate for what you are trying to do.
I just get the feeling that adrenaline currently makes the warrior feel more like a traditional rogue… build up combo poi… errrr adrenaline and then unleash a finisher, rinse & repeat.
(edited by Damastes.5064)
I like this idea very much!
The only problem is people would think it was similar to world of warcraft but if we could get past that it would be perfect.
In that case, ditch the stances and just make it so the points you put into the different trait lines affect which boons you get as you build adrenaline?
So if you go heavy into VIT you would get regeneration, heavy into POW you get might, heavy precision then swiftness etc…?
Fit Warrior more closely to the Warrior ethos/description
in Suggestions
Posted by: Jornophelanthas.1475
I do not like this idea, for the following reasons:
1. This idea is a throwback to the warrior class in “that other MMO” by a company named Blizzard. The way to success for Guild Wars 2 is through INNOVATION, not IMITATION.
2. “Stance dancing” as some people call it – or frequently switching from one set of skills/bonuses to another is a game mechanic that is already present in a Guild Wars 2 profession: the Elementalist with its four attunements. Guild Wars 2 does not need a second profession with that mechanic.
3. The idea of giving the warrior a passive combat bonus with some degree of choice/customization is also already present in a differen Guild Wars 2 profession: the Guardian with its virtues. And honestly, having three passive bonuses that can be temporarily sacrificed for an immediate effect sounds a lot more fun and interactive than a building up a passive bonus that you are unable to lose until the current combat ends.
4. The Warrior’s current (acutal) adrenaline mechanic is simple and flavorfull, as it allows a steady build-up of a special powerful attack as long as your are actively engaging an enemy, which can then be unleashed upon enemies. This builds suspense, is climactic if timed well, and is essentially a very warrior-like thing.
(Remember, I’m not talking about game balance, but about profession design. So whether or not Adrenaline Skill X is powerful enough is not the point. The point is that it is MEANT to be a skill with significant impact on the combat.)
I can agree with all those points in part but would note the following;
1) Compare current adrenaline skills… it’s a copy of the traditional (read: WoW) rogue combo point system but with a charging mechanic instead of straight combo point generation, innovation and imitation can be and have been linked and are not mutually exclusive.
2) Elementalists were designed to stance (element) dance during combat, if you read the description the combination of stances and adrenaline is made to dissuade the warrior from switching stance mid-fight instead choosing and fighting with the stance most appropriate for the fight they are in.
3) Guardians have effectively got 3 free signets, this system would be 3 various level buffs that scale with adrenaline rather than giving fixed static buffs or activatable effects on cooldowns.
4) Yep, the skills do work well and can be very useful situationally. My issue here was the description that warriors build in power as they fight which is not really the case. Maybe this is just a personal thing but I would be happier with the way warriors work if they were a little weaker with no adrenaline but a little more powerful with full adrenaline – I was merely trying to suggest ways this more evident scaling could be presented, and that would be a unique feature amongst the classes.
Fit Warrior more closely to the Warrior ethos/description
in Suggestions
Posted by: FrostSpectre.4198
Idea sounds good, but it’s copying other professions already.
And some points I would make have already been pointed out.
Or possibly add another burst skill, so warriors have 2 burst skills to choose from.
2 handed weapons have 2 by default.
Or 2 handed weapons just have 1, making 1 handed weapons and shield have extra burst skill as a perk.
Main-hand 1 handed weapons have only 1 burst skill. (same Sword-Flurry, Axe-Eviscerate and Mace-Skullcrack)
2nd burst skill depends on off-hand weapon or shield…
And is not same as main-hand, if 2 of same weapons are equipped. (Like Shield burst skill and off-hand Axe, Sword and Mace burst skills.)
Both skills use same adrenaline pool.
Doesn’t change too much but adds more variance to Burst skills in general.
I rarely do PvP or Hard PvE, unless it’s organized.
Or, throwing ideas around still; 2h weapons get 3 finishers, one that takes one bar of adrenaline, one that takes 2 and one that takes 3 bars. Main hand weapons get a 1 and 2 bar finisher, offhand provides the 3 bar finisher. Would add extra flavour and synergy to the offhand slot and would allow you to use a finisher without clearing out your adrenaline completely.
There are a lot of different possibilities for what could be done to liven up the adreneline system
Agree. Give us a better adrenaline system, make some of the attacks there usefull at least.
I mean, I do not see any reason to use my great sword attack, less damage and no effect at all.
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