@JonathanSharp
Thanks for the reply about the adrenaline changes. I just wanted to say a few things about the impact of those changes that I’ve noticed playing since the patch. I really do agree that losing adrenaline when missing a burst skill was a needed and sensible change, it ensures that warriors now need to use their burst skills smartly, counting dodge rolls or throwing a cc beforehand. This is good and introduces a similar level of risk vs reward that a lot of other skills have.
A large problem is the impact on cleansing ire I think, especially in PvP. With so many meta builds right now being based on conditions, e.g. engi, necro, the new condi mesmer, other warriors, even a lot of eles now seem to play condition builds, it really feels difficult to shake those conditions. The problem isn’t because you end up missing and therefore losing your adrenaline, it’s because the adrenaline builds so slowly and drains so quickly. Necro is a good comparisson, because like warrior, it starts a round without access to its F1 abilities (no life force), and can be vulnerable to being focused. The difference is that when a necro has built their life force, it stays with them and gives them a huge defensive and offensive buff, whereas the warrior’s adrenaline now drains immediately after combat, leaving them very vulnerable to conditions at the start of every single combat. It now feels like berserker stance is the ONLY defense that warrior has vs. conditions, because it’s both the short immunity and the main source of adrenaline. It feels a bit wrong that the main defense the class has against conditions, which are so prominent right now in the meta game, is one long cooldown which you need every fight. PvP is full of short little combat-breaks running between nodes, to lose all of your class ability every time instantly makes it near impossible to compete in the next fight if zerker stance is on cooldown. It would be really nice just to have an extension on the drain time, so that it’s possible to move to another fight without being completely vulnerable to condition pressure every single time. My death log is almost entirely 20k burning, 10k bleeding, 5k poison, because you’re just not able to get the conditions off you any more, and they are re-applied immediately.
I think this was also a very hard hit to warriors in PvE, largely because of how it affected Berserker’s Power (GM strength trait). The instant drain on combat exit means that warrior now starts -every- fight missing 15% damage, and if you do a lot of dungeons you’ll know that a lot of encounters don’t last long enough to even get full adrenaline if you stack properly. I understand that the nerf was primarily to address problems in PvP, but in dungeons it really does hurt the class. 15% is huge, but again it could be fixed fairly easily be increasing the drain time to allow movement to the next fight.
tl;dr I think some aspects of the adrenaline changes were positive, it makes the playstyle more skill-oriented. However I think the nerf was too big in sPvP and the impact on PvE, while possibly unintended, was very damaging. Would like to see a bit of re-adjustment to how the mechanic works, especially with regard to the instant decay. Thanks!