Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
An Alternative Approach to Balancing Warriors
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Warriors aren’t keeping Mesmers and Elementalists out, conditions are. Mesmer and Ele actually do counter Warriors with ease. Now this does raise a reasonable concern as Warriors have a very strong condi build right now. But condis are out of whack for everyone and it would be foolish to nerf Warriors alone to bring their condis down to a reasonable level while they’re still broken for everyone else.
Once a reasonable solution is discovered for condis and bunker builds then we can worry about nerfing Warriors further if an ‘across the board’ change doesn’t nerf them enough.
Let’s go back in time to shortly after the game’s launch. Anyone who is even halfway decent at PvP has no trouble dealing with Bulls+Frenzy+100b Warriors. There is really no compelling reason to play one as other classes simply do everything they do better.
As time goes on Warriors receive a steady stream of buffs: Cleansing Ire, Dogged March, Berserker Stance, Hammer/Mace Buffs, among many other changes. However, none of these changes lead to Warriors seeing serious play. They simply lacked sustain and at best could charge in, get a kill, then die. Then came the healing buffs. About a month later builds started to appear and Warriors finally started to see some serious PvP play.
Flash forward to today, you see quite a lot of Warriors, but you also see a good number of Guardians, Thieves, Necromancers, Rangers, and Engineers. While many classes are lacking in variety for the first time since launch most classes have some role they can play. There are two classes you don’t really see to often however and for good reason, Elementalists and Mesmers.
It’s common knowledge that people don’t like it when they nerf their class, and it can often have dire consequences. You often see forum users calling for a nerf to Healing Signet. The problem with this is that the healing buffs was the major change that finally took Warriors out of the useless Tier, so it isn’t a stretch to say that nerfing their healing too severely will put them in a state similar to Mes and Ele.
Rather than nerfing why not do the same thing that was done with Necros and Spirit Rangers, introduce a counter. Warriors were buffed to bring conditions back down to Earth, so why not give Mes and Ele the ability to do that to Warriors? I am in no way an expect on either of those 2 classes but I do know that if Mesmer gets buffed TOO much it’ll become the unstoppable killing machine it was before. Ele also had a period where it was very difficult to take down due to their ability to reset an engagement. Rather than just doing across the board buffs a good start might be to simply giving them hard counters to control just like control counters conditions.
This would make every class have a spot in PvP and would allow for small adjustments to be made in the future. As to what changes need to be made, that should come from players who have more in-depth knowledge than me. I feel this would be a much more elegant solution than just nerfing Wars healing and risking making them worthless for the next several weeks/months until the next patch.
I view Warrior as being a fairly complete class. They have multiple viable builds in addition to being good in all three game types. That should be the goal for every class. We’re probably never going to obtain perfect PvP balance, few games do, but so long as every class has a place it should be enjoyable.
Hi, How about come back again and say " my warrior can beat pu mesmer 1 v 1 "
or " easier to play than MM necro "
Warriors aren’t keeping Mesmers and Elementalists out, conditions are. Mesmer and Ele actually do counter Warriors with ease. Now this does raise a reasonable concern as Warriors have a very strong condi build right now. But condis are out of whack for everyone and it would be foolish to nerf Warriors alone to bring their condis down to a reasonable level while they’re still broken for everyone else.
Once a reasonable solution is discovered for condis and bunker builds then we can worry about nerfing Warriors further if an ‘across the board’ change doesn’t nerf them enough.
I never claimed that Warriors were the culprit, it is mostly Necro and Ranger at least in the case of Mesmer. They do indeed hove the best Anti-Warrior skills just like GW1 but the problem is they’ll become stupidly strong if you let them counter Warriors AND give them the ability to resist conditions. In the case of Ele, they were also really powerful before and got overly nerfed. They’re a good example of what could happen to Warrior if things go wrong.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
What Atherakhia said.
But relevant to the topic
No OP, I disagree with building hard counters the game really shouldn’t strive for that, it just promotes unskillful play and pre game character swapping.
I do agree that healing signet is the crux holding warriors up and nerfing it would put it in a sore spot… So as an idea why not slow reverts to a lot of the buffs leading up to healing signet? Still allowing the sustain but making it less daunting.
“Maybe I was the illusion all along!”
Warriors aren’t keeping Mesmers and Elementalists out, conditions are. Mesmer and Ele actually do counter Warriors with ease. Now this does raise a reasonable concern as Warriors have a very strong condi build right now. But condis are out of whack for everyone and it would be foolish to nerf Warriors alone to bring their condis down to a reasonable level while they’re still broken for everyone else.
Once a reasonable solution is discovered for condis and bunker builds then we can worry about nerfing Warriors further if an ‘across the board’ change doesn’t nerf them enough.
I never claimed that Warriors were the culprit, it is mostly Necro and Ranger at least in the case of Mesmer. They do indeed hove the best Anti-Warrior skills just like GW1 but the problem is they’ll become stupidly strong if you let them counter Warriors AND give them the ability to resist conditions. In the case of Ele, they were also really powerful before and got overly nerfed. They’re a good example of what could happen to Warrior if things go wrong.
What I’m trying to say, and perhaps I misread your post, is that there’s no reason to buff elementalists and mesmers to counter Warriors as both of these classes already do. If these classes could get into the meta, they’d counter Warriors with relative ease without any changes whatsoever. The trick is getting them into the meta.
But it’s hard to decide if we want to keep buffing other classes to find a niche or simply resolve the underlying problem and see where things go from there.
No OP, the problem is Healing Signet. It’s 100% passive and provides too much healing especially combined with the Adrenaline regen. Also, it scales too well.
Look at the Mesmer heal signet – it’s on a longer cooldown, heals for 33% less, hardly scales at all, and requires active action to maintain the passive buff.
If the warrior signet were designed like that, warriors would probably be in a fine place.
How many thieves can chill in melee with Signet of Malice. Given it only rewards successful proactive decisions?
HoT skills should be frankly garbage without toughness/ healing power investment. That base is too high atm. I wouldnt even say 200 was to low the scaling was at the time healing Signet wasnt used.
The game should focus on counter plays not specs. Introducing something just to keep War in check just makes it mandatory unless you want to be caught with your pants down.
What Atherakhia said.
But relevant to the topic
No OP, I disagree with building hard counters the game really shouldn’t strive for that, it just promotes unskillful play and pre game character swapping.
I do agree that healing signet is the crux holding warriors up and nerfing it would put it in a sore spot… So as an idea why not slow reverts to a lot of the buffs leading up to healing signet? Still allowing the sustain but making it less daunting.
There was never any “skilled” gameplay to begin with, it’s a easy game to play. This game is not about the difficulty it takes to play a character but how well your team works together. Attempting to do soft counters has failed time and time again. The only method that has been proven to work is hard counters. It then comes down to team composition and how you distribute your team.
I don’t see how reverting anything will not have the same negative effect. Nerf Cleansing Ire and you’ll get overwhelmed by conditions. Nerf Zerker Stance and you’ll get overwhelmed by conditions. You can’t nerf armor without nerfing Guardian’s armor as well since they share the same stats and nerfing HP on a class that has no Protection is a no-go either. Try playing Hambow or any build without either CI or BS and see how long you last against a condi focused build.
Warriors are now in the same position that Eles were once in, sightly above par but one tweak away from the garbage bin.
There’s a reason why many, many games opt for a rock-paper-scissors approach, because anything else and you end up with one strategy being the clear winner which means everyone uses it. With RPS even if one strategy is slightly OP there will still be a counter which means if enough people start running that counter the OP thing gets pushed out.This keeps the meta in a constant state of rotation and the game stays fresh. League of Legends or DotA would be a good example.
@Thedenofsin.7340 You cannot directly compare one classes heal to another. Each class has many different mechanics to consider such as armor, health, other skills, etc. It’s apples to oranges because Mesmers are very different than Warriors. Warriors have no clones or access to a low CD invulnerability or teleports, they have to just soak up the punishment.
I don’t understand how pressing a key to heal is considered “skillful” compared to having a passive skill that is made almost worthless but frequent poison application.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
No OP, the problem is Healing Signet. It’s 100% passive and provides too much healing especially combined with the Adrenaline regen. Also, it scales too well.
Look at the Mesmer heal signet – it’s on a longer cooldown, heals for 33% less, hardly scales at all, and requires active action to maintain the passive buff.
If the warrior signet were designed like that, warriors would probably be in a fine place.
Mesmers have spammable invis and invuln and many more escapes, they also have access to protection.
On another note, I can beat pu with my gs/lb build but it is pretty much just a skill matchup, whoever dodges more of the high damage abilities will win. Using the same build I crush the other 2 petting zoo builds because I pve down the pets. Imo, warrior is really balanced and people just dont know how to play against them yet because they are so used to face rolling them with their broken condi spam. (hint: dodge roll)
What Atherakhia said.
But relevant to the topic
No OP, I disagree with building hard counters the game really shouldn’t strive for that, it just promotes unskillful play and pre game character swapping.
I do agree that healing signet is the crux holding warriors up and nerfing it would put it in a sore spot… So as an idea why not slow reverts to a lot of the buffs leading up to healing signet? Still allowing the sustain but making it less daunting.
There was never any “skilled” gameplay to begin with, it’s a easy game to play. This game is not about the difficulty it takes to play a character but how well your team works together. Attempting to do soft counters has failed time and time again. The only method that has been proven to work is hard counters. It then comes down to team composition and how you distribute your team.
I don’t see how reverting anything will not have the same negative effect. Nerf Cleansing Ire and you’ll get overwhelmed by conditions. Nerf Zerker Stance and you’ll get overwhelmed by conditions. You can’t nerf armor without nerfing Guardian’s armor as well since they share the same stats and nerfing HP on a class that has no Protection is a no-go either. Try playing Hambow or any build without either CI or BS and see how long you last against a condi focused build.
Warriors are now in the same position that Eles were once in, sightly above par but one tweak away from the garbage bin.
There’s a reason why many, many games opt for a rock-paper-scissors approach, because anything else and you end up with one strategy being the clear winner which means everyone uses it. With RPS even if one strategy is slightly OP there will still be a counter which means if enough people start running that counter the OP thing gets pushed out.This keeps the meta in a constant state of rotation and the game stays fresh. League of Legends or DotA would be a good example.
@Thedenofsin.7340 You cannot directly compare one classes heal to another. Each class has many different mechanics to consider such as armor, health, other skills, etc. It’s apples to oranges because Mesmers are very different than Warriors. Warriors have no clones or access to a low CD invulnerability or teleports, they have to just soak up the punishment.
Ok first off you say this game lacks skilled play I completely agree with that point, but your reasoning for that is flawed. The REASON guild wars lacks depth is because certain classes have completely low risk builds such as hammer/longbow. This spec has no real skill shots to land almost everything on the weapon set is aoe. Also sustaining is not too hard as missing maybe 2 or 3 of your skills does not really hurt you too much or I should say as much as it should. Playing a ham/bow or condi tank warrior takes a lot less coordination compared to a full out glass cannon. Thats why I think this game should really revolve around high risk type builds (guardian exception). It just does not work the way things are set up to have both sustain and dps/condis in builds.
L2P deeez nutz
@Thedenofsin.7340 You cannot directly compare one classes heal to another. Each class has many different mechanics to consider such as armor, health, other skills, etc. It’s apples to oranges because Mesmers are very different than Warriors. Warriors have no clones or access to a low CD invulnerability or teleports, they have to just soak up the punishment.
Yes you can compare the heals. The factors you mention are not relevant (you also failed to mention warriors have access to near-perma swiftness, shield blocks, several types of charges/sprints, more hp and more armor).
There are several passive heals in this game, and NONE of them compare to Healing Signet in terms of its gross healing power. It’s simply broken. In fact, all the other passive heals require some form of active play to receive that heal (even Vampirism requires you to take damage).
What is relevant is how much healing that signet doles out compared to the work required to maintain it.
I don’t understand how pressing a key to heal is considered “skillful” compared to having a passive skill that is made almost worthless but frequent poison application.
No one is arguing pressing a heal as “skillful”. Passive healing is 100% skill*less*. With an active heal with a cooldown, you can interrupt it or coordinate burst while it is on cooldown.
With Healing Signet, you just have to apply massive, continuous damage to get the warrior down to the point where he may pop his heal, and of course hope he just doesn’t run away.
(edited by Thedenofsin.7340)
I find the biggest problem with warriors is not the healing sig, but the amount of damage they can do on top of all the CC they have access to from the hammer. That’s where the trade off should be.
What Atherakhia said.
But relevant to the topic
No OP, I disagree with building hard counters the game really shouldn’t strive for that, it just promotes unskillful play and pre game character swapping.
I do agree that healing signet is the crux holding warriors up and nerfing it would put it in a sore spot… So as an idea why not slow reverts to a lot of the buffs leading up to healing signet? Still allowing the sustain but making it less daunting.
There was never any “skilled” gameplay to begin with, it’s a easy game to play. This game is not about the difficulty it takes to play a character but how well your team works together. Attempting to do soft counters has failed time and time again. The only method that has been proven to work is hard counters. It then comes down to team composition and how you distribute your team.
I don’t see how reverting anything will not have the same negative effect. Nerf Cleansing Ire and you’ll get overwhelmed by conditions. Nerf Zerker Stance and you’ll get overwhelmed by conditions. You can’t nerf armor without nerfing Guardian’s armor as well since they share the same stats and nerfing HP on a class that has no Protection is a no-go either. Try playing Hambow or any build without either CI or BS and see how long you last against a condi focused build.
Warriors are now in the same position that Eles were once in, sightly above par but one tweak away from the garbage bin.
There’s a reason why many, many games opt for a rock-paper-scissors approach, because anything else and you end up with one strategy being the clear winner which means everyone uses it. With RPS even if one strategy is slightly OP there will still be a counter which means if enough people start running that counter the OP thing gets pushed out.This keeps the meta in a constant state of rotation and the game stays fresh. League of Legends or DotA would be a good example.
@Thedenofsin.7340 You cannot directly compare one classes heal to another. Each class has many different mechanics to consider such as armor, health, other skills, etc. It’s apples to oranges because Mesmers are very different than Warriors. Warriors have no clones or access to a low CD invulnerability or teleports, they have to just soak up the punishment.
Ok first off you say this game lacks skilled play I completely agree with that point, but your reasoning for that is flawed. The REASON guild wars lacks depth is because certain classes have completely low risk builds such as hammer/longbow. This spec has no real skill shots to land almost everything on the weapon set is aoe. Also sustaining is not too hard as missing maybe 2 or 3 of your skills does not really hurt you too much or I should say as much as it should. Playing a ham/bow or condi tank warrior takes a lot less coordination compared to a full out glass cannon. Thats why I think this game should really revolve around high risk type builds (guardian exception). It just does not work the way things are set up to have both sustain and dps/condis in builds.
No “Skill” shots? Half of the most damaging skills are either ground targeted (which most people refer to as skill shots) or have really high CDs like Pin Down (I also get tired of people saying it’s too hard to see coming because it has a very obvious animation) and Backbreaker. Hambow doesn’t have that much condi damage because it doesn’t spec into it at all. Sure burning can hurt as can the bleeds applied by Pin Down but with no condi damage or cover condis removing them isn’t that hard (Guardians will just do so passively). Hambow can also be focused fired down pretty fast because they have limited escape options, it’s just that most teams either don’t focus fire or go for a caster first.
The builds you mentioned are indeed safer than a GS/LB glass cannon but they also take much longer to take out a target. A cannon can quickly burst down a target in a way a Hambow player can’t. Not to mention the Cannon can sit off point and deal tons of damage with the bow before moving in for the kill so it’s not THAT risky especially since GS is great for getting the hell out of bad situations. Hambow and Condi-tank (which while good 1v1 still aren’t going to be tanking Guards mid bunker job any time soon and still cave fairly fast to even 2 person pressure) are somewhere in the middle of DPS and Bunker. I certainly don’t want to see everyone only running DPS and Bunker because I’m pretty sure glass cannons are the only builds that qualify as “high risk.” I don’t see any other way for everyone that isn’t a bunker to be running the kind of builds you want.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
@Thedenofsin.7340 You cannot directly compare one classes heal to another. Each class has many different mechanics to consider such as armor, health, other skills, etc. It’s apples to oranges because Mesmers are very different than Warriors. Warriors have no clones or access to a low CD invulnerability or teleports, they have to just soak up the punishment.
Yes you can compare the heals. The factors you mention are not relevant (you also failed to mention warriors have access to near-perma swiftness, shield blocks, several types of charges/sprints, more hp and more armor).
There are several passive heals in this game, and NONE of them compare to Healing Signet in terms of its gross healing power. It’s simply broken. In fact, all the other passive heals require some form of active play to receive that heal (even Vampirism requires you to take damage).
What is relevant is how much healing that signet doles out compared to the work required to maintain it.
I don’t understand how pressing a key to heal is considered “skillful” compared to having a passive skill that is made almost worthless but frequent poison application.
No one is arguing pressing a heal as “skillful”. Passive healing is 100% skill*less*. With an active heal with a cooldown, you can interrupt it or coordinate burst while it is on cooldown.
With Healing Signet, you just have to apply massive, continuous damage to get the warrior down to the point where he may pop his heal, and of course hope he just doesn’t run away.
No.You actually can’t.But you just keep doing it regardless even if it makes absolutely no sense even after you were explained several times.We all know people like that irl.
(edited by mini.6018)
No.You actually can’t.But you just keep doing it regardless even if it makes absolutely no sense even after you were explained several times.We all know people like that irl.
…and that’s why you aren’t a developer.
Last developer stream when they revealed the Mesmer signet, what did they do? Oh, compared it to the warrior Healing Signet! Paraphrasing the developer comments: “It heals for less than the warrior’s signet, but the heal is more to make up for it”.
Now you can keep arguing that they cannot be compared, even though the developers (you know, the guys who make the game) can and do compare the two, and after it’s been explained to you that they can be compared.
But feel free to continue arguing the contrary. We all know people like that irl…
Now back to the topic. Quite simply, HS is broken. Anyone who says otherwise is either bad, delusional, or mains a warrior (like BurrTheKing and mini, who main warriors)
(edited by Thedenofsin.7340)
Ok first off you say this game lacks skilled play I completely agree with that point, but your reasoning for that is flawed. The REASON guild wars lacks depth is because certain classes have completely low risk builds such as hammer/longbow. This spec has no real skill shots to land almost everything on the weapon set is aoe. Also sustaining is not too hard as missing maybe 2 or 3 of your skills does not really hurt you too much or I should say as much as it should. Playing a ham/bow or condi tank warrior takes a lot less coordination compared to a full out glass cannon. Thats why I think this game should really revolve around high risk type builds (guardian exception). It just does not work the way things are set up to have both sustain and dps/condis in builds.
Actually many people say warrior is easy mode even if you go full glasscannon dps (which is harder than glasscannon burst, because you deal enormous dps, but have to stick to the target).
Actually, even missing/landing your skills in the clutter is really a gamble, and most of the time it’s a fire and forget. Your upside is that it works for the enemy, too.
I mean… even I played a burst warrior and did decently (could beat hambows and go well in 1v1 and mid fights… until I got focused, and i was going with the craziest build ever made: http://gw2skills.net/editor/?fIAQJARTjkOxwJPqQMxBCzjfAkicZMemoPYHA-ToAg0CnI0RFkLIjOycs5MsYZB )… too bad I couldn’t revive anyone without dying myself.
I mean… it’s hard to talk about skillful play when a fight looks like this:
While in GW1 fights looked like this:
Just look at the visual effects.
In the first you can’t LITERALLY see what’s going on.
When things go like this, no build can afford to miss anything.
Other than this:
signet is keeping warrior afloat because other heals are kinda underwhelming. Healing Surge utility is actually a drawback considering you NEED it to be full, unless both you and your enemy are so glassy it won’t matter much because the fight will last nothing.
because he doesn’t know it himself
(edited by redslion.9675)
The Problem is IMHO, that ANet balances things by bringing them to an even level overall, rather than giving them their own strenghts AND weaknesses.
Everything seems to need to be an allrounder.
War had some strenghts before the buffs to his Anti-Cond and overall Utilities that were kinda Unique: Very strong CC, interesting Burst-Combos, SHouts/Banners and other potentially strong Team-Support Utilities. But he heavily lacked in Utilities for himself and was basically Melee-only, which is a huge disadvantage.
Now, rather than making his strenghts better, ANet bolstered up his weak points and that is just a bad Idea. This kind of balancing leads to boring gameplay and a boring Meta, because when every class is supposed to be good at everything and are just sooo similar in what they can do, ppl have no real choice other than to play the class which is the strongest in the current Meta, even if the differences aren’t that huge.
No.You actually can’t.But you just keep doing it regardless even if it makes absolutely no sense even after you were explained several times.We all know people like that irl.
…and that’s why you aren’t a developer.
Last developer stream when they revealed the Mesmer signet, what did they do? Oh, compared it to the warrior Healing Signet! Paraphrasing the developer comments: “It heals for less than the warrior’s signet, but the heal is more to make up for it”.
Now you can keep arguing that they cannot be compared, even though the developers (you know, the guys who make the game) can and do compare the two, and after it’s been explained to you that they can be compared.
But feel free to continue arguing the contrary. We all know people like that irl…
Now back to the topic. Quite simply, HS is broken. Anyone who says otherwise is either bad, delusional, or mains a warrior (like BurrTheKing and mini, who main warriors)
Your lack of perspective and even comprehension is out of the charts i am sorry to break it to you.
The 1st thing and most important you fail to understand is that a mesmer is under direct damage 20/100 time in a fight and even then has access to defensive boons while a warrior is 100/100 melting under damage uptime.You can always keep your damage flowing and the target up on a warrior while not so much on a mesmer.That is why a mesmer is undeniably a better pvp class and if the game would have other gametypes and especially duel mode it would completely overshadow every other class.If k/d ratio should be ever taken into account mesmer would win 10-1 against all other classes combined even in the current state.
And no .The main reason i am not a developer is lack in obvious programing skills.And obviously perfect understanding of the bigger picture is not a requirement for being one either with 18 months (a lot more if you consider beta) of history as proof of all that.
Thedenofsin,
have you played warrior a lot of times in solo arena games?
i played my warrior in 6 solo arena games.
i certainly dun feel godlike.
so how many games of warrior you played?
Exactly I think this game should revolve around glass canons… Ham/bow is still kittened in team fights I can literally carry my team with ham/bow if I catch people in my aoe (which is not hard since everything I have is literally aoe. You said pin down does have obvious cast and its hard to pull off? Well, I have to disagree because right now the cast has no animation to it and its almost an instant cast. Obviously, good los usage can counter it but, los is not always solution. I think what they did to mace where the is a glow effected when casted is a good solution to problem with pin down. I never said ham/bow has high condi pressure but, the abundance of aoe in that weapon set is like the same amount of aoe a bomb/nade engi has, which is also ridiculous. I honestly think nerfing the passive on heal signet and buffing the active is the way to go first and then I really think they should look into pin down.
L2P deeez nutz
and redslion the usage of warrior is not to hard regardless what spec you play it is positioning and high risk mostly which is what makes zerk warrior harder to play along with other glass canon options.
L2P deeez nutz
and redslion the usage of warrior is not to hard regardless what spec you play it is positioning and high risk mostly which is what makes zerk warrior harder to play along with other glass canon options.
I just wanted to say that because of hambow people frown upon all warrior builds. While there are some that are harder to play.
IMHO GC warrior has same risk/reward ratio as other GC builds, but has higher risk and higher reward. (e.g.: a GC warrior can tear a hambow apart given enough time, bit if he’s caught without stability and not at full health, things go grim)
GC warrior = warrior with 0 points in defense, no investment in armor or hp.
However, IMHO warrior before buffs was the best designed class. Easy to grasp for both you and the opponent, no gimmick, no screen cluttering, all animations were easy to read, apart from mace and LB.
because he doesn’t know it himself
(edited by redslion.9675)
yea before all they had to do was nerf eles, mesmers, engis, and bm rangers but instead they give necro a 4 sec burn at time along with some sustain with op death shroud skills. I remember them saying lets give necro some ridiculous damage instead of a teleport or disengage mechanics, which we all know how that turned out. I feel like anet’s thought process behind patches are flawed they do not really understand what balance is, which troubles me because it feels like after every patch the game gets off course more and more.
L2P deeez nutz