Great Idea on how to balance warriors

Great Idea on how to balance warriors

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Posted by: Void.4239

Void.4239

Hi there everybody,
I think we can all agree that warrior is kinda broken in Spvp

So i thought about how to balance the class without nerfing healing signet or hammer or longbow or cleansing ire or…..

Here’s the idea :

Stance = like stealth , you cant cap / decap points while in a stance.

so when they use a stance, they wont be able to cap/decap a point.
This way it will require a bit more skill/timing on warriors side to be effective in spvp.
Increasing the skill neded to play a warrior.

feel free to leave feedback. or a +1 if you like the idea and would like it to be suggested to the developers.

cheerz Tripp

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Posted by: Zomaarwat.3912

Zomaarwat.3912

Thats a ridiculous nerf. You already cant cap points when stealthed or invulnerable, but on stance is like saying necros cant cap a point if theres a minion on it.

Over a year and the forum search is still broken = /

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Posted by: Void.4239

Void.4239

Thats a ridiculous nerf. You already cant cap points when stealthed or invulnerable, but on stance is like saying necros cant cap a point if theres a minion on it.

you said it yourself , invulnerable doesnt cap / decap

I thought bezerker/endure stances are semi invulnerable ? ( popped together thats +-8 secs invulnerable to all damage )

Then you have balance stance , thats pretty mutch invulnerable to CC.

I think it would give the warrior a better risk/reward factor then it has today.

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Posted by: ronpierce.2760

ronpierce.2760

That is actually pretty stupid. Endure pain isn’t an unvuln, its a 4 sec ward off 1 type, same with zerker stance. It takes 3 utilities at once to have a pseudo-invuln that allows holding/capping a point but heres the thing. If someone pops all 3 stances just to remain on a point for 5-6 seconds with ease, you should definitely be able to kill him afterwards.

On the otherhand, they are “stances” I could see stances being limited to 1 on at a time, but they’d had to increase some of the durations to make that nerf not overshoot its goal…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: redslion.9675

redslion.9675

You could do 2 other things:

disable healing while under Berserker and Endure

and/or

Put Merciless Hammer in another tree. One of the reason why hambow became so strong is that you can build berserker while retaining armor and being close to Cleansing Ire.

Or change something else.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

ooo does not affect my casual warrior since he does not use stances.

teehee.

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Posted by: Chuck Zitto.2367

Chuck Zitto.2367

Thats a ridiculous nerf. You already cant cap points when stealthed or invulnerable, but on stance is like saying necros cant cap a point if theres a minion on it.

I love this idea lol. I am so sick and tired of having atleast 2 enemies be mm necro every single match. Its such a braindead kittened build. When I play my ranger my one pet doesn’t put out the dmg that one of the minions do and they have half a dozen of them. On top of the second health bar and fear spam it gets beyond annoying dealing with 2 or more of them every match.

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Posted by: FeelsAlright.5860

FeelsAlright.5860

That is actually pretty stupid. Endure pain isn’t an unvuln, its a 4 sec ward off 1 type, same with zerker stance. It takes 3 utilities at once to have a pseudo-invuln that allows holding/capping a point but heres the thing. If someone pops all 3 stances just to remain on a point for 5-6 seconds with ease, you should definitely be able to kill him afterwards.

On the otherhand, they are “stances” I could see stances being limited to 1 on at a time, but they’d had to increase some of the durations to make that nerf not overshoot its goal…

So what’s the difference between Protect Me (Ranger utility that makes you take 0 damage) and endure pain? Protect me stops point capture why shouldn’t endure pain?

Vipassana

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Posted by: Jae.5138

Jae.5138

warrior is pretty fine where it is.

HoS is only op if the warrior goes tanky (e.g. banner regen build).

your proposed nerfs suggest that you have a shallow understanding of both the class and the overall state of the class balance right now.

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Posted by: Zomaarwat.3912

Zomaarwat.3912

warrior is pretty fine where it is.

HoS is only op if the warrior goes tanky (e.g. banner regen build).

your proposed nerfs suggest that you have a shallow understanding of both the class and the overall state of the class balance right now.

Except for healing signet, thats OP.

Over a year and the forum search is still broken = /

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Posted by: Elxdark.9702

Elxdark.9702

I’ve got a better idea :

Remove warriors.

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Posted by: ronpierce.2760

ronpierce.2760

That is actually pretty stupid. Endure pain isn’t an unvuln, its a 4 sec ward off 1 type, same with zerker stance. It takes 3 utilities at once to have a pseudo-invuln that allows holding/capping a point but heres the thing. If someone pops all 3 stances just to remain on a point for 5-6 seconds with ease, you should definitely be able to kill him afterwards.

On the otherhand, they are “stances” I could see stances being limited to 1 on at a time, but they’d had to increase some of the durations to make that nerf not overshoot its goal…

So what’s the difference between Protect Me (Ranger utility that makes you take 0 damage) and endure pain? Protect me stops point capture why shouldn’t endure pain?

I don’t know much about “protect me” but tbh if its that similar, EP shouldn’t be nerfed, Protect me should just allow cap holding… The game starts to feel clunky with all the “cant hold a cap when defending yourself” rules. The onlything that I’ve ever supported was stealth stopping it, but that should be pretty obvious why.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Arcturus.8109

Arcturus.8109

warrior is pretty fine where it is.

Nice joke, bro. Or nice insolence.

However I dont think that OP get a good idea, warrior aren’t particulary OP in this case, they are OP almost in everything. So such narrow nerf will not help the situation.
Class that really need some point-holding nerf is bomb-trolling engineer.

(edited by Arcturus.8109)

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Posted by: Sunt.6835

Sunt.6835

Its quite outdated … if you still lose to warrior …

BG

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Posted by: FeelsAlright.5860

FeelsAlright.5860

That is actually pretty stupid. Endure pain isn’t an unvuln, its a 4 sec ward off 1 type, same with zerker stance. It takes 3 utilities at once to have a pseudo-invuln that allows holding/capping a point but heres the thing. If someone pops all 3 stances just to remain on a point for 5-6 seconds with ease, you should definitely be able to kill him afterwards.

On the otherhand, they are “stances” I could see stances being limited to 1 on at a time, but they’d had to increase some of the durations to make that nerf not overshoot its goal…

So what’s the difference between Protect Me (Ranger utility that makes you take 0 damage) and endure pain? Protect me stops point capture why shouldn’t endure pain?

I don’t know much about “protect me” but tbh if its that similar, EP shouldn’t be nerfed, Protect me should just allow cap holding… The game starts to feel clunky with all the “cant hold a cap when defending yourself” rules. The onlything that I’ve ever supported was stealth stopping it, but that should be pretty obvious why.

I don’t care either way, I just want consistency through out the game.

Vipassana

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Any great idea’s about phantasm mesmer?..if you think warrior is broken, you’re gonna love these guys.

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Posted by: infantrydiv.1620

infantrydiv.1620

Thats a ridiculous nerf. You already cant cap points when stealthed or invulnerable, but on stance is like saying necros cant cap a point if theres a minion on it.

Wow…can’t cap with minions on a point sounds like a really good idea!

Ranger//Necro

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Posted by: JinDaVikk.7291

JinDaVikk.7291

Ok this is getting truly troll thread. If you want far better ideas for helping warriors read warrior forums. The issue is too much damage with too much sustain. These stem from healing signet, stuns, and 50 crit chance bonus to stuns. The balance with other professions though becomes difficult.

Team Radioactive
Crysis, Lil Damage, Ovi, Jindavikk, Guard
Causing cancer all day.

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Posted by: Void.4239

Void.4239

Ok this is getting truly troll thread. If you want far better ideas for helping warriors read warrior forums. The issue is too much damage with too much sustain. These stem from healing signet, stuns, and 50 crit chance bonus to stuns. The balance with other professions though becomes difficult.

Yeah i know they got to much damage for the sustain they got .
But i did not want to go into a nerf traits /HS topic, devs should know by now what is wrong with the traits on warrior.

I’m looking at the semi invulnerability from some stances that actually kinda are unfair compared to other invulnerability’s , sure they only semi’s but they can be popped together for full invulnerability.

And another thing , if the war is facing a condition spec player alone , bezerker stance and healing signet will make him “immune” to that person.
=> bezerker stance makes him immune to the high dps from condi’s , and healing signet healsup the low dps from power

same goes when the war is facing a burst spec player alone , endure pain and healing signet will make him “immune” to that player.
=> endure pain makes him immune to the high burst from power , and healing signet heals up the weak conditions that player still has .

hope i made my view a bit clearer

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Posted by: Biomanz.9302

Biomanz.9302

Far from a great idea. All they need are a few healing/damage adjustments and once they are implemented, your idea will break warriors on nodes. Plus this doesn’t change anything on fights outside a node.

Taera Locke – staff ele
Red circles heal you. Just relax.

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Posted by: Void.4239

Void.4239

Far from a great idea. All they need are a few healing/damage adjustments and once they are implemented, your idea will break warriors on nodes. Plus this doesn’t change anything on fights outside a node.

maybe it would promote warrior to take other utility’s ?
and read my post above yours , and explain to me how that is fair ? seeing every invulnerability does not let you cap / decap points , but warriors can get the same result and are allowed to cap/ decap with it ….

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Posted by: silentnight warrior.2714

silentnight warrior.2714

I actualy could agree with that in the time the warrior has all stances active. That gives 5 sec max every minute.

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Posted by: Void.4239

Void.4239

I actualy could agree with that in the time the warrior has all stances active. That gives 5 sec max every minute.

Did you read the part of how healing signet kinda makes the semi invulnerable => full invulnerable ? If you facing a 1 vs 1.

It would add a bit more thinking of when to pop stances, => risk vs reward

1) they risk dieing if they want to keep the point(reward),
2) they wont die( less risk ) but wont be able to hold points ( less rewards )

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Posted by: silentnight warrior.2714

silentnight warrior.2714

I actualy could agree with that in the time the warrior has all stances active. That gives 5 sec max every minute.

Did you read the part of how healing signet kinda makes the semi invulnerable => full invulnerable ? If you facing a 1 vs 1.

It would add a bit more thinking of when to pop stances, => risk vs reward

1) they risk dieing if they want to keep the point(reward),
2) they wont die( less risk ) but wont be able to hold points ( less rewards )

That its not invulnerability and we know that sooner or later HS will be nerfed, so that aproach will be even worst for warriors.
If that aproach risk vs reward is done to all classes then i can agree (ofc only seing the classes afected and how). Only to warrior no.

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Posted by: redslion.9675

redslion.9675

Or just disable Healing Signet while under the effect of Endure Pain and Shield Stance and make it tick at 50% efficiency while under the effect of Berserker Stance.

The Heal is weak to burst, true, but Warriors have other tools to resist burst, and can use them in the hambow build.

Here, now the two things don’t go together.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: LuRkEr.9462

LuRkEr.9462

Honestly as a thief I don’t have a problem with to many warriors. Good ones maybe but the ones that drive me crazy are the bunker warriors w/ healing signet. They have so many blocks and invulns its difficult for even two people to down them. Bunker guardian has nothing on a bunker warrior.

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Posted by: Nhalx.9735

Nhalx.9735

I personally think that giving the Short Weapon Swap Cooldown another place in a tree where it’s harder to get for longbow hammer warriors be suffice for it. That or reducing the swap by 1 1/2 | 2 seconds

I can’t see another way without nerfing other specs badly.
As for the healing signet, sure it’s fine but other healing skills aren’t as popular anymore.

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Posted by: Void.4239

Void.4239

I actualy could agree with that in the time the warrior has all stances active. That gives 5 sec max every minute.

Did you read the part of how healing signet kinda makes the semi invulnerable => full invulnerable ? If you facing a 1 vs 1.

It would add a bit more thinking of when to pop stances, => risk vs reward

1) they risk dieing if they want to keep the point(reward),
2) they wont die( less risk ) but wont be able to hold points ( less rewards )

That its not invulnerability and we know that sooner or later HS will be nerfed, so that aproach will be even worst for warriors.
If that aproach risk vs reward is done to all classes then i can agree (ofc only seing the classes afected and how). Only to warrior no.

risk vs reward is already dont to the other classes …. ( only warrior does not have it yet )
Invulnerability does not let you cap/ decap
Stealth does not let you cap/ decap

But somehow warriors are allowed to have semi invulnerability’s with a passive healing able to heal up the low damage from the secondary damage source of your opponent.

  • Endure pain + healing signet = imune to burst specs ( even there low damage condi’s )
  • bzerker stance + healing signet = imune to condition specs ( even the low pure power dps those specs still have )
  • in teamfights they pop both when focussed and are imune to all damage from your full party while able to cap/decap points.

Its either all classes get to cap/decap while invuln. Or no1 should.

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Posted by: Nhalx.9735

Nhalx.9735

I actualy could agree with that in the time the warrior has all stances active. That gives 5 sec max every minute.

Did you read the part of how healing signet kinda makes the semi invulnerable => full invulnerable ? If you facing a 1 vs 1.

It would add a bit more thinking of when to pop stances, => risk vs reward

1) they risk dieing if they want to keep the point(reward),
2) they wont die( less risk ) but wont be able to hold points ( less rewards )

That its not invulnerability and we know that sooner or later HS will be nerfed, so that aproach will be even worst for warriors.
If that aproach risk vs reward is done to all classes then i can agree (ofc only seing the classes afected and how). Only to warrior no.

risk vs reward is already dont to the other classes …. ( only warrior does not have it yet )
Invulnerability does not let you cap/ decap
Stealth does not let you cap/ decap

But somehow warriors are allowed to have semi invulnerability’s with a passive healing able to heal up the low damage from the secondary damage source of your opponent.

  • Endure pain + healing signet = imune to burst specs ( even there low damage condi’s )
  • bzerker stance + healing signet = imune to condition specs ( even the low pure power dps those specs still have )
  • in teamfights they pop both when focussed and are imune to all damage from your full party while able to cap/decap points.

Its either all classes get to cap/decap while invuln. Or no1 should.

yet that’s not the problem with warriors.
Sacrificing utility for that leaves the blank for other useful utilities.
A mesmer gets it on the fly. a Guardian gets it on his elite.

Just running endure pain allows condis to still be applied. Berserker stance needs another slot gives adrenaline and makes you immune to condis but it doesnt to burst damage.

The real problem comes down to the fact they have amazing removal through cleansing ire on a really, really really short cooldown.
With suspecible short cooldown stuns on a swap.

Like why would it even matter to another class if i would take immunity? as soon as its gone im in trouble.

There’s plenty of other targets to go for,

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Posted by: Void.4239

Void.4239

I actualy could agree with that in the time the warrior has all stances active. That gives 5 sec max every minute.

Did you read the part of how healing signet kinda makes the semi invulnerable => full invulnerable ? If you facing a 1 vs 1.

It would add a bit more thinking of when to pop stances, => risk vs reward

1) they risk dieing if they want to keep the point(reward),
2) they wont die( less risk ) but wont be able to hold points ( less rewards )

That its not invulnerability and we know that sooner or later HS will be nerfed, so that aproach will be even worst for warriors.
If that aproach risk vs reward is done to all classes then i can agree (ofc only seing the classes afected and how). Only to warrior no.

risk vs reward is already dont to the other classes …. ( only warrior does not have it yet )
Invulnerability does not let you cap/ decap
Stealth does not let you cap/ decap

But somehow warriors are allowed to have semi invulnerability’s with a passive healing able to heal up the low damage from the secondary damage source of your opponent.

  • Endure pain + healing signet = imune to burst specs ( even there low damage condi’s )
  • bzerker stance + healing signet = imune to condition specs ( even the low pure power dps those specs still have )
  • in teamfights they pop both when focussed and are imune to all damage from your full party while able to cap/decap points.

Its either all classes get to cap/decap while invuln. Or no1 should.

yet that’s not the problem with warriors.
Sacrificing utility for that leaves the blank for other useful utilities.
A mesmer gets it on the fly. a Guardian gets it on his elite.

Just running endure pain allows condis to still be applied. Berserker stance needs another slot gives adrenaline and makes you immune to condis but it doesnt to burst damage.

The real problem comes down to the fact they have amazing removal through cleansing ire on a really, really really short cooldown.
With suspecible short cooldown stuns on a swap.

Like why would it even matter to another class if i would take immunity? as soon as its gone im in trouble.

There’s plenty of other targets to go for,

ele / engy also have it as utility and wont allow them to cap/decap
warriors have it as utility and traits ….. and allows them to cap/ decap…………………….

In those 5 secs that you are invulnerable a good player will make there opponents go from the offense to a defense playstyle, and once you have to go play defensive against a warrior he already won cause most defensive playstyles cant out damage healing signet.

i’m not saying that warriors dont have other issues that need to be resolved.
I’m just pointing out that stances need to be looked at to cause of there semi invulnerability that becomes a “full invulnerability” with healing signet.

It’s not that it would break warriors, it would bring them on par with the rest of the characters concerning the cap/decap while invuln.

But i understand that warriors dont want to loos there advantages toward other characters that are not allowed those advantages. Even small corrections like this.

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Posted by: Nhalx.9735

Nhalx.9735

I actualy could agree with that in the time the warrior has all stances active. That gives 5 sec max every minute.

Did you read the part of how healing signet kinda makes the semi invulnerable => full invulnerable ? If you facing a 1 vs 1.

It would add a bit more thinking of when to pop stances, => risk vs reward

1) they risk dieing if they want to keep the point(reward),
2) they wont die( less risk ) but wont be able to hold points ( less rewards )

That its not invulnerability and we know that sooner or later HS will be nerfed, so that aproach will be even worst for warriors.
If that aproach risk vs reward is done to all classes then i can agree (ofc only seing the classes afected and how). Only to warrior no.

risk vs reward is already dont to the other classes …. ( only warrior does not have it yet )
Invulnerability does not let you cap/ decap
Stealth does not let you cap/ decap

But somehow warriors are allowed to have semi invulnerability’s with a passive healing able to heal up the low damage from the secondary damage source of your opponent.

  • Endure pain + healing signet = imune to burst specs ( even there low damage condi’s )
  • bzerker stance + healing signet = imune to condition specs ( even the low pure power dps those specs still have )
  • in teamfights they pop both when focussed and are imune to all damage from your full party while able to cap/decap points.

Its either all classes get to cap/decap while invuln. Or no1 should.

yet that’s not the problem with warriors.
Sacrificing utility for that leaves the blank for other useful utilities.
A mesmer gets it on the fly. a Guardian gets it on his elite.

Just running endure pain allows condis to still be applied. Berserker stance needs another slot gives adrenaline and makes you immune to condis but it doesnt to burst damage.

The real problem comes down to the fact they have amazing removal through cleansing ire on a really, really really short cooldown.
With suspecible short cooldown stuns on a swap.

Like why would it even matter to another class if i would take immunity? as soon as its gone im in trouble.

There’s plenty of other targets to go for,

ele / engy also have it as utility and wont allow them to cap/decap
warriors have it as utility and traits ….. and allows them to cap/ decap…………………….

In those 5 secs that you are invulnerable a good player will make there opponents go from the offense to a defense playstyle, and once you have to go play defensive against a warrior he already won cause most defensive playstyles cant out damage healing signet.

i’m not saying that warriors dont have other issues that need to be resolved.
I’m just pointing out that stances need to be looked at to cause of there semi invulnerability that becomes a “full invulnerability” with healing signet.

It’s not that it would break warriors, it would bring them on par with the rest of the characters concerning the cap/decap while invuln.

But i understand that warriors dont want to loos there advantages toward other characters that are not allowed those advantages. Even small corrections like this.

Well, okay I can understand that.
Especially if they pop both.
But not every warrior runs it double.
Same goes for the fact that if you have traited endure pain.
It would be seamingly unintentional for that warrior to suddenly decap his own point because of it being traited in such a fashion.

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Posted by: Liza.2758

Liza.2758

those stance’s CD are like 60 second and 5 sec , 10 sec duration

if you have some skill you would be able to kite ….

healing signet is just a joke if you do enough dps or throw poison in the mix.

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Posted by: DaliIndica.9041

DaliIndica.9041

Honestly as a thief I don’t have a problem with to many warriors. Good ones maybe but the ones that drive me crazy are the bunker warriors w/ healing signet. They have so many blocks and invulns its difficult for even two people to down them. Bunker guardian has nothing on a bunker warrior.

As my thief is main I can confirm this. Glassy warriors are easy to rip down, but the tankie ones will end up winning the longer you fight. Once that hammer comes out you can kiss your health goodbye, not to mention you just cannot dps them down. Burst doesnt work really as it takes time and is CD based, they just shrug the damage off and let the auto heal fix them up.

Compare to the thief signet (or any other healing signet in the game) and its so oddly over powered with the warrior. It heals for more than the thiefs, yet the thiefs has the added down side that it only heals when you attack, which you wont be doing a lot of as you will often be in stealth trying to remove the conditions or heal up some damage.

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Posted by: Void.4239

Void.4239

those stance’s CD are like 60 second and 5 sec , 10 sec duration

if you have some skill you would be able to kite ….

healing signet is just a joke if you do enough dps or throw poison in the mix.

How long are the cooldowns of the other classes invulnerability’s ? i thought it was around 60 secs to for mostly less then 5 secs ……

Kite what ? you seem to forget that the fights take place on a small capture point.
Or are you suggest to freely give the warrior your capture point ?

Poison ?? you’ll need to have constant uptime of poison on the war to have same resuslts as having 2 secs of poison on another character before they heal…. And that on a class that with cleansing ire has pretty much THE BEST condition removal in game.

ow and damage , you also forgetting that you playing against warrior , pretty sure they can trow out more damage then most other professions. Damage that you’ll have to kite on that small capture point …..

Anything else you would like to say ? :P

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Posted by: Liza.2758

Liza.2758

those stance’s CD are like 60 second and 5 sec , 10 sec duration

if you have some skill you would be able to kite ….

healing signet is just a joke if you do enough dps or throw poison in the mix.

How long are the cooldowns of the other classes invulnerability’s ? i thought it was around 60 secs to for mostly less then 5 secs ……

Kite what ? you seem to forget that the fights take place on a small capture point.
Or are you suggest to freely give the warrior your capture point ?

Poison ?? you’ll need to have constant uptime of poison on the war to have same resuslts as having 2 secs of poison on another character before they heal…. And that on a class that with cleansing ire has pretty much THE BEST condition removal in game.

ow and damage , you also forgetting that you playing against warrior , pretty sure they can trow out more damage then most other professions. Damage that you’ll have to kite on that small capture point …..

Anything else you would like to say ? :P

yep L2P

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Posted by: Dee Jay.2460

Dee Jay.2460

What’s wrong with nerfing Healing Signet? It’s the most powerful heal in game, it’s passive and it’s on an already durable class.

People were demanding a nerf before December 10th and they still demand one now. ANet can’t avoid it forever although their reluctance to do so is baffling.

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Posted by: Mightymealworm.8409

Mightymealworm.8409

Nerfs look bad, especially to something that was recently changed. Developers will often ninja-nerf a skill by claiming to enhance it and then simply change the skills/traits mechanics.

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Posted by: Fourth.1567

Fourth.1567

Guy Stop. There is no way to get the warrior to where it should be in under 5 changes.

Take a look at the traits alone, there is too high of a discrepancy. How I would rate most of the traits would be a number of new S/S+ tier traits followed by a lot of C tier with the odd A/B tier traits mixed in but often not enough to fill out certain trait lines for a given weapon set.

So what would probably be more useful for the devs would be collaborating to create tier lists for the traits and then promoting more widespread changes.

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Posted by: DanSH.6143

DanSH.6143

First of all: No, it wouldn’t nerf the warrior, warriors aren’t used too much to cap points anyway. Also, warriors usually have 2 stances up at the same time, so they ‘no-cap’ time would be pretty short.
The problem with Warriors as of now is the amount of damage they deal vs the amount of damage they can endure.
Main problems:
1. Healing Signet is way too strong.
2. Being able to stack stances (which makes no sense)
3. Hammer is still too strong. Setting itself too good, if foe has no stab – hitting him with 1 stun guarantees hitting him with the 2 other stuns remaining and another skill. Compare it to the GS, which relies on other weapon sets / utilities to get combos on foes.
4. Lyssa works amazing on warriors, making them have more condi cleanse and more stab.

in conclusion, nerf healing signet = balance

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

First of all: No, it wouldn’t nerf the warrior, warriors aren’t used too much to cap points anyway. Also, warriors usually have 2 stances up at the same time, so they ‘no-cap’ time would be pretty short.
The problem with Warriors as of now is the amount of damage they deal vs the amount of damage they can endure.
Main problems:
1. Healing Signet is way too strong.
2. Being able to stack stances (which makes no sense)
3. Hammer is still too strong. Setting itself too good, if foe has no stab – hitting him with 1 stun guarantees hitting him with the 2 other stuns remaining and another skill. Compare it to the GS, which relies on other weapon sets / utilities to get combos on foes.
4. Lyssa works amazing on warriors, making them have more condi cleanse and more stab.

in conclusion, nerf healing signet = balance

1. not really. can be countered with burst & heavy conditions
2. stances have short duration & long recharge times anyway
3. dodge when you see the warrior jumping? earthshaker has 0.75 seconds activation.
4. fastest is every 48 seconds anyway. on par with stances down time.

DanSH have you played warriors?

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Posted by: Arganthium.5638

Arganthium.5638

First of all: No, it wouldn’t nerf the warrior, warriors aren’t used too much to cap points anyway. Also, warriors usually have 2 stances up at the same time, so they ‘no-cap’ time would be pretty short.
The problem with Warriors as of now is the amount of damage they deal vs the amount of damage they can endure.
Main problems:
1. Healing Signet is way too strong.
2. Being able to stack stances (which makes no sense)
3. Hammer is still too strong. Setting itself too good, if foe has no stab – hitting him with 1 stun guarantees hitting him with the 2 other stuns remaining and another skill. Compare it to the GS, which relies on other weapon sets / utilities to get combos on foes.
4. Lyssa works amazing on warriors, making them have more condi cleanse and more stab.

in conclusion, nerf healing signet = balance

1. not really. can be countered with burst & heavy conditions
2. stances have short duration & long recharge times anyway
3. dodge when you see the warrior jumping? earthshaker has 0.75 seconds activation.
4. fastest is every 48 seconds anyway. on par with stances down time.

DanSH have you played warriors?

1.

It DOES have counters 1) BIG Burst, 2) Constant Poison 3) have more constant damage than their heal, oh look, ranger builds….

How is poison a counter to healing signet any more than it is a counter to any other heal? If anything, it’s less of a counter because you need a constant duration of it while you only need 2 seconds of it to reduce burst healing by 33%. Logic isn’t your forté.

It DOES have counters 1) BIG Burst, 2) Constant Poison 3) have more constant damage than their heal, oh look, ranger builds….

1) what Oxygg said, and apt. Not to mention that very few classes have access to poison anyways, and even fewer to longer durations of the condi.

2) there are a few problems with this. First, it would mean that every build in the game would need burst to counter warr. Secondly, Endure Pain greatly increases your life span against burst. Third, bursts have to occur in succession and quickly- your heal doesn’t stop healing you when you’re being bursted. Fourth, you only need to live for a few seconds to have a higher HPS than the bursting class has (ie thief’s Withdraw heals for about 100 HPS less than HealSig and about 200 HPS les than HS with Adrenal Health, meaning that you only need to live ~9s to start out healing thief). Fifth, warr has the highest base health and heavy armor to shore up burst anyways. If these don’t convince you, I don’t know what will.

3) yeah, that’s how you beat any build, surprise surprise. But doing 1000 DPS to a class that heals for 300 HPS and 15k health is going to kill faster than doing 1000 DPS to a class with 400/500 HPS and 23k health.

2. Stance duration can be increased. Both Balanced Stance and Zerker Stance have 8s durations, which are pretty long, and the CD on Balanced is very short. The game-changing effects of Endure Pain justifies its long CD and short duration.

3. Evading a burst skill doesn’t affect a warrior’s adrenaline, and it’s extremely hard to evade all of those casts when there are so many of them (seems you have to dodge something else every three seconds).

4. Do you have any idea how powerful RageSig is by itself? At least thief’s Basi Venom is extremely weak (a relatively short stun for being an elite that burns as soon as you evade it), and Necro’s Flesh Golem takes more than 60s, realistically speaking, to recharge. RageSig is insanely strong (half a minute of fury and 5 stacks of might is ridiculous), which doesn’t match with other low-CD elites.

Thief|Mesmer|
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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

stability from balance stance is a boon, and may be stripped, removed, stolen, etc.

the increase is only 25% and i think many would prefer doge march over sure footed anyway. at least that is how i think.

by the way my warrior don’t use stances in sPvP.

evading a burst does put the burst skill into its recharge (7 – 10 seconds) though. i think.

signet of rage only gives 3 boons, all of which can be stripped, removed, stolen, etc.

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Posted by: silentnight warrior.2714

silentnight warrior.2714

I actualy could agree with that in the time the warrior has all stances active. That gives 5 sec max every minute.

Did you read the part of how healing signet kinda makes the semi invulnerable => full invulnerable ? If you facing a 1 vs 1.

It would add a bit more thinking of when to pop stances, => risk vs reward

1) they risk dieing if they want to keep the point(reward),
2) they wont die( less risk ) but wont be able to hold points ( less rewards )

That its not invulnerability and we know that sooner or later HS will be nerfed, so that aproach will be even worst for warriors.
If that aproach risk vs reward is done to all classes then i can agree (ofc only seing the classes afected and how). Only to warrior no.

risk vs reward is already dont to the other classes …. ( only warrior does not have it yet )
Invulnerability does not let you cap/ decap
Stealth does not let you cap/ decap

But somehow warriors are allowed to have semi invulnerability’s with a passive healing able to heal up the low damage from the secondary damage source of your opponent.

  • Endure pain + healing signet = imune to burst specs ( even there low damage condi’s )
  • bzerker stance + healing signet = imune to condition specs ( even the low pure power dps those specs still have )
  • in teamfights they pop both when focussed and are imune to all damage from your full party while able to cap/decap points.

Its either all classes get to cap/decap while invuln. Or no1 should.

yet that’s not the problem with warriors.
Sacrificing utility for that leaves the blank for other useful utilities.
A mesmer gets it on the fly. a Guardian gets it on his elite.

Just running endure pain allows condis to still be applied. Berserker stance needs another slot gives adrenaline and makes you immune to condis but it doesnt to burst damage.

The real problem comes down to the fact they have amazing removal through cleansing ire on a really, really really short cooldown.
With suspecible short cooldown stuns on a swap.

Like why would it even matter to another class if i would take immunity? as soon as its gone im in trouble.

There’s plenty of other targets to go for,

ele / engy also have it as utility and wont allow them to cap/decap
warriors have it as utility and traits ….. and allows them to cap/ decap…………………….

In those 5 secs that you are invulnerable a good player will make there opponents go from the offense to a defense playstyle, and once you have to go play defensive against a warrior he already won cause most defensive playstyles cant out damage healing signet.

i’m not saying that warriors dont have other issues that need to be resolved.
I’m just pointing out that stances need to be looked at to cause of there semi invulnerability that becomes a “full invulnerability” with healing signet.

It’s not that it would break warriors, it would bring them on par with the rest of the characters concerning the cap/decap while invuln.

But i understand that warriors dont want to loos there advantages toward other characters that are not allowed those advantages. Even small corrections like this.

Lets imagine one thing. Warrior with berserker stance up and healing signet active and 1 or 2 engineers nuke the point. That warrior is going down = no invul. The same hapens with the other stances. Fight a necro with only endure pain and healing signet = you will get damage. Now do the same with other classes invulnerability and doesn`t matter how many are attaking or the tipe of damage they are using because none of de damage will get you. And that its the diference from other invul skill to warrior imunities.
I agree with you when warrior uses all stances at the same time = invulnerability for 4-5 seconds and in that time they should not cap. Other than that i cannot see any comparison with the other invul skills.

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Posted by: ensoriki.5789

ensoriki.5789

Healing sig is strong as kitten.

A thief has to average 3 successful attacks a second for what the War gets rain or shine. Now I’m fine with assymetry signet of Malice has situations where it will outheal even Healing signet but the big thing is SoM is based on success. Blind Block evade kiting and cc all mean " you aren’t healing from that passive". Its fine that healing signet is an undeniable constant heal via the passive but it need not be so strong given that its constant and undeniable.
Sig of restoration is more reliable than SoM but it well isnt that great post-nerf. Frankly while I have no problem with a Heal over time beating out burst heals like withdraw, healing spring, and glyph of restoration. Its still a kitten lot of healing
Yeah 200 base sucked but nearly 400 is being a flipping pain in the kitten . If damage isnt ~ 400 you do no damage especially with other HoTs on the warrior such as regen and Adrenal healing. Something has to give as its definitely being a factor in the extreme requirement of damage required in gw2 as you need a lot to be relevant otherwise you seriously get shrugged off by something uninterruptible and unevadable unlike Signet of Malice.

The great forum duppy.

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Posted by: Gallrvaghn.4921

Gallrvaghn.4921

I’m enjoying my warrior. Please don’t nerf. L2P >.<

“The boss you just killed respawns ten minutes
later. It doesn’t care that I’m there.”

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Posted by: Void.4239

Void.4239

Lets imagine one thing. Warrior with berserker stance up and healing signet active and 1 or 2 engineers nuke the point. That warrior is going down = no invul. The same hapens with the other stances. Fight a necro with only endure pain and healing signet = you will get damage. Now do the same with other classes invulnerability and doesn`t matter how many are attaking or the tipe of damage they are using because none of de damage will get you. And that its the diference from other invul skill to warrior imunities.
I agree with you when warrior uses all stances at the same time = invulnerability for 4-5 seconds and in that time they should not cap. Other than that i cannot see any comparison with the other invul skills.

^^ you kidding wright ?

If the warrior uses his stances wrong then he should die.
Who in his wright mind would pop endure pain against condi classes , and bezerker stance against power classes ? ( a tad smarter person would do it the other way around.)

I kinda find it hilarious that warriors are being so scarred about this topic.
Its a small adjustment, that would not break warrior at all. But still a lot of scarred negative reactions from warriors on something that wont change that much for them.

Just shows how mature most warrior players are.
And how important balance is for them in this game. ( sarcastic if you cant sense it )
Not speaking about all warriors here , there still a few good warriors out there that know how cheez there character really is, and they are mostly the once trying to play without the cheezy aspects of the warrior atm.

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Posted by: Atherakhia.4086

Atherakhia.4086

Nerf mobility of the Warrior slightly and move adrenal health to another tree (like strength). This will resolve your passive healing problem as the meta builds can’t fit 15 into strength and dropping mobility slightly will remove the ability for the Warrior to kite away from opponents to regen health without threat of being attacked. Another thing I’ve seen suggested is to leave the max healing of the signet alone, but make it based off adrenaline too so 0 bars is 100, 1 is 200, 2 is 300, 4 is 400 etc.

Changing berserker stance and similar skills/traits to allow you to apply conditions but instead make those conditions do 0 damage would also be a reasonable change imo.

So how do you nerf Warrior mobility without going absolutely nuts like they did with RtL? Would simply moving Whirlwind to a burst skill and changing Rush to 900 yards be enough?

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Posted by: silentnight warrior.2714

silentnight warrior.2714

Lets imagine one thing. Warrior with berserker stance up and healing signet active and 1 or 2 engineers nuke the point. That warrior is going down = no invul. The same hapens with the other stances. Fight a necro with only endure pain and healing signet = you will get damage. Now do the same with other classes invulnerability and doesn`t matter how many are attaking or the tipe of damage they are using because none of de damage will get you. And that its the diference from other invul skill to warrior imunities.
I agree with you when warrior uses all stances at the same time = invulnerability for 4-5 seconds and in that time they should not cap. Other than that i cannot see any comparison with the other invul skills.

^^ you kidding wright ?

If the warrior uses his stances wrong then he should die.
Who in his wright mind would pop endure pain against condi classes , and bezerker stance against power classes ? ( a tad smarter person would do it the other way around.)

I kinda find it hilarious that warriors are being so scarred about this topic.
Its a small adjustment, that would not break warrior at all. But still a lot of scarred negative reactions from warriors on something that wont change that much for them.

Just shows how mature most warrior players are.
And how important balance is for them in this game. ( sarcastic if you cant sense it )
Not speaking about all warriors here , there still a few good warriors out there that know how cheez there character really is, and they are mostly the once trying to play without the cheezy aspects of the warrior atm.

I´m glad because you get the point. “If the warrior uses his stances wrong then he should die.”
Stances are not invulnerabilities, even with HS. Lets say i run a full zerker warrior (no points in defense or vitality) and i take two stances. Those stances dont give me invulnerability and i still will have the non-decap (doesn´t make any sense).
Other classes have true invulnerabilities in one skill. They are imune to ALL damage by only pressing one button. Thats why while invul you cannot cap points. And that why i said if warrior uses all 3 stances together (gaining true invulnerability) he should not cap or decap. I actualy was agreing with you but only when warrior is invulnerable and that only hapens when warriors pop up the 3 stances together.
While invulnerable you cannot take damage from any source or being CC.
With endure pain you are CC and get conditions.
With berserker stance you are CC and get physical damage.
With Balanced Stance you get damage from all sources but you are not CC.
With all three you are invulnerable for 5 sec max. In those 5 seconds warriors should not cap or decap.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

1. The hammer is fine, as a main Elementalist I have no problems going against a hammer warrior. In fact, I wouldn’t mind if Earthquake gets it’s 20% power back. The biggest issue is easily the longbow.
Pin Down is overpowered, getting about 4 seconds of immobilize and 15 seconds of 6 stacks of bleeding?! A single Pin Down, if the conditions don’t get removed can easily chop a players health in half. Even not a condition focused, getting 3-4 seconds of immobilize protected on another condition.
Pin Down should apply a 1/2 second of Immobilize AND 5 seconds of Cripple with the Bleeding. The long duration of Immobilize with Immobilize stacking is just bad.
The ONLY other weapon skill right that applies 3 seconds of immobilize is Dark Pact. Showing once again, Warriors have everything, better or just as good.


2. Speaking of hammer, in my opinion, the problem isn’t entirely the damage. Fierce Blow has to go. 8 seconds of Weakness on a skill that has a 12 second recharge?! It’s already a giant pain in the butt for Necromancers to have 10 seconds of Weakness on Signet of Spite. The only other skill that could match that Weakness duration is the Earth Staff elementalists basic attack with Stoning.
I don’t mind the damage, I can easily work around that, taking less damage with Healing Signet is not smart balance.
Once again, Warriors have it better than any class. Speaking of Healing Signet.


3. Healing Signet. I actually think it’s fine. I’m not joking, I really don’t find it overpowered.
My Elementalist has no issue outdamaging the passive heal. My Ele has issues with the sheer power of condition damage from Necromancers and Rangers which is why I am permanently stuck using Lyssa runes but for fighting against Warriors, I have no issue with this.
In my opinion, it should heal less at max health and more at low health. It’ll reduce the tankiness of the skill and give warriors a red flag to actually use the Signet when they are low on health.
This skill is a noob punisher, high healing and survivability that can only be worked around skilled players as it requires no thought, speaking of requiring no thought.


4. Endure Pain. Go the Guild Wars 1 route and drastically increase vitality and slightly increase toughness for 10 seconds. Immunity is not a good thing when you can still fight while being immune to anything.
Well, it just keeps transitioning to the next issue.


5. Berserkers Stance. Remove the immunity to conditions, reduce the recharge to 30 seconds, for 10 seconds, the Warrior moves 100% faster and stun duration reduced by 50%. For added fun, each time the Warrior is stunned, it gains might.
A fun utility and not one designed to counter the current meta?! What is this I don’t even-


So yeah, as a main Elementalist, in my opinion, this is the major issues with the Warrior.
Now then, back to the major issue of OP condi kittens that is the Engineer, Ranger and Necromancer.

(edited by Nova Stiker.8396)

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Posted by: Arcturus.8109

Arcturus.8109

1. The hammer is fine

3. Healing Signet. I actually think it’s fine.

5. Berserkers Stance. Remove the immunity to conditions, reduce the recharge to 30 seconds, for 10 seconds, the Warrior moves 100% faster and stun duration reduced by 50%. For added fun, each time the Warrior is stunned, it gains might.
A fun utility and not one designed to counter the current meta?! What is this I don’t even-

You aren’t an elementalist, you are disguised warrior, aren’t you?
Hammer isn’t nearly fine. Sure you have some evades and stun breaks, but if you are caught in combo – you are just dead instanly. IWIN button shich you must struggle against? This isn’t pve, warriors aren’t bosses, this isn’t nearly fine.
Surely you can outdamage healing signet if you are glass paper fresh air and warrior is afk. Otherwise running in circles is kinda enough to survive ele.
You vision of bers stance is just horrifying. Nope, big solid NOPE.