(edited by Anastasis.7258)
The Tarcis Document
Stop with your documents already, this is spvp forums not some archive where you can drop unneeded files.
Anas, please add to your list.
Ranger – Spirit of Nature – Healing reduced to 320 rather then 420.
Lyssa Rune – 6th effective now has 120 seconds cool-down.
Sigil of Energy – Reduced to 25%.
Twitch – Aussie Streamer
Sounds like a joke, too bad its not even funny.
Anas, please add to your list.
Ranger – Spirit of Nature – Healing reduced to 320 rather then 420.
Lyssa Rune – 6th effective now has 120 seconds cool-down.
Sigil of Energy – Reduced to 25%.
If nerf Sigil of Energy, other sigil will dominate the pvp environment. I think this sigil is currently fine.
I Agreed with Spirit of Nature and Lyssa Rune.
(edited by Anastasis.7258)
Sounds like a joke, too bad its not even funny.
Can you please tell me which part is a joke? I will fix it.
(edited by Anastasis.7258)
Berserker Stance: Immune Chill, Immobilize, Cripple, Blind, Poison only. Reduce other conditions’ duration by 100%. (Which means the condition duration will still apply on warrior with zerker stance on).
I cannot for the life of me understand this. Why on earth would it matter if it was -100% duration? It basically gimps the bleed/burning/torment to nothing with only 10-30% duration. People aren’t going to start stacking up on condition duration to fight against one skill, especially if healing signet gets nerfed. Just make it immune the important conditions and do nothing to damaging conditions. Counter pressure with a condition build should always be a viable way to stop a warrior from attacking you. Full immunity or this “immunity” shouldn’t exist.
I really think it should read:
Berserker’s Stance – Gain immunity to fear, crippled, chilled, immobilized, weakness and blind for X seconds. Gain adrenaline per second.
This leaves confusion, poison, burning bleeding and torment to still be able to pressure out the warrior. I really think people underestimate how strong being immune to all CC conditions is for a warrior.
Hundred Blade: Increase overall damage by 20%.
Arcing Slice: Stick the greatsword into ground, created a wall to block incoming enemies. -Ground Target. (The skill effect should be like staff ele’s Earth skill)
Level 1 Adrenaline: 0.5s duration.
Level 2 Adrenaline: 1s duration.
Level 3 Adrenaline: 1s duration. Apply 5s fury to yourself.
This will never, ever happen. Seriously. Not trying to be mean. It’s never going to happen. Why would you give the mobility damage weapon bunker like CC anyways? Such an odd location for that.
Staff:
DS Mode:
Doom: Increase cast time from 0s to 0.25s.
This really needs a buff to match the fact that necromancers would be losing one of their primary defenses. A slight cooldown reduction on a staff attack isn’t enough.[/quote]
Pin Down: Increase the cast time from 0.25s to 0.5s. Add an animation so people can predict it.
Unless the travel time is heavily reduced, I don’t think this is that much more dodgable. I’d rather a faster travel time but a 3/4 or 1s animation. Fits the idea of trying to get the person shot to the leg to pin someone down.
Healing Signet Passive: Heal yourself when swapping weapons. 2,000 healing amount with low healing power scale. (Same as the healing amount of the current Healing Signet overtime.)
Healing Signet Active: Increase burst healing amount to 4,500. Medium healing power scale.
Interesting idea, but I think the numbers need work. With runes of the warrior + trait, you can weapon swap every 4 seconds. That means you’d be getting a 500 hps heal or higher with a more heal-y build. Of course you’d basically lose control of your weapon swapping to do this. It’d be an interesting one to test.
Defian Stance: Reduce the cast time to instant. Reduce the cool down from 35s to 30s. Increase the duration from 3s to 4s.
This means that it could be cast mid burst. That sounds really icky to me. I think the cast time is perfect (1/4th right?), but the duration and cooldown could be better.
Fear Me: Reduce the cool down from 60s to 40s.
Why would instant cast CC need to be buffed?
Message me any time in game.
Sounds like a joke, too bad its not even funny.
Can you please tell me which part is a joke? I will fix it.
The whole warrior changes.
Fast hand is a trait used to adapt to certain situation, i don’t see a point making hs heal based on swap. Feels for me that the idea is a ripoff of the suggestion someone made a while back if i rebember correcly its was fast healer – heal on wep swap in tactic tree.
Personally i don’t see a problem with HS, the counter is burst. U playing a warrior so u should know that hs takes time to recover and in many cases healing surge is better. Thing is everyone decided to play braindead condi spammer or a bunker. And pressing “6” doesnt take any skill to begin with. Warrior taking hs actually risking getting bursted down before the hs will even heal him for a highter amount than 5k.
Berserker stance – i don’t understand it again. If anything ppl was complaining that soft cc don’t go through this stance, so they can’t stop warrior closing gap to them by chill/immo/cripple. But again ive seen many pople countering it just fine – so does that mean the skill is the problem or the bad player behind keyboard?
Defiand stance – … /Never used it, and i don’t even care.
Endure pain – i don’t see a reason
Fear me – actually trained has 46cd. If anything its should be a stunbreak
Pin down – i agree. But it has to be a real 0.50, skullcrack according to patch was increased to 0.50 but its feels like killshot.
HB – if anything for me its needs completely rework (selfroot srly..) i don’t see a point buffing the damage. Gs has loaded way too much dps in one skill atm, no need to make it worse.
Arcing slide – Magic, i see magic everywhere. Well its bad.
Rifle oh my lovely weapon, i wish to see it viable one day, but oh well.
Bleeding shot – i actually suggested to make it like harpoon 1 – mariners shot
Volley – 15% will make it on pay with killshot, if not stronger. I suggested to decrease the casstime by 0.5 and lower the damage by 20%. I think i had the list somewhere..
Brutal shot – i wanted to see that skill as set up to reworked killshot. A 1sec stun with 3/4 casstime on 18/20cd
Rifle butt – it actually has 450 knockback not 400. For my taste its should launch, people recover way too fast from knockback
Warrior:
Healing Signet Passive: Heal yourself when swapping weapons. 2,000 healing amount with low healing power scale. (Same as the healing amount of the current Healing Signet overtime.)
Healing Signet Active: Increase burst healing amount to 4,500. Medium healing power scale.
i think this concept might be better off as a new grandmaster trait in the discipline line instead? O_O
Fear Me: Reduce the cool down from 60s to 40s.
in the past i asked for the recharge time to be reduced, it was 80 seconds originally.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Fear-Me-80s-Recharge-time-NOT-reasonable/2164132
i think it is okay now, with lung capacity it is 48 seconds recharge time, considered quite okay and acceptable for me. (i’m a casual player)
if we further reduce the base recharge time to 40 seconds, with lung capacity, it would be 32 seconds.
as a warrior player, i dun really mind the buff in recharge time to “fear me!” but i fear that warrior haters will continue to claim warriors are even more overpowered and will make ridiculous claims to nerf various things again.
i dun want that to happen. >.<
(edited by Deimos Tel Arin.7391)
Nice sugestions. The HS sugestion works for me and the other on pin down its a good one too. I will be waiting for the other sugestions.
Edit: It could be a null-cap If the warrior uses all his stances together (gaining invulnerabilty, so null – cap)
(edited by silentnight warrior.2714)
Sounds like a joke, too bad its not even funny.
Can you please tell me which part is a joke? I will fix it.
Healing signet…the whole concept of the signet is to force a choice between actives and passives. Currently there is no choice and your idea of forcing people into a trait line to make a base heal, even remotely useful is just as terrible as the idea to keep the passive healing this strong. It doesn’t take a genius to figure out what needs to be done with this signet.
Warrior:
In this case, if a warrior want to play with healing signet effectively, they will be forced to take Fasthand (Discipline 15), this will stop those braindead spec that breaking the game.
With that, swapping weapon to heal yourself also reward/risk considering right timing to swap/posion cleans.
You are referring to condi spike, right? Because all other builds I can think of already go 15 points into discipline.
Other than that, it might work and it would be fun.
because he doesn’t know it himself
even though you make the heal somewhat active, it will in essence be stronger if you just use a burst skill right before swap so that you will almost never have poison, which currently is the only decent counter to a warriors regen and the heal will still be 400 per sec, and still impossible to counter other than mabye chill
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I thought that this post was a joke originally, but apparently it isn’t. So lemme just rattle off all of the problems with these changes:
Warrior:
- HealSig will still heal for more than every other heal in the game, you’re completely missing the point of why it’s OP
- Um… What? Zerker stance would still be ridiculously OP, not to mention that the 100% decreased duration effects that you mentioned make no sense whatsoever
- Still, nobody’s going to use this healing skill, HealSig is much more reliable and powerful.
- At least you got the changes on Endure Pain right
- With the Fear Me changes, warrior will become the new Necro
- Why don’t you just reduce the length of immob and the number of bleeds on Pin Down? Would probably be more effective, in truth.
- Sure, I can agree with the 100b changes, but there’s no reason to change Greatsword’s burst skill.
- Rifle is already an extremely powerful burst weapon just through Volley, all of the changes you mentioned (apart from the fairly negligible Rifle Butt changes) are just going to make warrior replace thieves even more as the best burst class
Thief:
- all of our initiative traits were nerfed, now you’re really suggesting that we nerf initiative regeneration back to pre-December 10th levels?
Necromancer:
- None of these changes is going to do anything.
Ranger:
- This doesn’t fix the other 1012873401287334 problems the class has
Runes of Lyssa: you should change the description to “now unusable”, because it’s already bad enough apart from its 4 and 6 abilities, nerfing the 6 ability into oblivion will just nerf the rune into dust. Not to mention that this is really a stealth nerf to S/D thieves, anyways…
I thought that this post was a joke originally, but apparently it isn’t. So lemme just rattle off all of the problems with these changes:
Warrior:
- HealSig will still heal for more than every other heal in the game, you’re completely missing the point of why it’s OP
Healing Turret (drop, activate ’n pick up) heals for (2520*2+ 130*3 + 130*5)/15 = (6080)/15 = 405 HPS.
Medkit has (4920/20 + 3000/12) = 496 HPS.
No healing power, no trait investment.
Now, HS shouldn’t be that easy to use. I agree for that.
because he doesn’t know it himself
Medkit has a very long cast time, is extremely active play and engi has few condi clear so poisen and chill affect this heal alot….. warriors never cast their heal (usually) so they havetime to attack constantly they also have a large hp and armor base….. healing turret is strong but is contered by chill and is also an active cast and since adrenal health is run with every viable warrior build warriors have wayy to much passive regen
-ghandi
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Medkit has a very long cast time, is extremely active play and engi has few condi clear so poisen and chill affect this heal alot….. warriors never cast their heal (usually) so they havetime to attack constantly they also have a large hp and armor base….. healing turret is strong but is contered by chill and is also an active cast and since adrenal health is run with every viable warrior build warriors have wayy to much passive regen
-ghandi
This is what I said: the main problem about HS is not the brute heal, but the ease of use. And the fact you never stop putting pressure on the enemy, while the engineer has to stop dpsing in order to make medkit work.
I might add that Medkit also scales a lot better with healing power and toolkit recharge rate, other than sinergizing with Automated response, but that’s not the point.
Or maybe it is: scrap Healing Signet and give warriors medkit. Put Bandage Selfe as burst skill. Change the numbers a bit if you want, or stuff like that. Now you have not to spam adrenalin for damage to keep up with healing, and have to trait for better healing capability.
It makes sense: considering the thing they use, warriors are jacks-of-all-trade. They use physical prowess, but also magic (signets), and technology (the longbow is kinda high-tech: explosive, blinding, napalm charge arrows) to enhance their power. Mending looks already like you are bandaging yourself.
Oh Lord, that would be fun. I always felt like Medkit was a wonderfully designed skill.
because he doesn’t know it himself
This would make the healing signet even more powerful. You also have to factor in someone using Rune of the Warrior. So that would be a 2k heal every four seconds.
Heavens Rage
Interesting idea’s. Skull crack did get extended cast and visibility. Longbow got nerfed. Hammer got nerfed, however numerous other professions instant/no animation skills still remain. It is biased to apply such nerfs to only one profession when all professions have this issue of lack of cue. Healing signet is not passive. It’s regeneration of health is passive, but the signet itself is not passive. There is numerous elites/traits that trigger on signet use and/or healing slot use. This effectively means with traits/runes even healing signet can be used in a thoughtful manner.
Rules are only rules when they apply to everyone. Currently passive warrior healing can’t kill you. Necro MM/mesmer phantasm/Spirit ranger pets all can kill you and are for the most part entirely passive and also provide passive healing. This highlights a lack of priority. To target healing signet over other various forms of mostly passive skills that can add to a players survival rate as well as benefit the chances of them maximising their damage to down targets shows there is bigger fish in the ocean that need to be addressed first. No one ever got healing signet to death..many have been minion/phantasm to death, both of which also support passive healing builds.
It is one thing to demand warrior require more skillful play, but this demand in the face of ranger pets not being touched because it may make them too complicated highlights that there is no desire to establish high skill ceiling. The ultimate skill ceiling is down to making the best of what you have and using it effectively to have your team win, not necessarily to win 1 vs 1 engagements. This is where a lot of these changes currently sit. They are aimed at the 1 vs 1 situations but don’t in any way stream line to make, “For the good of the team” situations better/versatile. Nerfs/buffs should be created around this idea of what would make for better ‘win’ situations rather than let’s tone down 1 vs 1 situations.
(edited by CntrlAltDefeat.1465)
The numbers show everything and the passive is still way too strong. The only time activating the signet is the right move, is if your going to die with only the passive aka 1l hp or less with condis or pressure on you
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I thought that this post was a joke originally, but apparently it isn’t. So lemme just rattle off all of the problems with these changes:
Warrior:
- HealSig will still heal for more than every other heal in the game, you’re completely missing the point of why it’s OPHealing Turret (drop, activate ’n pick up) heals for (2520*2+ 130*3 + 130*5)/15 = (6080)/15 = 405 HPS.
Medkit has (4920/20 + 3000/12) = 496 HPS.
No healing power, no trait investment.
Now, HS shouldn’t be that easy to use. I agree for that.
Factoring in cast times, if we upped the total time between heals for Healing Turret to 16 seconds (a very small 1s difference), that would immediately drop the heal to 380 HPS. In reality, this value is going to be much less. You also have to assume that regen doesn’t get boonstolen, which is certainly a possibility, as well as for the damage output lost as a result of the cast times on this heal.
As for Med Kit- as others have said, it’s not nearly as easy as that. If we factor in cast times as according to gw2skills.net, then already those heals change to 4920/21+3000/13.5= ~456.5, but if you’ve used the kit before, the cast times are obviously much more than that, and then you have to factor in cast times resulting from transitioning into Med Kit and then transitioning out of Med Kit. Again, you also have to consider damage output lost as a result of the cast times for this.
It’s obviously because of how easy HealSig is to use, as you said, that it heals more than every other skill in the game.
Just pointing this out, 100% condi reduction of the original value, duration over flow from traits/runes would still apply
Cast time on Doom, would be huge…
Fear me on 40s cd (32 if traited) Would be OP
People saying that Healing Signet is the problem of how warrior is op now.
I agree, but here is some points that you have to look at:
1. Is healing signet really op on a berserker setup glass warrior?
2. Does warrior has any skills that you can spam to keep yourself sustain in a very short time period? (stealth, teleport, protection, etc)
We all know that big burst + poison counters the current healing signet.
So the suggestion I made even make the burst + poison counter healing signet harder.
This suggestion will also eliminate those real braindead bunker warrior comp with healing signet. Those bunker warriors’ spec will not receive 15 in Discipline unless they sacrificed something important from Defense 30 or Tactics 30. TBH, healing signet will only be broken once a warrior is running a full bunker setup.
Some people mentioned about the warrior rune combine with Fast Hand Trait, you can be able to swap weapon every 4 seconds. Well, if you are sure you can swap your weapon “EVERY” 4 seconds while without any poison on, you are welcomed to do so…
Also for the Thief part, my suggestion was to make all those thief changes from Dec. 10, 2013 patch back to before the Dec. 10 patch hit. Those nerfs on thief’s traits are killing the diversity of thieves spec. Now thieves forced to run 10 30 0 0 30 in most of the weapon setup, which isn’t what ArenaNet want to see. Also from the Dec.10, 2013 patch changes, thieves with the same spec “10 30 0 0 30” becoming easy to play, spamming their skills without thinking any consequences.
Also ArenaNet need to look at those teleport skills that can get through structure or blink to some specific spot. (Example: Thief’s d/p #3 hit the clock toward wall can port to clock toward for no reason.)
to be continue…
(edited by Anastasis.7258)
-snip-
There’s a very fine line between being a glass cannon and being high-damage. An example of a GC would be a Rifle warrior that attempts to 1-shot players through maxing offensive stats entirely, through traits, runes, and ammies. A high-damage player will use zerker amulet but won’t trait/otherwise build to deal absolute maximum damage. Most warriors, thus, don’t run GC, but there are a lot that run high damage. GC is just the extreme end of the spectrum, and honestly, stating the effectiveness of HealSig by evaluating its usage with a GC build is extremely dishonest in this regard.
As for sustaining yourself, warrior has heavy armor and 18k base health. That kind of damage absorption brings in a lot of different benefits over a long period of time. It means that you can always keep healing up, that you can absorb burst damage, that all direct damage, in the long run, is going to be very significantly reduced. You don’t need to have “lol spammable sustain” in order to survive; with Endure Pain, you can greatly magnify the effects of those aforementioned variables by being able to absorb significant amounts of damage in a long enough period of time to heavily counterattack and benefit from your 400 HPS. Not to mention- each of those aforementioned “spammable sustains” that you mentioned come with some kind of serious disadvantage. With stealth, you give up capping a point. With teleport, you give up on capping a point as well by being off point. As for protection, you have to build specifically so that you can sustain large amounts of the boon, and even then, you can only get very small amounts of it anyways.
Most classes don’t have poisoning abilities, and even those that do can only get small amounts of it at a given time. Furthermore, you need permanent duration of poison to completely decrease HealSig’s healing ability by 33%; with burst heals, you only need to poison the burst, at which point the entire heal is reduced by 33%. As a result, HealSig is actually better at countering poison than any active heal in the game. As for burst, because of warrior’s 18k base health, Endure Pain, and 7/14% damage reduction over medium or light armor respectively, burst becomes a very ineffective tool at countering HealSig. And, in fact, if you do the math, against a class like, say, thief, you only need to survive ~11 seconds maximum to start out-healing the thief from just HealSig alone, and with Endure Pain, that already fairly small amount goes down to even less. Either way, though, if you can’t live beyond 11 seconds in a 1v1 against a burst thief, then you really need to check your build out, because I run zerker amulet and I can easily live that long.
I run a 30/0/25/0/15 build and it works like a charm. There is literally nothing to worry about if you’re running this kind of build. The only problem the weapon-swap idea is going to create is making every single warrior run a single build. I honestly have no clue where you’re getting this idea that Healing Sig will only benefit bunker warriors, that’s absolutely absurd.
No, not every thief is running 10/30/0/0/30… Nor is it a good build with anything but D/P or S/P, both of which ran this build before Dec 10th anyways.
No matter what happens, your type will always think that thieves can “spam their skills without thinking any consequences”. If you’re dying to some kind of PW-spamming or HS-spamming noob, you really need to L2P.
Nerfing teleportation abilities is only going to make the thief an even more useless class to have on your team, and will further drive them into the depths of being underpowered warriors.
Why don’t you not continue before you keep trying to pour these godawful ideas down on our heads.
The specific changes to warriors can be debated, but right now it’s obvious what the problems are:
1. Passive heal that is too strong and negates ever using the active
2. Too many/long immunities
When everyone else has to use a heal skill and one profession does not, then that’s like playing tic-tac-toe with an extra turn.
When you combine it with the amount of CC and still very high damage, plus add in anywhere from 6 to 8 seconds of near immunity, and it’s like giving someone the 3 first moves in tic tac toe.
It’s total easy mode when I play my warrior compared to almost any other profession.
There are a couple builds that can counter a warrior, but it’s still way too easy a profession. The passive heal is the obvious problem when you compare professions.
Yes i agree that teleport skills are an issue in this game. Looking forward for your next sugestions.
no more documents after this one pls
really bad engineer
Eh, most of these changes are poorly thought-out, to be honest… the first time I read it, I sort of thought you were trolling, because I didn’t think you could possibly be serious. But you seem to be genuine, so I guess I’ll break it down.
Warrior:
Healing Signet…
Honestly, this is just the wrong approach to the problem of Healing Signet being too powerful. The reason I say this is because bunker Warrior should actually be a spec that exists (IMO, it only exists in Solo Arena at the moment; it’s currently not quite powerful enough in the right ways to be successful in high ELO Team Arena). Healing Signet is the -only- heal that could possibly be viable for such a build, because 1) it’s not interruptable, just like Guardian’s Shelter is hard to interrupt, and that’s very important for a bunker’s heal, and 2) it by far scales the best with Healing Power out of all the heal options. I think the correct goal here is to make it so Healing Signet only makes sense to take in Cleric/Settler amulet builds, and reduce its effectiveness in more offensively-oriented builds. For offensive builds, we already have 2-3 other heals to work with and make viable, we don’t need another. Another issue is this: the change you suggest won’t really change gameplay much, if at all. By that, I mean that most of the time, it’s going to still be correct to keep swapping weapons off cooldown anyway, and the heal will perform in actual gameplay just about the same as it currently does. If you’re Poisoned: so what? The best way to deal with Poison (as well as the other conditions you will be likely to have) is to use Cleansing Ire, and if your burst skill on this weaponset is off cooldown, guess what? You’re gonna weapon swap to use your other burst skill. I think your goal here was to add more skill and interaction with the healing passive, but in reality, it’s not going to change much.
To sum up, your change is wrong for two reasons: it nerfs the skill in the build(s) that it’s actually originally intended for, and because it won’t actually change its impact on gameplay very much at all.
Berserker Stance
Actually, if anything, it should be the other way around. The biggest problem other classes have dealing with a Berserker’s Stance Warrior is the fact that none of their condition-based CC options work, not even a little bit. A Necro’s fears, cripples, and chills do nothing to the Warrior that gets to faceroll their keyboard for 8 full seconds before the Necro can even touch him. Engis have a similar problem. It’s less of a problem that they can’t do any damage to the Warrior, it’s mostly the problem that they can’t kite at all using defensive condition applications to get some distance.
Defian Stance
Honestly, it’s going to be pretty hard to get a heal like this to actually be good in sPvP, because it counts on the opponent misplaying in order to get any healing from it. In zerg vs zerg, I could see this heal being ~4 seconds of godmode, but in sPvP it seems way too easy to play against, no matter what you do to it. Also, keep in mind that your suggestion basically makes this heal a strictly better version of Endure Pain. I’d leave this heal to other gamemodes, and work with the other 3 heals for sPvP.
Endure Pain
Another straight up nerf to bunker Warrior, which honestly doesn’t need any nerfs. It’s not invulnerability, so let them hold cap.
Fear Me
Ok, here’s the first part I felt like I was being trolled. So, just straight up, I’ll ask, “WTF?” A 40-32 second cooldown for up to 3 seconds of unblockable, AoE CC? Compare to Bull’s Charge. This is a ludicrous change, and I’m not sure what made you seriously even consider it.
Greatsword
This is the second part that I’m being trolled. Add MORE DAMAGE to 100b??? Are you aware that Warrior is by far the best DPS in the game in PvE? Is 100b downed body cleave already not insane enough? I think you want to wipe all of humanity when they try to res, rather than an entire team as it currently stands. How about asking for Bull’s Charge knockdown to go up to 3 seconds instead (a change that I’ve considered suggesting myself)?
Regarding the burst skill, it’s a bit too “magic-y” for the Warrior flavor in this game. Also, it just doesn’t really fit with the theme of the weapon at all. Greatsword is about all-out berserker-style offense, and to have the burst skill be a defensively-oriented skill it just not thematic. I really don’t think the designers would go for it.
(edited by cymerdown.4103)
Rifle
The final trolling. Increase Volley damage??? Seems like you want to hit 1 button and kill someone on every weapon set. Also, 8 stacks of Vulnerability is a lot, that cooldown would be way too short for the skill. I could see lowering the cast time by 0.25 seconds or something, though.
Thief
And bring back immortal S/D Thief again? I dunno, I think the game is better off, honestly. In terms of initiative regen being too high, I think it’s something the devs are already watching, and if they decide it needs to go down slightly (maybe to 0.9/s instead of 1/s?), they’ll do it at some point. I think overall, though, the Thief update is going in the right direction.
Reaper’s Mark
Eh, I disagree with lowering the cooldown. It’s a really powerful skill, and the CD is traitable. 28-second fear marks? My body isn’t ready.
Doom
No way. I understand instant skills are impossible to counterplay against, but this is one of the very few emergency defense mechanisms that a Necro even has. They don’t have Vigor, and they have pretty mediocre stunbreakers, and almost no Stability. Doom is one of the only tools they have, and it’s already bad enough that it doesn’t deal with Stability or Berserker’s Stance. The only change to Doom that I could support is reverting its fear to a uniform 1 second regardless of range. Casting time needs to stay instant.
(edited by cymerdown.4103)
Berserker Stance
Actually, if anything, it should be the other way around. The biggest problem other classes have dealing with a Berserker’s Stance Warrior is the fact that none of their condition-based CC options work, not even a little bit. A Necro’s fears, cripples, and chills do nothing to the Warrior that gets to faceroll their keyboard for 8 full seconds before the Necro can even touch him. Engineer’s have a similar problem. It’s less of a problem that they can’t do any damage to the Warrior, it’s mostly the problem that they can’t kite at all to get some distance.
Again Ken, we need to avoid gutting certain spells either. Have you ever played Warrior before Berserker Stance existed and got blind spammed to death? Any normal human being would’ve punched a hole through their monitor.
If you’re so sure that Warriors are fine without blind immunity, chill immunity, and cripple immunity, then can you please name me ONE WARRIOR who actually was saintly enough to deal with blind spams, chill spams, and cripple spams? I can tell you right now, that person did not exist.
And I can tell you right now Ken, If I blind spammed the hell out of you on your Warrior, you would definitely punch a hole in your monitor. Berserker Stance had to happen but there are two problems:
1.) ANET could have gave it a one second casting time, but the fact that it HAS no casting time allows NO COUNTER PLAY.
2.) There are Warrior builds that can “trade hits” with conditions and Warrior as a class was somewhat meant to trade hits vs. conditions. However if we make Berserker Stance only immune to utility conditions, then we might gut some Warrior build that might have been useful but never heard off.
If you changed it from complete immunity to -100% condition duration, most conditions would still not last very long, cutting down the length of incoming conditions by around 66-100% (with the main exception being a fear from a fully traited up Terror Necro, which would be a 50% reduction). Keep in mind: Dogged March. And, you still have Cleansing Ire, which Berserker’s Stance makes quite spammable. It would be a pretty tiny nerf, but considering the strength of the skill, a necessary one.
(edited by cymerdown.4103)
^
When you talk about condition duration, do you mean “only the stat” or the base duration PLUS the stat? Because if it was the former it would be gutting.
So like, let’s say that an Engi has put 30 points into Explosives, granting him +30% Condition Duration. Also, he’s using 6 Nightmare Runes, giving another +10% Condition Duration. Adding this up, he gets 40% more duration than the base 100%, so a total of 140% Condition Duration. If he threw grenades at a Berserker’s Stance Warrior after my change, his conditions would last 140% – 100% = 40% of the base duration. Example: if he applied a Chill that had a base duration of 1 second, it would last 0.4 seconds instead.
Keep in mind, the way it currently works does NOT match what the description of the skill says. According to the wiki, the skill is considered to be currently bugged.
http://wiki.guildwars2.com/wiki/Berserker_Stance
All I’m asking is for this skill and Automated Response to match the description.
Keep in mind, the way it currently works does NOT match what the description of the skill says. According to the wiki, the skill is considered to be currently bugged.
http://wiki.guildwars2.com/wiki/Berserker_Stance
All I’m asking is for this skill and Automated Response to match the description.
Actually Ken the wiki description and the in game tool tip differ. The in game tool tip clearly states that “conditions cannot be applied to you.”
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@Ken
But the wiki can be edited by ANYONE therefore you should avoid using wiki as a source. Berserker Stance IN-GAME clearly says conditions can not be applied to you. Instead of fixing the duration, there are definitely better ways to give it more counter play without gutting it. Your version of Berserker Stance will kill the class much like the quickness nerf did.
In which case if your ideal world came true, Warrior would be gutted to non-viable in tPvP. Sorry Ken.
Ok, it was updated, then, probably with the last patch, since it did say what the wiki says not too long ago. I’m not logged in at the moment to check. Sorry for the mistake.
I disagree that it would be gutted. “Uh oh, I’ve got a few of these short-lasting conditions on me. But hey, here’s a bunch of adrenaline. Hmm… what does Cleansing Ire do again?”
Ok, it was updated, then, probably with the last patch, since it did say what the wiki says not too long ago. I’m not logged in at the moment to check. Sorry for the mistake.
I disagree that it would be gutted.
You disagree because dogged march actually allowed Warriors to not get kited right? (They still did).
You disagree because you’re the best Warrior in the game because you can deal with blind spams right? (P.S Blinds > Cleansing Ire, that’s why your ideal world for Warriors is flawed).
You disagree because maybe you’re the best warrior in the game and that you know whats best for the class right? I’m guessing Kensuda is fine with Berserker Stance getting gut because there’s no other Warrior that can compare to him dealing with chills and blind spams, is that correct?
Understand why Berserker Stance needed to happen and how not to gut it.
It is nice to see a thread that hasn’t totally collapsed on itself.
Effectively, the poison/big burst argument is over stated. All professions can deal a base 5K damage over 11 seconds. This eliminates any benefit of healing signet. All professions can equip poison on swap sigils to provide windows where adrenal health/healing signet become diminished for small windows. The illusion that healing signet is tough to counter is because the warrior is not intending on being a sitting a duck. If you have ever encountered a brand new player to spvp who just try to go toe to toe with their warrior you soon see just how quickly healing signet is destroyed. It is the evasion/blocking/stance immunity and ability to dish out their own high damage that creates this illusionary notion that healing signet is O.P. However all these techniques are one trick ponies. Once that card has been played it cannot be played again quickly. This is why you’ll often see warrior’s high tail out of engagement/nodes if they have not manage to down you after blowing all stances and draining vigor. The simple reason for this is because they know, you know, we all know that 420-500ish regen ain’t gonna save them now. This relates directly back to the original statement, that any profession can do a base damage of 5K+ every 11 seconds concurrently. Healing signet is only one piece of the puzzle to the that 20ish second window we’ve all experienced against warriors of where they seem near impossible to budge and they throw caution to the wind and go full offensive on you. So what does one do? lower healing signet? Ok, cool..I will use berserker amulet w/ cleric inset and invest 30 into discipline and pick up passive balanced stance or spike armor. So again, you have reduced passive healing, but only encourage more passive traits to fill the gap that has been created. This is ultimately why I think changes to it now are myopic. The change is being asked for to appease unhappy players which is ultimately not good for anyone considering the nerf to longbow for stated reasons that didn’t stand up to scrutiny and resulted questions were left unanswered. The better way forward is to accept warrior are part of the game as much as passive AI damage is also part of the game. All one can do is figure what works best for them to out play it, rather than diminish it because this satisfies some part of the player ego that they are now good enough when they always had the tools, they just needed to use them which may have resulted in them having to step away from their preferred builds that are currently being render obsolete in a game where it does have an evolving meta.
My problem with the skill (and the Engi trait AR) is that it’s complete immunity to a certain damage type for more than a very short period of time. Several classes rely on conditions as part of their natural defense mechanisms, like Necro’s fears and other impeding conditions, and Engis have Chill and Blind. I think having skills and traits that grant complete immunity to these things are just bad for interactive gameplay — you just press a button, and then the other guy may as well not even do anything except try to dodge and run away till 8 seconds pass, there is no other meaningful interaction that he can do against the skill. If blind is too large of a weakness for Warrior, then we can do better to solve that problem than this type of bandaid solution.
Also, Kensuda, one last fatal flaw to your ideal Berserker Stance. You are pidgeon holing Warriors to Long Bow. You decrease viability of other weapon sets and LITERALLY saying to me that Long Bow should be the only viable Warrior weapon.
I want to say that your idea is naive, incompetent, amateur-ish, and hopefully ANET would not be stupid enough to listen to it. But due to ANET’s actions in the past? You have a good shot of gutting the class.
It wouldn’t pigeon hole them into any weapon more than they already are. There are still 50-52 seconds out of 60 that Berserker’s Stance is on cooldown, gotta deal with conditions some way during that period, right?
You can disagree with my ideas, that’s what forums are all about, no?
I want to say that your idea is naive, incompetent, amateur-ish, and hopefully ANET would not be stupid enough to listen to it. But due to ANET’s actions in the past? You have a good shot of gutting the class.
Let’s not get personal here.
I don’t believe Ken or anyone else is trying to ruin the efficacy of warriors in the tpvp setting. Being a pseudo multiclass and a main warrior I believe that berserker stance is 100% necessary to stay viable in the current state of the game. However, it’s nature is rather “brain dead” and is the lowest least skillful form of couterplay in the game (aside from passive trait procs).
If the reworking/toning down of berserkers stance were to lead to the “gutting” of warrior then it’s not a problem with warriors, it’s a problem with other game/class mechanics.
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I want to say that your idea is naive, incompetent, amateur-ish, and hopefully ANET would not be stupid enough to listen to it. But due to ANET’s actions in the past? You have a good shot of gutting the class.
Let’s not get personal here.
I don’t believe Ken or anyone else is trying to ruin the efficacy of warriors in the tpvp setting. Being a pseudo multiclass and a main warrior I believe that berserker stance is 100% necessary to stay viable in the current state of the game. However, it’s nature is rather “brain dead” and is the lowest least skillful form of couterplay in the game (aside from passive trait procs).
If the reworking/toning down of berserkers stance were to lead to the “gutting” of warrior the it’s not a problem with warriors, it’s a problem with other game/class mechanics.
Thanks, Rar. Honestly, all I want is some good semblance of game balance as we approach the release of new game modes. I think it will attract a lot of new and old players to give PvP another shot, and I want something that isn’t a frustrating experience for those people. Also, Berserker’s Stance isn’t the biggest offender when it comes to balance, IMO. Like you said, it’s more about the lack of counterplay options that it affords certain classes (especially in 1v1), but if I had to choose only 1 thing about Warrior to change, it would be Healing Signet, not this skill.
Warrior:
Healing Signet Passive: Heal yourself when swapping weapons. 2,000 healing amount with low healing power scale. (Same as the healing amount of the current Healing Signet overtime.)
Healing Signet Active: Increase burst healing amount to 4,500. Medium healing power scale.In this case, if a warrior want to play with healing signet effectively, they will be forced to take Fasthand (Discipline 15), this will stop those braindead spec that breaking the game.
This would force every warrior to spec 15 into the Discipline-Traitline when using Healing-Signet. Your change would make this trait a must-have, otherwise healing-signet will be useless, which is generally never a good solution and just leads to pigeon-holded builds.
Back in the old days the Elementalist had the same issue. He was forced to spec atleast 20 into the Arcana-Traitline, because of the reduced attunement-recharge. Not really a smooth design to be honest.
Why no one want’s to talk about how thieves get a free pass from poison when every othe class basicly gets it’s rotation or counter destroyed by it for no being applied on initiative gain.
It happens so many times that we sit on a 1 second cd for a gap closer or a block etc and because of chill it becomes a 3 second ending up in a lost fight.Imo it is not fair that an ele can be completely shut down(and i mean it it’s the worst cc/condition in the game imo) and a thief not.
CHill on necro also needs a decrease in uptime especially on signet since the only way to remove it is rune of lyssa or a full condi clear.
Warrior:
Healing Signet Passive: Heal yourself when swapping weapons. 2,000 healing amount with low healing power scale. (Same as the healing amount of the current Healing Signet overtime.)
Healing Signet Active: Increase burst healing amount to 4,500. Medium healing power scale.In this case, if a warrior want to play with healing signet effectively, they will be forced to take Fasthand (Discipline 15), this will stop those braindead spec that breaking the game.
This would force every warrior to spec 15 into the Discipline-Traitline when using Healing-Signet. Your change would make this trait a must-have, otherwise healing-signet will be useless, which is generally never a good solution and just leads to pigeon-holded builds.
Back in the old days the Elementalist had the same issue. He was forced to spec atleast 20 into the Arcana-Traitline, because of the reduced attunement-recharge. Not really a smooth design to be honest.
Every warrior is already forced in 20 defence and 15 discipline.Cleansing ire is the only thing keeping warriors from free kill(and i mean literally) and somewhat viable without healing signet.Before cleansing ire a warrior could be killed by a pistol thief spamming 2 bleeds on him an i mean it literally.The warrior is a very delicate class for change since all it’s dps relies on hard use of utility.If you need to use all that just to remove condition you just have a useless hp bar waiting to go down.On the other hand other classes have good ways to apply dps from either range or with teleport abilities.Pair that with instant casts/no travel time and random procs in comparison with melee,slow and higly telegraphed warrior’s and you have a picture.
(edited by mini.6018)
Sounds like a joke, too bad its not even funny.
Can you please tell me which part is a joke? I will fix it.
The whole warrior changes.
Fast hand is a trait used to adapt to certain situation, i don’t see a point making hs heal based on swap. Feels for me that the idea is a ripoff of the suggestion someone made a while back if i rebember correcly its was fast healer – heal on wep swap in tactic tree.
Personally i don’t see a problem with HS, the counter is burst. U playing a warrior so u should know that hs takes time to recover and in many cases healing surge is better. Thing is everyone decided to play braindead condi spammer or a bunker. And pressing “6” doesnt take any skill to begin with. Warrior taking hs actually risking getting bursted down before the hs will even heal him for a highter amount than 5k.Berserker stance – i don’t understand it again. If anything ppl was complaining that soft cc don’t go through this stance, so they can’t stop warrior closing gap to them by chill/immo/cripple. But again ive seen many pople countering it just fine – so does that mean the skill is the problem or the bad player behind keyboard?
Defiand stance – … /Never used it, and i don’t even care.
Endure pain – i don’t see a reason
Fear me – actually trained has 46cd. If anything its should be a stunbreak
Pin down – i agree. But it has to be a real 0.50, skullcrack according to patch was increased to 0.50 but its feels like killshot.
HB – if anything for me its needs completely rework (selfroot srly..) i don’t see a point buffing the damage. Gs has loaded way too much dps in one skill atm, no need to make it worse.
Arcing slide – Magic, i see magic everywhere. Well its bad.
Rifle oh my lovely weapon, i wish to see it viable one day, but oh well.
Bleeding shot – i actually suggested to make it like harpoon 1 – mariners shot
Volley – 15% will make it on pay with killshot, if not stronger. I suggested to decrease the casstime by 0.5 and lower the damage by 20%. I think i had the list somewhere..
Brutal shot – i wanted to see that skill as set up to reworked killshot. A 1sec stun with 3/4 casstime on 18/20cd
Rifle butt – it actually has 450 knockback not 400. For my taste its should launch, people recover way too fast from knockback
I really don’t care what you said. I just agree with your signature.
I wonder how people who played Warriors before Berserker Stance were ACTUALLY able to land damage.
I acknowledge that Berserker Stance is stupidly strong right now but the first step to not gutting this skill is to give it a one second casting time.
Inb4 people saying “learn to deal with blinds and not get carried by condition immunity.” I will not L2P when blinds and slows are so abundant on this game, you need to learn
P.S They will be the same people who failed to make Warrior work in competitive play back when Berserker Stance Immunity to conditions did not exist. If Berserker Stance should get nerfed, then so should blind spamming and slow spamming.
P.S#2 Don’t get me wrong I still have respect for you Ken, its just that its frustrating when people don’t know the difference between gutting and adding a means to counter play. At least with this current game’s state.
I wonder how people who played Warriors before Berserker Stance were ACTUALLY able to land damage.
I acknowledge that Berserker Stance is stupidly strong right now but the first step to not gutting this skill is to give it a one second casting time.
Inb4 people saying “learn to deal with blinds and not get carried by condition immunity.” I will not L2P when blinds and slows are so abundant on this game, you need to learn
P.S They will be the same people who failed to make Warrior work in competitive play back when Berserker Stance Immunity to conditions did not exist. If Berserker Stance should get nerfed, then so should blind spamming and slow spamming.
P.S#2 Don’t get me wrong I still have respect for you Ken, its just that its frustrating when people don’t know the difference between gutting and adding a means to counter play. At least with this current game’s state.
It was SLIGHTLY better in tourney play: you just pressured mid where mobility was less important because of the point. I found some limited success in using Soldier’s Amulet and building for damage.
The idea to play warriors back then was: NEVER duel, never 1v1. Your viability came from forcing the enemy on a point and in narrow corners.
When necros were buffed and cleansing Ire didn’t exist yet, it was a nightmare: you just couldn’t go on a point without being wiped out of existance. Our old condi removers (signet of stamina and lyssa) were completely useless. Only solution fas for me to build in only one way: cc spam, so that I could stunlock those filthy spammers to death.
With zerker stance, things changed a lot, though.
because he doesn’t know it himself
Great, buff 100b by 20% so when you land a stun on them you’re guaranteed to 100-0 mostly anything that isn’t spamming protectiona and aegis and stacking 1800+ toughness.
Warrior healing isn’t even the problem. They need their damage nerfed. They outdamage every class by far because their base skills do a metric ton more damage, it’s just the numbers. A warrior in knights does more sustained damage than a d/d berk ele.