[Warrior] Warrior changes for SPVP viability

[Warrior] Warrior changes for SPVP viability

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Posted by: XII.9401

XII.9401

Stealth Detection:

Hard counters are generally very bad things, and in the case of thieves pretty much renders them moot. They are far too squishy and rely to heavily on their stealth in many specs, if you remove the stealth… you’ve pretty much removed all of their survivability and variability.

If you want to address stealth, address stealth directly. Don’t try to meander about it by introducing hard counters or we’re going to devolve into GW1: BS spam go go go.

New Debuffs:
Your criticals immobilize. Snare is useless as it can be dodged out of etc. Chill as well. Weakness on critical.

Waaaayyy too strong. 100% crit rate and, what, you’re forced to eat the full animation of 100B because Bull’s Charge not only stunned you but immobed, and then were permanently immob by 100B?

Ripping of Boons
Revamp Destruction of the Empowered:
1 boon ripped per adrenaline bar when bursting for a max of 3 boons per burst. Make it more accessible. Some weapon abilities should have boon ripping. Example GS or Axe auto sequence 3 since they are the mostly commonly used.
Something turns out OP? Hey..np..nerf it back. Whats the worst that can happen? Warriors get a spot light like mesmers/guardians/thieves since launch?Eles? etc.

-No hard counters are not bad. Thieves have shadowsteps on demand on their weapons with zero cooldown. They can teleport to you with mug. If they are in trouble they can run away while stealthed. If they are stupid enough to stand beside me when stealthed then they should drop.
Everyone agrees that the thief class in this game is broken due to repeated stealth during combat -except thief players-.
Stealth will not be addressed directly. I think almost a whole year since the game out with no significant change to stealth kinda shows that.

-immobilize on crit can have an internal cool down. Not rocket science. Do you check the trait description on various classes?

DotE is fine in and of itself, it just needs to be in a better line. Its placement is terrible at the moment as the cost to take it cannot be justified against what has to be given up. The other option is to keep it where it is but have it bypass protection, though that may be too powerful.

DotE is not fine. I’m not sure if you play a warrior but I do..extensively. Who told you that DOtE bypasses protection??
Just a reminder about protection:
http://wiki.guildwars2.com/wiki/Protection

It is useless against a guardian whom it should be the most effective against. I’ll explain it again -really need to create a word document for it-:

Save yourselves shout: One of the most ridiculous abilities in the game with the Highest number of boons per ability in the game on a guardian: 7 boons.
http://wiki.guildwars2.com/wiki/%22Save_Yourselves!%22

-So that is 3×7=21% extra damage. One of those boons is protection so 33% damage reduction-21% increased damage= 12% reduction of damage.
-So you can’t even break through the protection.
-Also, regen is running and they have heals firing off so its now even worse.
-Retaliation is up and so your hurting yourself more with this ability.

Ele? 4 boons up including protection? 33-12=21% damage reduction with DOE.

Engy? Same thing when they have protection up.

So in every case scenario you can’t even break through the protection.

Also, it needs boons to be up. We have traits that give us passive increase in damage all the time which you can spec into and are 10% flat increase regardless of boons so close to 12% which is the equivalent of DOE on a 4 boon target.

I hope you play your warrior extensively because most of us still do and I tried it extensively and it does jack kitten against guardians who know how to face roll through their buttons. You still end up backing off when they pop their ‘Save yourselves’ shout. So basically its pointless.
We need boon Ripping. I don’t think anyone who pvps extensively with a warrior thinks this ability comes even close to boon ripping.

Let us compare with some other classes that have had these abilities since launch-mesmers/necros- or got them now even though they are already OP-thieves-:

Thieves: Have a WEAPON skill with ZERO cooldown that STEALS two boons..not increases damage..not removes boons..STEALS them
http://wiki.guildwars2.com/wiki/Larcenous_Strike
This uses 4 initiative in total and thieves have 12-15 initiative with it ticking or replenished with some other traits while it is being used.

Mesmers: Instant AOE complete boon removal and condition removal
http://wiki.guildwars2.com/wiki/Null_Field

Necros: http://wiki.guildwars2.com/wiki/Corrupt_Boon enough said

I don’t see after all that how someone can say DOE isn’t kitten. The problem isn’t that it is deep in a line that nobody goes deep in, only..it is just..crap..

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Posted by: XII.9401

XII.9401

Just bring warrior damage inline with gaurdian healing

Nah that would put other classes under a disadvantage. They need to man up and nerf guardians already. EZ mode faceroll OP holy trinity classes need to be balanced.

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Posted by: XII.9401

XII.9401

-GS4 pushing enemies away would not make sense. You want to close in your targets that are kiting you, why would you push them away? The only reason you would want that is vs. other melee which are a minority more or less. I’d rather have a way to close a gap when I have a melee weapon.
Adding an extra gap expander on the rifle or longbow, yea that would be nice.

It was a matter of coherency: if the sword coming back pull enemies, why doesn’t the same sword push them?

Again..why would you want to push away you targets when you are melee?

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Posted by: Vena.8436

Vena.8436

-No hard counters are not bad.

They are bad, hard counters are nothing more than rock-paper-scissors. Oh you brought a warrior which renders whole traitlines completely nonfunctional on the flimsiest class in the game? Great.

Thieves have shadowsteps on demand on their weapons with zero cooldown. They can teleport to you with mug. If they are in trouble they can run away while stealthed. If they are stupid enough to stand beside me when stealthed then they should drop.
Everyone agrees that the thief class in this game is broken due to repeated stealth during combat -except thief players-.
Stealth will not be addressed directly. I think almost a whole year since the game out with no significant change to stealth kinda shows that.

1.) If they are stupid enough to stand by you while stealthed, they will go down… because they aren’t magically immune to damage.
2.) Innitiative (though sword 2 needs a bit of a tweaking in costs) limits your “no cooldown” clause.
3.) The thief has two viable weapon sets, one of which depends on stealth rather heavily and one which depends on the sword’s ability to move all over the place. If you suddenly add a “no stealth for you” clause, the class will be down to all of one spec.

-immobilize on crit can have an internal cool down. Not rocket science. Do you check the trait description on various classes?

I didn’t consider the cooldown, fair enough though I question where or how this could be balanced to not be utterly broken at 100% crit.

Who told you that DOtE bypasses protection??
Just a reminder about protection:
http://wiki.guildwars2.com/wiki/Protection

No one did, try to actually read what I wrote.

Thieves: Have a WEAPON skill with ZERO cooldown that STEALS two boons..not increases damage..not removes boons..STEALS them
http://wiki.guildwars2.com/wiki/Larcenous_Strike
This uses 4 initiative in total and thieves have 12-15 initiative with it ticking or replenished with some other traits while it is being used.

Mesmers: Instant AOE complete boon removal and condition removal
http://wiki.guildwars2.com/wiki/Null_Field

Necros: http://wiki.guildwars2.com/wiki/Corrupt_Boon enough said

Thieves steal boons… you don’t say? Perhaps it has something to do with their main class mechanics of stealing things. Necros and mesmers, ala GW1 origins, destroy/convert boons and conditions? Holy kitten! You know what warriors could do against enchantments in GW1? Cry. The era of Blinding Surge in its heyday is a prime example of why hard counters to classes is stupid.

You have to deal with the fact that not every class is meant to do the same exact things.

Vena/Var – Guardian/Thief
[Eon] – Blackgate

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Posted by: silkysoft.6749

silkysoft.6749

-No hard counters are not bad.

They are bad, hard counters are nothing more than rock-paper-scissors. Oh you brought a warrior which renders whole traitlines completely nonfunctional on the flimsiest class in the game? Great.

Thieves have shadowsteps on demand on their weapons with zero cooldown. They can teleport to you with mug. If they are in trouble they can run away while stealthed. If they are stupid enough to stand beside me when stealthed then they should drop.
Everyone agrees that the thief class in this game is broken due to repeated stealth during combat -except thief players-.
Stealth will not be addressed directly. I think almost a whole year since the game out with no significant change to stealth kinda shows that.

1.) If they are stupid enough to stand by you while stealthed, they will go down… because they aren’t magically immune to damage.
2.) Innitiative (though sword 2 needs a bit of a tweaking in costs) limits your “no cooldown” clause.
3.) The thief has two viable weapon sets, one of which depends on stealth rather heavily and one which depends on the sword’s ability to move all over the place. If you suddenly add a “no stealth for you” clause, the class will be down to all of one spec.

-immobilize on crit can have an internal cool down. Not rocket science. Do you check the trait description on various classes?

I didn’t consider the cooldown, fair enough though I question where or how this could be balanced to not be utterly broken at 100% crit.

Who told you that DOtE bypasses protection??
Just a reminder about protection:
http://wiki.guildwars2.com/wiki/Protection

No one did, try to actually read what I wrote.

Thieves: Have a WEAPON skill with ZERO cooldown that STEALS two boons..not increases damage..not removes boons..STEALS them
http://wiki.guildwars2.com/wiki/Larcenous_Strike
This uses 4 initiative in total and thieves have 12-15 initiative with it ticking or replenished with some other traits while it is being used.

Mesmers: Instant AOE complete boon removal and condition removal
http://wiki.guildwars2.com/wiki/Null_Field

Necros: http://wiki.guildwars2.com/wiki/Corrupt_Boon enough said

Thieves steal boons… you don’t say? Perhaps it has something to do with their main class mechanics of stealing things. Necros and mesmers, ala GW1 origins, destroy/convert boons and conditions? Holy kitten! You know what warriors could do against enchantments in GW1? Cry. The era of Blinding Surge in its heyday is a prime example of why hard counters to classes is stupid.

You have to deal with the fact that not every class is meant to do the same exact things.

I just wanted to quote lots of stuff too

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Posted by: Red Raven.7824

Red Raven.7824

I just wanted to quote lots of stuff too

best post in this thread.

Ashkandhi Champion Legionnaire
Skull n’ Bones sPvP Build
BLACKGATE BEST GATE

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Posted by: Oni Link.4621

Oni Link.4621

-GS4 pushing enemies away would not make sense. You want to close in your targets that are kiting you, why would you push them away? The only reason you would want that is vs. other melee which are a minority more or less. I’d rather have a way to close a gap when I have a melee weapon.
Adding an extra gap expander on the rifle or longbow, yea that would be nice.

It was a matter of coherency: if the sword coming back pull enemies, why doesn’t the same sword push them?

Again..why would you want to push away you targets when you are melee?

Again: I did NOT say I want that effect, I just said that this is how it should work to be coherent. Please, don’t let me repeat again. It is not a debate about “useful or useless”, it was ONLY a matter of coherency. If a flying sword pulls, then it pushes too.
And by the way, I said a very small push, which won’t bring enemies out of range but will still interrupt them.

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Posted by: Akkuma.2501

Akkuma.2501

As a quick FYI, Stronger Bowstrings currently has an unlisted effect that is better than the one you suggest replacing it with. The unlisted effect is 100% finisher on the projectiles, which means you’ll deal way more damage with the unlisted effect than with your new suggested effect. Your #1 spam will always proc 2 burns in your AoE burst combo field.

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Posted by: Daecollo.9578

Daecollo.9578

Signet of Rage should be changed to give its Fury/Swiftness/Might over time rather then all at once to counter boon-hate/stealing/removing classes, it was made before a lot of that was around and is far to…

Its just not good, having REALLY long boons in pvp is no longer viable. Signet of Rage is the longest 3 boons in the game.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

(edited by Daecollo.9578)

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Posted by: Julius.1094

Julius.1094

Eh, I have to agree, though I like the boon stealing/debuffing mechanic. Signet of rage is the only viable warrior elite atm for spvp. And it is way too weak against anything that ca n remove boons. Against a sword/dagger thief you’re actually just making sure you’ll die. 30 seconds boons is way too long, you’re too screwed if they get stolen/debuffed. If warrior had other elite options I’d say, w/e, that’s the risk with brining that one, but they don’t. So yeah, something does need to be done, the OP’s suggestion is overkill but, as boon hate get buffed signet of rage becomes worse and it’s not like warriors can afford to get any worse… they aren’t viable as is.

Vidallis – 50 Shades of Pink – Engi/Warrior

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Posted by: Oni Link.4621

Oni Link.4621

As a quick FYI, Stronger Bowstrings currently has an unlisted effect that is better than the one you suggest replacing it with. The unlisted effect is 100% finisher on the projectiles, which means you’ll deal way more damage with the unlisted effect than with your new suggested effect. Your #1 spam will always proc 2 burns in your AoE burst combo field.

I didn’t know about it. Probably that effect is NOT intended. If it’s not, then it should be together with cooldown reduction, while the damage amplification against burning target shall be removed or moved to another trait.
If it is intended, then there is another trait description to fix…

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Posted by: Vandal.8029

Vandal.8029

A lot the weapon traits give hidden bonuses that aren’t mentioned in the trait itself or the tooltips. I believe the mace trait makes each critical hit with the mace cause weakness. There’s a few others but I can’t remember atm.

So the stronger bowstrings trait is probably working as intended. Anet just needs to list it in the trait.

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Posted by: Julius.1094

Julius.1094

We think that Warriors need more sustain in sPvP. You’ll see this reflected in upcoming balance changes.

Traits are huge in this, and just like you saw trait reworks recently for Warrior, we’ll be doing more trait changes to help to this end.

It’s Sunday, but I still wanted to jump in here to let you guys know we’re not ignoring you!

Finally an answer That may be the start of the Warrior “new era” :P
Everyone here hope for some nice improvements in next 2 patches.
And if you need ideas, GW2 forums are full of them

We read the forums a lot more than you know. Karl/Peters and I actually print out threads sometimes and bring them to balance meetings.

We’re not ignoring any of the classes, I’m sorry if people feel that way. We simply don’t have time to personally post in all threads, on all our sub-forums.

It feels that you’re ignoring classes because warrior has not been viable for months. It had a niche role before the haste nerf and that was taken too. When you did give warriors a couple of buffs on the last balance patch they were really minor and barely made a dent in the class. And it surprises me that you didn’t realize that would be the case, do you not test stuff internally? Why even bother giving a class buffs so small it just moves them from UP to slightly less UP?

Vidallis – 50 Shades of Pink – Engi/Warrior

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Posted by: Daecollo.9578

Daecollo.9578

This is a list of warrior traits I added to make the warrior more interesting as a class, most of these traits are spread around far so you cannot gain them all unless you want to sacrifice something.

Traits:

Juggernaut’s Tenacity
Grandmaster Trait, Strength tree.
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 10 + (1 * Level) + (0.02 * Healing Power)
70%-33%: 20 + (2 * Level) + (0.033 * Healing Power)
33%-0%: 30 + (3 * Level) + (0.045 * Healing Power)


(Merge Missile Deflection/Shield Mastery.)
Indomitable
Grandmaster, Defense Tree.
Convert a condition into a boon when you gain a bar of adrenaline.


(Merge this trait and furious.)
Adrenal Sustain
Grandmaster, Arms Tree
Gain health when you gain a strike of adrenaline.
Gain an extra strike of adrenaline when you critical hit.


Empowered Defenses
25: Tactics.
Remove a condition when granting a boon to yourself. (Cooldown: 5s )


Enduring Adrenaline
15: Tactics
Gain a small amount of endurance (5 out of 100.) when you gain a strike of adrenaline.


Determined Revival
5: Tactics
Gain 25% damage reduction to your ally while reviving an ally.
Increases revive speed by 25%.


Thick Skin
5: Defense
Increases damage reduction the closer you are to death.
100%-70%: 5% damage reduction.
70%-33%: 10% damage reduction.
33%-0%: 15% damage reduction.


Adrenal Health
15: Defense
Regenerate health based on adrenaline level.
1 bar: heals 80 + (0.8 * Healing Power) per second
2 bar: heals 100 + (0.1 * Healing Power) per second
3 bar: heals 120 + (0.12 * Healing Power) per second


Destruction of the Empowered
Grandmaster trait, discipline tree.
Deal 3% bonus damage per boon on your target.
Heal yourself per hit, per unique boon on the target.

At level 80, the amount healed per boon is 49 + 0.01 * Healing Power

This means if the target has 3 boons, you heal for 150 every time you attack him.


Hero {} Roleplayer {} Friend {} Professional Princess Saver
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(edited by Daecollo.9578)

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Posted by: Julius.1094

Julius.1094

Traits:

Juggernaut’s Tenacity
Grandmaster Trait, Strength tree.
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 10 + (1 * Level) + (0.02 * Healing Power)
70%-33%: 20 + (2 * Level) + (0.033 * Healing Power)
33%-0%: 30 + (3 * Level) + (0.045 * Healing Power)

I don’t see this belonging in the strength tree at all. And on what skill activation? It should be on heal activation. I do think something along these lines, of improving warrior healing the lower their health gets would be cool/fit well with the class and unique. Merging the Shield Mastery and Missile Deflection traits (which is a great idea although the toughness bonus would have to be lowered or removed to do so) would open up a trait slot in the defense line. I would add it there and make the trait “Juggernaut’s Tenacity” heals the warrior for additional health on healing skill activation base on health. There would be this high risk rewards involved where you got a bigger heal the lower you got but also risked getting downed before getting if off if you tried to wait for the big bonus at the lowest bracket.
Less than 90% – 150 + (.33 * healing power)
Less than 50% – 500 + (.33 * healing power)
Less than 10% – 1200 + (.33 * healing power)

Some really good concept ideas on list although the tuning on a number of them is OP. I’ll give you specific feedback on some others when I have a chance. Good stuff!

Vidallis – 50 Shades of Pink – Engi/Warrior

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Posted by: Daecollo.9578

Daecollo.9578

Its like the opposite of confusion.

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Posted by: XII.9401

XII.9401

-No hard counters are not bad.

They are bad, hard counters are nothing more than rock-paper-scissors. Oh you brought a warrior which renders whole traitlines completely nonfunctional on the flimsiest class in the game? Great.

Thieves have shadowsteps on demand on their weapons with zero cooldown. They can teleport to you with mug. If they are in trouble they can run away while stealthed. If they are stupid enough to stand beside me when stealthed then they should drop.
Everyone agrees that the thief class in this game is broken due to repeated stealth during combat -except thief players-.
Stealth will not be addressed directly. I think almost a whole year since the game out with no significant change to stealth kinda shows that.

1.) If they are stupid enough to stand by you while stealthed, they will go down… because they aren’t magically immune to damage.
2.) Innitiative (though sword 2 needs a bit of a tweaking in costs) limits your “no cooldown” clause.
3.) The thief has two viable weapon sets, one of which depends on stealth rather heavily and one which depends on the sword’s ability to move all over the place. If you suddenly add a “no stealth for you” clause, the class will be down to all of one spec.

-immobilize on crit can have an internal cool down. Not rocket science. Do you check the trait description on various classes?

I didn’t consider the cooldown, fair enough though I question where or how this could be balanced to not be utterly broken at 100% crit.

Who told you that DOtE bypasses protection??
Just a reminder about protection:
http://wiki.guildwars2.com/wiki/Protection

No one did, try to actually read what I wrote.

Thieves: Have a WEAPON skill with ZERO cooldown that STEALS two boons..not increases damage..not removes boons..STEALS them
http://wiki.guildwars2.com/wiki/Larcenous_Strike
This uses 4 initiative in total and thieves have 12-15 initiative with it ticking or replenished with some other traits while it is being used.

Mesmers: Instant AOE complete boon removal and condition removal
http://wiki.guildwars2.com/wiki/Null_Field

Necros: http://wiki.guildwars2.com/wiki/Corrupt_Boon enough said

Thieves steal boons… you don’t say? Perhaps it has something to do with their main class mechanics of stealing things. Necros and mesmers, ala GW1 origins, destroy/convert boons and conditions? Holy kitten! You know what warriors could do against enchantments in GW1? Cry. The era of Blinding Surge in its heyday is a prime example of why hard counters to classes is stupid.

You have to deal with the fact that not every class is meant to do the same exact things.

I just wanted to quote lots of stuff too

lol I just voted your reply.

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Posted by: XII.9401

XII.9401

Signet of Rage should be changed to give its Fury/Swiftness/Might over time rather then all at once to counter boon-hate/stealing/removing classes, it was made before a lot of that was around and is far to…

Its just not good, having REALLY long boons in pvp is no longer viable. Signet of Rage is the longest 3 boons in the game.

See? Here we go again..compromising our already kittenty Elite skill and accepting that a regular weapon skill negating it is ok. Our compromise when we are being screwed even more is to let our elite pop the boons one at a time? No..

No..make it that boons from an ELITE skills are NOT removed from a spammable WEAPON skill. That or give us another elite that isn’t boons that everyone has access to.

Look at the mesmer elites, ele elite, guardian elite. Complete game changers and can’t be ‘stolen’ by a weapon skill. The pure imbalance between class elite skills just blows my mind.

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Posted by: XII.9401

XII.9401

@Vena:

Sounds to me like someone loves their carry me class!

Hint:Thief.

Btw..this is GW2 not GW1. Tnx for the trip down memory lane!

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Posted by: pot.6805

pot.6805

Hoping we become viable in the next patch.

BeeGee
Beast mode

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Posted by: Krakah.3582

Krakah.3582

Since this got necro’d up, lets add in what niche role Anet wants the warrior to be for arenas?

-KNT- BG