https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/first#post999247
Class balance philosophies
Warrior
We want the Warrior to be capable of good melee damage in a sturdy body.
…Warrior? Sturdy body? Is that really what ArenaNet believes in? Newsflash: Warriors are extremely discriminated against in tournament PvP. There is a stigma against allowing Warriors on teams because they are so glassy, and yet they must be built glassy in order to accomplish anything. That is the dilemma.
The Warrior’s role in a team also overlaps with Thieves, and Thieves eclipse Warriors in every department: more reliable burst on single targets, more flexibility in utility options, and more survivability. Yes, Thieves have more survivability.
If a Thief makes one wrong move, they can shadowstep out / shadow return. Another wrong move and they can swap to shortbow, shadow shot up an impossible-to-reach ledge. A third wrong move and they can stealth and disengage. Thieves, like almost every class (EXCEPT WARRIORS) have several “oh-crap” panic buttons that they can fall back on in case shlt hits the fan and you need to reset the fight. What happens when a Warrior makes one wrong move? They simply die, because there is no option to disengage. There is no panic button. There’s a “Please kill me now” frenzy button, but there’s no survivability option.
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Possible fixes?
Heal. ArenaNet likes to gloat about Warrior’s high maximum HP pool, but it doesn’t help if their heal recovers less than 1/4 of their HP on an absurdly long cooldown relative to other classes. It’s the Warrior that is forced to go baIIs deep into an enemy team fight to do something useful; they are the ones that need a strong, reliable heal…not the ranged classes that are safe as can be but have 60% HP pool heals on 15 second cooldowns. Decrease the cast time on the heal, make the heal signet actually useful, do something about the heal. SOMETHING.
Shield. This weapon is mandatory for Warriors because they must put themselves in constant, irreversible danger to accomplish anything in team fights. However, the block is rendered absolutely useless when a Necromancer uses Wail of Doom with warhorn (totally bypasses and cancels the shield). Many knockback launches like from Elementalist’s tornado will cancel the shield and blow the Warrior away still. Many ground-targeted skills like marks still go through the shield and damage the Warrior. Conditions applied before the shield stance will continue to tick and damage the Warrior when he blocks, and conditions applied via ground abilities from Necromancer still hurt the Warrior even WHEN he is currently blocking and they are applied.
Invulnerability. Warrior’s Endure Pain could be so useful if it reliably did its job, but it doesn’t. Conditions still tick and hurt the Warrior when he goes into invulnerability with Endure Pain. The Warrior is still susceptible to stuns, immobilizes, everything when invulnerable. It doesn’t help that Endure Pain has an absurdly long cooldown for its weak effect. Why does a Mesmer get to have a super invulnerability (evasion status) on a 6 second cooldown?
Defensive Rampage elite rework. The current Rampage was envisioned by ArenaNet to turn the Warrior into a super soldier. Unfortunately, this is not the reality. It makes the Warrior weaker. I want to redefine what it means to be a “super soldier” in competitive PvP. Re design Rampage so that it is essentially the opposite of Signet of Rage, so that it will provide personal defense. Upon use, Rampage will heal the Warrior back up to a certain % HP and grant X seconds of stability, regeneration, and protection that scales with the amount of opponents nearby (Think: Irelia from League of Legends and her Ionian Fervor passive). The more dangerous the situation is, the more Rampage will heal and keep the Warrior safe so that he can continue his role in the team fight. The Warrior will still keep his current skill set; the elite will just amplify his survivability temporarily so that he may continue to make aggressive plays (since it scales, it would encourage more aggressive gameplay from the Warrior).
ArenaNet, do you see the theme here? Warriors are completely r’aped in the bum bum in terms of survivability. The “sturdy body” you wanted Warriors to have is a dream. It’s a myth. For every buff that other classes get each patch (example: Mesmer shatters’ 25 stacks of Might), the problem with Warriors’ survivability grows more and more. Warriors are so messed up right now in the competitive scene, it’s not even funny. Thoughts?
(edited by zone.1073)