A Change to Adrenaline
After posting in Profession Balance and getting no replies after two days, I decided to actually post this in the forum of the class it actually affects.
You got no replies because this is a terrible idea, and doesn’t work for ANY group fight. There’s no point going to the length of doing this when you can just give 5-10 seconds before decay, which makes more sense.
Imo it needs a delay before decay starts and it needs to decay slower.
But yeah the OPs idea is pretty bad.
Cleansing ire & burst mastery is my solution ^^
U N D E R W O R L D
W v W-r o a m e r
the simple fix was to add between 5 and 10 seconds the burst cool down when you fail a burst instead of losing all adrenaline and changing the out of combat loss to start between 7 and 10 seconds after combat has ended instead of the over 30 seconds it took before but instead they went full r*****.
to elaborate:
10 second cool down if you hit your burst but 20 seconds if you miss (not counting brawn and burst mastery).
10 seconds out of combat before adrenaline starts to decay slowly instead of instantly and rapidly like now.
(edited by Anon.1248)
1. Adrenaline decays upon leaving combat
2. Adrenaline decays 100% faster
3. Adrenaline used upon F1 usage (regardless of missing/hitting/whatever)
Basically if you implement no.1, anything else together with it basically destroys the profession. Even by introducing no.1 and no.2, and not having adrenaline consumed upon usage, we’re being bulldozed over. Introducing all 3? Why did you even put a profession called the warrior in-game?
If you want to introduce immediate decay, DECREASE adrenaline decay by 100% (as per decay rate before the blasphemy you call the September Feature Patch).
If you want to increase the adrenaline decay rate, give us a around 10 SECONDS ALLOWANCE after leaving combat, or even revert it to be similar to be before the patch (has been suggested multiple times by various people).
As for the adrenaline usage, increase F1 cooldown (x2 on usual cooldown rate?) on a miss due to dodge/blind etc instead of just emptying the entire bar, or simply partial usage. As it already is, we cannot even dictate how much adrenaline we want to use (i.e F1 for 1bar, F2 and 2 bars etc).
Seriously…warriors moves are already the plainest of the plain, the most telegraphed of the telegraphed, the buggiest of the bugs. You (ANET: Always Nerf Every Thing) continue to make us even more telegraphed, introducing even more crumminess and bugs into our moves, removing what little we have to make us able to sustain ourselves . Stop trying to make us into walking lootbags again…
Just make this analysis… time taken to gather adrenaline vs the time taken for decay not to mention the missing hits don’t generate adrenaline but missing the burst wipes it.
I say after adrenaline hits full stacks there should be a lag before it starts to decay or lower the decay rate so it is somewhere near the gather time on average with passives n all.
OP’s suggestion wont make any improvement to this case as when u go outta combat the adrenaline decays fast enough that even if i aim my hammer bash i am down to bout 1 stack giving me a radius shorter than my kitten AOE
Alt: Mulciber Ironbarrel – The fire creates as much as it destroys
Forgot to actually write in the bit that states “If you are in combat with your original target, and combat is started against another opponent, you retain Adrenaline.” So yeah, without that, I can see the idea being bad.