[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Hello.
I’ve decided to quote myself (doh) from other topic and re-post it here on the Warrior’s forum as the subject is Warrior in current state of the game and it’s evolution problems in the future development.
I love how our primary class mechanic is listed multiple times under weaknesses.
:(
It’s actually the only class from dulfy’s notes that lists the mechanic as a weakness.
Hahahahahahaha, the best part is that Anet lists the WARRIORS mechanic as a weakness! Oh god that’s rich! You could remove adrenaline from the game and not a single warrior would notice due to how fast the bar kittening fills up.
I would list their mechanic not as a weakness itself, but more like a handicap for future design.
In GW1 and WoW, Adrenaline/Rage acted like a resource. Some skills required more resource, some less, but very few of them used all resource you had.
Now, in GW2 your burst skills use the whole resource pool at once, every single one and instead we have stages.
Since GW2 went a little bit too “simplistic” there’s no “fake” acting like using burst with only 1st adrenaline stage to bait stunbreaker/cooldown and save your main burst 3 staged hit for later. If you cancel your cast with movement or in other manner, it counts as a missed hit and goes on ICD. And your adrenaline bar fills up very, very quickly with constant procs like Combustive Shot field or Cleansing Ire.
So you don’t have to manage your resource. You can spent full-damage burst to “bait” cd and do it again and again 7 seconds later.
It dumbs down whole gameplay.Now, Warrior’s entire mechanic is only that 1 button. There’re no other skills using your adrenaline bar (apart from HSurge). It varies from weapon to weapon, is worse or better, but that’s still one button which feels like random proc you can click (or not because it lowers your deepz) every couple seconds.
You can’t craft many interesting mechanics around that. Mechanic is offensive-only and doesn’t offer much in terms of defense, apart from cleansing and counter-pressure. So many other things the profession needs have to be passive, included.
What I’d like to see is maybe keep that whole-resource-dump-at-once mechanic, but make it more fun, skill based and varied while keeping it rather simple.
Include second “Burst” or even third “burst” if you like. Those whould use adrenaline in same manner and vary from weapons (MH or OH).
Let F2 be “Burst defensive mechanic”.
Keep F1 as “Burst offensive mechanic”
And maybe make F3 as “Burst control/utility mechanic”
And give them ICD independant cooldown.So now Warrior, once adrenaline stacked would have to make a choice.
“Do I want to spike now, use defense or support ally/CC/gapclose?”That would involve more fast thinking, more active gameplay and offer way, way more options for developers and theory-crafting when reducing the passives included in the profession when not weaking, but even buffing Warrior.
Warrior’s weakness is it’s mechanic is too simple.
it does not have much options in X situation compare to other classes.
you would know what exactly a warrior would do in Z situation because he just doesnt have other choice.
also i want to mention that,
Warrior has the most weapon sets, but they just feel pointless, because non of them can bring anything different. Like before building momentum fix, greatsword longbow zerker build used to dodge more often, so it can sustain itself better in a fight since it’s rather squishy as a build and it felt different then a hambow or w/e. but now, almost every build feels the same and play the same, then hambow just do “the same thing” better then everyone else.
pretty much we are pigeon holded in to this play style and this set of weapon because of how simple warrior’s mechanic is and even tho warriors have the most weapon sets, it just felt pointless and wrong.
talking about simple and complexity.
why longbow is so important for warrior, not only because of cleansing ire, because it’s complex, it has fast blind, CC, burst, aoe pressure, and condition and the #2 skill if used at melee range is a rather strong damage dealer, all of these designs and utilities bring more interesting plays
all i want to say is that, it brings the complexity a warrior lacks.
then look at sword. it’s skills are not bad i would say, because when you look at sword from other classes, they have similar skills, but why sword build from warrior is so brainless, only because warrior’s mechanic is too simple it doesn’t have other options to provide a more skillful play to the set. regardless how simple minded the weapon set itself already is.
what’s the point of giving warriors all these weapon sets and serve for nothing better.
also look at longbow #2, it’s one of the best designed weapon skills for warrior by far, warriors need more skill like this.
(edited by Simon.3794)
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