Adrenaline decay is just way too fast

Adrenaline decay is just way too fast

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Posted by: biggs.4702

biggs.4702

Before I say anything else, let me say that I was for this change, because adrenaline shouldn’t have decayed so slowly nor be saved if you fail to land a burst skill.

But the rate of adrenaline decay is now too severe. You should be able to at least go from one mob to another when mobs are spaced apart normally in the open world without having to start all over again building adrenaline. If there’s nothing within range to fight, and it takes you longer than normal mob distance to engage combat again, then, yes, adrenaline should decay.

To not even have a chance to use a burst skill without using abilities that inject extra adrenaline unless you’re fighting many mobs simultaneously? That’s not appropriate and I’d like to see the decay begin just a couple seconds longer.

The obstacle is the path.

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Posted by: Authos.2593

Authos.2593

^This.
I’m a hammer warrior primarily and I use my adrenaline for both healing purposes along with healing signet, and condition cleansing. I can hardly keep two bars up most of the time and find my survivability has been considerably reduced because of this. I understand the need for it to decay but it does go down way too fast! Since I am using hammer the gain is a lot slower than the loss.

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Posted by: Warlord.9074

Warlord.9074

Before I say anything else, let me say that I was for this change, because adrenaline shouldn’t have decayed so slowly nor be saved if you fail to land a burst skill.

But the rate of adrenaline decay is now too severe. You should be able to at least go from one mob to another when mobs are spaced apart normally in the open world without having to start all over again building adrenaline. If there’s nothing within range to fight, and it takes you longer than normal mob distance to engage combat again, then, yes, adrenaline should decay.

To not even have a chance to use a burst skill without using abilities that inject extra adrenaline unless you’re fighting many mobs simultaneously? That’s not appropriate and I’d like to see the decay begin just a couple seconds longer.

I don’t get it a lot of people said on the forum this change was bad. I mean what exactly did you expect? Something other than what was being said?

I personally repeatedly made post and in them state all of warriors, DPS, Sustain and CC is tied to adrenaline. Each and every time someone would tell me I am wrong. And that these were excellent changes.

Then we would explain sure maybe excellent changes if warrior hasn’t just gone through a year of nerf after nerf after nerf. Moving traits, nerfing traits, nerfing skills making every single busrt skill easy to dodge even if u are a bad player.

And what gets me Is I knew how bad it was going to be but it is even worst than I expected.

“Just press 2 to win all the dps was us cuz we’re a
warrior and we’re the best class” Eugene

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Posted by: biggs.4702

biggs.4702

Before I say anything else, let me say that I was for this change, because adrenaline shouldn’t have decayed so slowly nor be saved if you fail to land a burst skill.

But the rate of adrenaline decay is now too severe. You should be able to at least go from one mob to another when mobs are spaced apart normally in the open world without having to start all over again building adrenaline. If there’s nothing within range to fight, and it takes you longer than normal mob distance to engage combat again, then, yes, adrenaline should decay.

To not even have a chance to use a burst skill without using abilities that inject extra adrenaline unless you’re fighting many mobs simultaneously? That’s not appropriate and I’d like to see the decay begin just a couple seconds longer.

I don’t get it a lot of people said on the forum this change was bad. I mean what exactly did you expect? Something other than what was being said?

And what gets me Is I knew how bad it was going to be but it is even worst than I expected.

Well, which is it?

But I’ll run with your final statement, because yeah… it IS worse than we expected. I think if adrenaline waited even just one or two seconds longer to begin decaying, then the intent of the changes would be better fulfilled.

But to not even be able to use a burst skill fighting mob to mob? To almost never have max adrenaline without using abilities which give more adrenaline than normal skills? This makes burst skills happen too infrequently and it completely cripples the grandmaster trait Berserker’s Power.

And frankly I’m surprised that this didn’t come up in testing or that this was tested and found to be acceptable. As someone who has mained warrior since beta and who has been on board with most of the “shaves” (ArenaNet’s term) warrior has received over the last two years… I feel like this change goes too far and it needs to be dialed back just a little bit. And it needs to happen very soon. There can be no pretense that this is acceptable or good or balanced.

The obstacle is the path.

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Posted by: Caedmon.6798

Caedmon.6798

A class evolving around adrenaline,and a change like this is just…I dont want to get myself infracted but its beyond stupid.For the fun of it,Use berserk when not in combat and see what it does to your adren.Absolutely nothing..you wont even gain 1 bar..you will lose adren faster than you are gaining it.The out of combat adren lose is also Way to severe,it just drains too fast and the drain starts happening too early.Were talking about a class where most builds evolve around Adren.It will again..push more people to go bow..and burst mastery is basically a must now.You’re just pushing all warrs into the same direction anet.Is this Really what you want ?

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Posted by: Atticus.7194

Atticus.7194

A class evolving around adrenaline,and a change like this is just…I dont want to get myself infracted but its beyond stupid.For the fun of it,Use berserk when not in combat and see what it does to your adren.Absolutely nothing..you wont even gain 1 bar..you will lose adren faster than you are gaining it.The out of combat adren lose is also Way to severe,it just drains too fast and the drain starts happening too early.Were talking about a class where most builds evolve around Adren.It will again..push more people to go bow..and burst mastery is basically a must now.You’re just pushing all warrs into the same direction anet.Is this Really what you want ?

I have to agree, the rate of adrenaline decay is in fact so fast with absolutely no grace period on exiting combat that it really feels haphazard and poorly thought out. Clearly there was no real thought given towards how much this changes the effectiveness of Berserker’s Power and Heightened Focus AND Cleansing Ire which are all defining talents for many warriors. Not to mention that there was no reorganization of adrenaline heightening talents like Sharpened Axes, Furious ect to make them more accessible to help them make up for our new constant struggle to ramp up any sort of meaningful adren.

This of course coupled with the god awful Arcing Slice which after being told was finally going to be “fixed” after years of it being ignored, shunned or otherwise reviled is insult on insult.

I don’t know, it’s just all the changes feel very… shoddy and poorly thought out. I mean I know warriors shouldn’t be able to horde their adrenaline indefinitely but these changes feel like a knee jerk response to a problem without any real thought as to the ripples those changes will cause throughout the class as a whole. Hell we didn’t even get the obvious caveats to the adren nerf like; a grace period after exiting combat before the decay so we can move between mobs before starting over, a decay rate that feels like it’s been tested in something other than a narrow range of PvE, adjustments to traits to help compensate for new constant struggle to generate adrenaline, nothing.

It’s all just very frustrating and compounding on that is the typical ArenaNet silence, which is hilarious because I would have thought that after all this time they would have learned that ignoring spurned players is a awful idea. At least acknowledge that they’ve heard us and are looking into the issue.

(edited by Atticus.7194)

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Posted by: Chan.4256

Chan.4256

Is it just me or does anyone else feel that the change to adrenaline consumption (consumed even when the hit misses), and the decay break warrior viability in PVP?

Or maybe I’m just playing the Warrior wrong?

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Posted by: Atticus.7194

Atticus.7194

Is it just me or does anyone else feel that the change to adrenaline consumption (consumed even when the hit misses), and the decay break warrior viability in PVP?

Or maybe I’m just playing the Warrior wrong?

You’re not.

Sorry to double post but yea, after just messing around a bit in WvW and Arena’s these two things together are just brutal. I feel like I’m playing a class that constantly struggling to keep it’s head above water and generate enough adren to even effectively use my burst skills let alone constantly having to worry about wasting all that by missing or getting out of combat just hurts… a lot. Hell I’ve been afraid to even pop Signet of Rage to keep it’s passive up rather than go for the might/fury/swiftness it gives, it’s all very strange.

As I said before these changes just feel incredibly poorly thought out, they can’t have meant to change warriors this much.

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Posted by: Terrorsquad.2349

Terrorsquad.2349

The decay happens too soon and is going too fast. I play all 8 classes equally last cpl of months (in PvP only) and the difference is way too big now. Kinda disappointed in the balancing since they put PvE and PvP balance together, which gives utterly useless balances in PvP. We have to literally suicide to get some adrenline off in PvP now.

We will see different builds now in this coming meta, but the trait-tree will quite stay the same for the Adrenaline.. Basically, as Caedmon said, you’re pushing every warrior going the same way. Exactly where Rangers were before to go spirit/condi. You buffed (too much imo) longbow so it becomes viable in PvP for the rangers. Warriors will just sit there watching and take the place where Rangers first were.

Either increase the adrenaline gained from attacking/attacks or make the decay less severe.

Denied | 5.9k PvP Games | PvP Rank: 236 | 8.6k hours | 9 Legendaries | Still Bad.

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Posted by: Dand.8231

Dand.8231

I STRONGLY agree, the current Adrenaline decay is absurd.

It’s not just a mechanical nerf, it’s a HORRIBLE quality of life nerf too!

*Decay starts too soon after exiting a battle. Add kitten grace period?

*Decay happens too quickly once it does begin. Half the decay rate?

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Posted by: SonofNoob.3102

SonofNoob.3102

This was a terrible change!

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Posted by: Julie Yann.5379

Julie Yann.5379

Thieves are so going to have the upper hand when fighting us now. All they have to do is disengage when our adrenaline gets high enough an reengage when it gets to zero.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

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Posted by: Warlord.9074

Warlord.9074

This well during the twitch team JOSH has said these changes are not set in stone had most people listen and demanded anet not to make them instead of trolling or living in denial it might never of happened.

“Just press 2 to win all the dps was us cuz we’re a
warrior and we’re the best class” Eugene

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Posted by: Gambino.2109

Gambino.2109

I can not for the life of me even get a single bar to maintain at 1, and even that bit I try to use before it starts to decay.. even if the target has already died.. I’m gonna lose it anyways

In wvw things are even worst, you will start nearly all your battles with out a single bar of adrenaline.. and you’re desperate to even have enough to pull a lucky shot on some.

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Posted by: Khenzy.9348

Khenzy.9348

The adrenaline decay change has to go, it’s way overkill and makes Warrior play in PvE and WvW more of a chore than anything else as was stated above. You already lose all of your adrenaline if you perform a burst skill in the… air, so things such as Hammer Warriors earthshaking all over the place to gain mobility is gone regardless of the decay, this change, again, is just overkill and so uncalled for.

This was not shaving at all as they like to call it, this is flat out hard nerfing. Way to go on this one, Anet.

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Posted by: fellyn.5083

fellyn.5083

Who didn’t see any of this coming.

My point of view from the start has been that either one of the other of the adrenaline changes would be okay. But not both. Both just kills it too much.

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Posted by: fellyn.5083

fellyn.5083

Is it just me or does anyone else feel that the change to adrenaline consumption (consumed even when the hit misses), and the decay break warrior viability in PVP?

Or maybe I’m just playing the Warrior wrong?

You’re not.

Sorry to double post but yea, after just messing around a bit in WvW and Arena’s these two things together are just brutal. I feel like I’m playing a class that constantly struggling to keep it’s head above water and generate enough adren to even effectively use my burst skills let alone constantly having to worry about wasting all that by missing or getting out of combat just hurts… a lot. Hell I’ve been afraid to even pop Signet of Rage to keep it’s passive up rather than go for the might/fury/swiftness it gives, it’s all very strange.

As I said before these changes just feel incredibly poorly thought out, they can’t have meant to change warriors this much.

I think they did mean to change it this much. The body language shown by the dev in the video clearly shows he knows what he is showing is not going to be well received.

What’s more is if no one plays warriors then no one will complain about warriors. Problem of berserk warrior domination solved.

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Posted by: Ronin.5038

Ronin.5038

Another brilliant move by ANet.
It’s hard to believe that a group of people tested this and gave the thumbs up.
Looks like I’ll shelve my warrior for now and play something a little less frustrating.

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Posted by: NeHoMaR.9812

NeHoMaR.9812

This is the most annoying change to Warrior in 2 years, I bet it was NOT TESTED in WvW, where I have not enough time to hit the Lord with Burst skill even if the gate is literally at some steps (2 sec) of the Lord. I don’t like this, it looks UNTESTED, because if you play a Warrior for ten minutes you will notice this annoyance. The adrenaline must stay for at least 10 seconds at full after combat, minimum.

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Posted by: Ebel.2650

Ebel.2650

As someone who played 3.6k hours on warrior mostly WvW and Spvp almost since the start, this was the most annoying change.
You just killed a guy gets out of combat for 2 secs all adrenaline gone 3 secs later you fight a new guy, its like saying to a thief you can’t stealth out of combat (wish I could so I would not lose adrenaline) combine this with you can’t miss or you lose all and it’s going to the level frustration.

The decay just feels unnecessary and it just moves warriors more to go condition builds since we don’t have to rely on adrenaline that much, if its not going to change well be prepared to see condi warriors in spvp and wvw.

BOON Control

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Posted by: biggs.4702

biggs.4702

The whole point of a profession’s main mechanic is that you use it.

If, during the course of combat against normal and veteran open world PvE mobs, adrenaline never gets past 2 bars, a warrior cannot use any burst skills. The grandmaster trait Berserker’s Power is now useless.

If every warrior feels compelled to equip adrenaline-boosting traits/skills just to be able to even get to the point where they can use a burst skill or benefit from Berserker’s Power, then our hand is forced regarding builds.

If these adrenaline-boosting traits/skills become the new “must haves” then warriors now have fewer options for build diversity and the profession has suffered a crippling blow. This is the main profession mechanic we’re talking about, here, not some over-powered exploit. It’s not fun and it’s not acceptable.

The obstacle is the path.

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Posted by: Wrill.8962

Wrill.8962

Before I say anything else, let me say that I was for this change, because adrenaline shouldn’t have decayed so slowly nor be saved if you fail to land a burst skill.

But the rate of adrenaline decay is now too severe.

u got what u wanted, hohoho

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Posted by: Murashin.8295

Murashin.8295

What’s this “Adrenaline” you are talkin about? o__O

All day that I play my warr, can’t see anything like that.

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Posted by: Maxwell.7843

Maxwell.7843

Oh boy, it’s true that when fighting NPCs in the open world you’re never gonna be able to rely on adrenaline.

It hasn’t hindered me so far, but I can’t believe it was intended.

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Posted by: Sebrent.3625

Sebrent.3625

Oh no, Adrenaline disappears from mob to mob.

Guess how Mesmer mechanics have been working since before launch? 4 of our 10 weapon skills and up to 3 of our utilities just disappear when our target dies … and we need those in order to use our shatters.

No pity for you.

Christian. Husband. Father. Friend. Developer. Gamer.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.

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Posted by: Azure The Heartless.3261

Azure The Heartless.3261

Decay is fine.

I’m not too happy about it as it pertains to me, but then I see that delicious Hambow Warrior coming over the horizon and know immediately that he isnt gonna start with earthshaker…

That’s a good feeling.

Resident Disgruntled, Coffee-drinking Charr.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.

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Posted by: NeHoMaR.9812

NeHoMaR.9812

You could be fighting 3 hours with someone (I think that’s enough time to get adrenaline), and still not being able to use full Earthshaker to another enemy literally at 5 steps of you.