Hello fellow Warrior! I hope you’ve been having the time of your life caving in enemy skulls with your mace and hammer, slicing and dicing foes with your blades! Today, I’d like to talk about a few specific Warrior mechanics, that have been bugging me for a long time now.
First up, Adrenaline
Adrenaline is a fair straight forward mechanic, generate ‘strikes’ with each swing, spend them to activate burst skills. Some skills and traits grant you free adrenaline, and some even reward you for having a high adrenaline.
But the core of the system has a bit of an odd quirk, which has always existed. Each foe struck generates a strike. Therefore, if you hit one foe with an auto-attack, you’ll generate 1 strike. If you hit 3 foes with that same attack, you’ll generate 3 strikes.
Therefore, odd situations occur, where your adrenaline generation can literally triple by having extra foes nearby. This is part of the reason the Dev’s are nerfing Combustive shots adrenaline gain.
My suggestion to balance this out, is the following: All successful attacks generate 1 strike of adrenaline, regardless of the number of targets struck. As a result, the adrenaline bar would be shortened somewhat, to keep adrenaline generation roughly the same. As it stands, it takes 30 strikes to fully fill (10 strikes per bar, 3 bars). I’d suggest reducing the number to around 7 strikes per bar.
Burst Skills are another topic I’d like to discuss. Yeah, having an F1 is great, but I would love to see more diversity, more options. One of my favorite ideas is to have an F2 burst skill, based on your offhand. Here are two examples below:
F2: Dustbowl (Offhand Mace) – Strike the ground, kicking up a cloud of dirst, dust, snow. Damages and blinds nearby enemies, and creates a smoke field for [2/3/4] seconds.
F2: Shatter Eardrums (Offhand Warhorn) – A sonic screech that dazes all nearby foes for [1/2/3] seconds.
F3: Kick: Knocks back target foe, always consumes 1 bar of adrenaline
F4: Stomp: Smash the ground, causing a blowout of all nearby foes. Consumes 2 bars.
Downstate
1. Throw Rock – “I wanna Rock! ROCK!” Oh… wait, no I dont. Throw Axe. Make it happen. It’s just a visual change, I know, but it needs to be done.
2. Throw Hammer: All around inferior to Guardians #2 (which IMO is a solid, and balanced ability). Hammer is hard-countered by Multiple foes stomping, Pet/Minion body blocks, Stability, Immunity, Stealth, or even a well timed dodge since it’s got a moderate telegraph.
Fix 1 – Hammer becomes ground target, with a small AOE, and a faster cast animation
Fix 2 – Thrash: Damage and launch all opponents in a small radius around the Warrior, Radius 240, Blowout 240, CD 12 seconds.
3. Vengeance: Ah the heart of the imbalance. Vengeance is both OP and UP at the same time. What a mess this skill is. It’s also buggy and very RNG; sometimes I rally after a kill even without Sweet Vengeance, and other times I dont rally when I DO have it.
Vengeance Fix: Duration 8s, Cooldown 25s.
-After Vengeance expires, the Warrior simply returns to a downed state, instead of outright dying.
-Sweet Vengeance now increases the duration from 8s to 16s, and gives the Warrior 5s of stability and protection when vengeance is activated.
Constructive criticism is always welcome, so please, offer up your ideas and advice!