Balance suggestions for next patch

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Posted by: Kicker.8203

Kicker.8203

Utilities:

  • Kick: change knockback to knockdown. Pushing them away doesn’t help you land a burst on them(or your allies’ burst).
  • Wild Blow: Launch distance increased from 600 to 900. More satisfying and useful this way.
  • Sundering Leap: Leap distance increased from 600 to 900. Maybe add some extra dmg. Range feels very short and it is one of the least used utilities.

Weapons:
Greatsword:

  • Autoattack: increase the 3rd attack’s dmg. Barely hits more than the first 2.
  • Hundred Blades: outdated. Other skills that don’t root you deal more dmg. Increase dmg.
  • Rush: often hits in the complete opposite direction or the wrong direction against moving targets. The hitting part should work like Shield Bash which keeps tracking your target during cast.

Longbow:

  • Scorched Earth: very weak skill. Weird AoE figure(hard to keep foes in it) and low damage. Initial hit should be increased in dmg: burn by +100% and physical dmg by +200%. The skill should no longer fail and go on cooldown if your target is behind you but cast the skill in front of you instead, or at least don’t put it on cooldown.

Rifle:

  • Gun Flame: should pierce again but disable double-hitting ppl by adding an ICD.
  • Brutal shot: jumping should cancel the evade part again.(You could opt not to dodge roll away from your target. Good for chasing/staying in close range) It meant more control over your character.

Axe:

  • Decapitate: should trigger the mini-shockwave even if you miss the initial hit. This would help you land it which is super important for Adrenal Health and Cleansing Ire.

Sword:

  • Flaming Flurry: increase power damage by +150%. Decrease burn duration by 0.5s. This way if you are a power warrior it won’t deal way below autoattack dmg anymore. Mercenary warriors would deal about the same dmg or a bit more.

Off-hand Mace:

  • Crushing Blow(#4): should have something extra like daze weakened foes / transform it into a movement skill / make it give bonus adrenaline or might stacks.

Traits: Defense, Berserker and Discipline are obligatory in this order(which is never good). Some prefer the more yolo but less consistent Strength over Discipline.
Defense: Adrenal Health: has more healing than your heal skills. The extra sustain is what warrior sought after but it’s too good to be a trait. Perhaps make it baseline or swap places with healing signet’s passive.
Last Stand: no longer increases stance duration but reduces cooldown instead by 20%.
Cooldowns are very long on stances as well as their duration.
I guess a lot more trait improvements could be done but I leave that to others.

(edited by Kicker.8203)

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Posted by: TheBravery.9615

TheBravery.9615

…….. The extra sustain is what warrior sought after but it’s too good to be a trait. Perhaps make it baseline ………….

oh god.

This is why we can’t have nice things. Everytime a profession gets a buff, players begin to say that it’s too good that it hinders build variety and suggests that the trait becomes “baseline”. I gag at that word. “Baseline”. UGH

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Posted by: Rizo.9534

Rizo.9534

I hope that will not hapend. You offer Buff Berserker tree more?
It’s already out of control.
They should put ALL vanilla in line with “Elite”, but not buff “Elite” to make them more far away from Vanilla…

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Posted by: Cerby.1069

Cerby.1069

I think pretty much all physical skills (but not the berserker ones obviously) need ‘something’ else, something small yet useful obviously, tacked onto them. Maybe they grant 3-4 sec vigor or some other boon on use or something….idk. Just needs ‘something’ else to make them worth that skill slot…shorter cd doesn’t necessarily make the abilities viable.

Still think our ‘invulnerabilities’ need to be changed so we can use them more often but for less spouts of time.

Worst thing with the class atm, for me, is that revenant does everything and still mitigates damage….is faster…..lands more damages…..blocks…dodges…..adds to group fights…and most importantly: has more moves to make in a fight, than warrior does.

IN a nutshell my primary wish: Give warriors more moves and options in a fight so they have the potential to fight multiple enemies for longer periods of time.

I kill you in one gunflame, or I kill you in two.
The Tiny Yuno Sniper of Ebay [EBAY]

(edited by Cerby.1069)

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Posted by: Kicker.8203

Kicker.8203

First 2 guys: thank you for your feedback, it was very helpful and constructive.

Cerby: +1 about stances.

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Posted by: Furajir.3815

Furajir.3815

Last Stand should reduce recharge of stances, surprised it doesn’t.

Tupro-Ranger- “The Great White Hype”
Yak’s Bend(TWIN) Racist against Sylvari
RRR Ranger and Warrior videos: http://www.youtube.com/user/ElmoezHerra?feature=watch

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Posted by: emkelly.2371

emkelly.2371

@Kicker.8203

Kick

  • Is not meant to help you land bursts. It is CC on a 12-9 second cooldown. Also, it leads into over 4 stun lock combos. So no. the changes to Kick so far are great.

Rush
Okay, yeah, its been years and this skill needs fixed. I agree.

Flaming Flurry
No. But i’d bee cool with Flurry having increased damage. after all it roots you. As it stand the only reason to use it at all is just to immobilize then cancel it to use another skill.

Adrenal Health
No! We went through over 6 months of agony waiting for proper sustain while the warrior was dismantled piece by piece and now that we get it back and have loads of viable builds you think it’s over powered. Go 1v1 an Elementalist, an Engineer, a Mesmer, Or a Necromancer, then tell me it’s overpowered. Yes, the sustain is good, but it’s not too good. Any profession can get through it.

Off-hand mace
I’d be okay with this. But i’d Rather See gap closer on crushing blow. Keep the skill the same, just change it to be a gap closer. This way the Vulnerability is just an extra effect for using a weapon that requires you to be close to be effective.

Furajir.3815
Last Stand should reduce recharge of stances, surprised it doesn’t.

Last stand is actually a great trait as is, but it’s overshadowed by rousing resilience and Cleansing Ire. You see balanced stance procs Rousing resilience, but i can’t take rousing resilience and Last stand. That’s removing one of the best functionalities of the trait right there. Last stand needs to be on a different trait line, or it needs to be in a different level on the same trait line so that we can take both RR and LS.

(edited by emkelly.2371)

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Posted by: Kicker.8203

Kicker.8203

@Furajir They were probably glad they could come up with something unique for a skill type. New is not always Better.
@emkelly
Your arguments are next level. I can’t even come close.

Flaming Flurry
No

You are right actually. A lot of people started using Kick since last patch… oh wait nobody uses that. Aaand obviously CCs are not for landing burst, how could I be this stupid to say that? I’m sorry it is clearly used to let your opponent take a rest on the floor until you get to him.
Yes, Adrenal Health must be nerfed TO DUST! No, that’s not what I’m saying. Read again.

Crushing Blow: movement skill. That would be great! I’m serious.

(edited by Kicker.8203)

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Posted by: Zantmar.5406

Zantmar.5406

the reason revs can more easily deal more damage is because they have more ways to get to their opponents(targeted shadow-steps/leaps) their damage skills are auto targeted or are ranged projectiles US and PS

which in comparison, the warrior’s skills such as 100b and flurry are self rooting that cancels when the warrior turn or move

also revetment’s anti-mobility condition is chill which is slightly (miles beyond) better than cripple which is what warriors typically get

when i use berserk mode- the burst skills are just that much better: greater radius(gs), targeted leap(mace), not self rooting(sword)

imo some of these elements can or should be transferred to the base bursts so i don’t feel bad about using them

i also think wild strike’s cool-down is slightly high

also axe 4 should grant a different (or additional) boon, my suggestion would be quickness (1s) per hit landed
or make it siphon health which would help warriors fight multiple enemies (hell if the axe mastery would grand health siphon i would so very take it)

Life blast should hit twice and have its damage halfed
If Rocket Charge is only 2 leaps then it should look like 2 leaps
True Shot should be cast on the move

(edited by Zantmar.5406)

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Posted by: Ragnarox.9601

Ragnarox.9601

Balance suggestion → nerf it hard.

Srry but now everyone and their mother uses berserker in wvw cause of hp regen and insane burst.

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Posted by: Sartharina.3542

Sartharina.3542

Rifle:

  • Gun Flame: should pierce again but disable double-hitting ppl by adding an ICD.
  • Brutal shot: jumping should cancel the evade part again.(You could opt not to dodge roll away from your target. Good for chasing/staying in close range) It meant more control over your character.

Better solution – Make “Crack Shot” have all rifle skills pierce again. Or at least make Rifle 1-4 pierce. Gunflame being a single point-of-impact skill works fine.

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Posted by: Kicast.1459

Kicast.1459

Balance suggestion -> nerf it hard.

Srry but now everyone and their mother uses berserker in wvw cause of hp regen and insane burst.

Nerf sustain…just plain ridiculous.

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Posted by: Tipper.6973

Tipper.6973

I’d mostly like to see all the lack-luster traits updated, with some of them moved around. I think the Tactics line is particularly weak, outside of PS. I also think the longbow trait doesn’t fit well in Tactics and belongs somewhere else.

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Posted by: Liewec.2896

Liewec.2896

Offhand Axe:
you already know what we’ve been suggesting for YEARS…
add the reflect that thieves get when they steal Whirling Axe!

buff Shout heals, they’re outdated due to powercreep, everyone deals far more damage than they used to.
this could be done by increasing the scaling with healing power.

merge warrior sprint with another trait (many recommend fast hands)

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Posted by: emkelly.2371

emkelly.2371

The problem with making vigorous shouts more powerful is that with the new adrenal health you could easily have to much sustain. Personally I think vigorous shouts should be dropped in favor of a more useful support trait. We already have plenty of healing through adrenal health as well as burst heals or even just healing signet.

As far as other traits and skills that need overhauls? Banners…just everything to do with them.

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Posted by: Sartharina.3542

Sartharina.3542

The problem with making vigorous shouts more powerful is that with the new adrenal health you could easily have to much sustain. Personally I think vigorous shouts should be dropped in favor of a more useful support trait. We already have plenty of healing through adrenal health as well as burst heals or even just healing signet.

Burst heals, adrenal health, and healing signet do jack diddly for the five guys walking beside me in WvW. Vigorous shouts are what they need to keep them on their feet.

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Posted by: emkelly.2371

emkelly.2371

And i’m not saying that we should nix our support for the team, i’m saying that vigorous shouts need to be changed to a more useful type of support without overpowering our already very good sustain through the new adrenal healing.

(edited by emkelly.2371)