Berserker Changes for BWE3

Berserker Changes for BWE3

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Posted by: Robert Gee

Robert Gee

Game Designer

Next

Alright warriors, after gathering all your feedback, we are ready to present the next set of changes to the Berserker specialization. These changes primarily address the concerns with the torch weapon and some of the traits, but also include changes to berserk mode and several primal burst and rage skills.

Smoother Berserk Mode
Berserk mode was pretty good overall, but we felt like the global cooloown on burst skills and the attack speed not matching with other attack speed bonuses felt a little awkward in practice.

  • Berserk: Removed the 0.5 recharge before you are allowed to activate a berserk burst after entering berserk mode. Increased attack speed bonus from 10% to 15%. The voice line that plays when berserk mode is about to run out will now has a 1 in 3 chance of playing (“Grrr no!”). Fixed a bug that caused the recharge of this skill to be reduced by the trait Versatile Power

More Competitive, Less Confusing Traits
We’re bringing up the power of some of the weaker or more niche traits to be more reliable while removing some of the elements from other traits that didn’t make sense (example: adrenaline bonus for Dead or Alive). These should help make the traits easier to understand while making them more competitive at each tier. Smash Brawler and Bloody Roar have significant changes this time around as feedback indicated that the top row of traits was the weakest by far.

  • Always Angry: This trait now refreshes when berserk mode ends.
  • Bloody Roar: Removed bonus effectiveness based on range. Now taunts for 1.5s and applies 4 stacks of bleeding at all distances. Now gives 3s of Fury for each foe taunted.
  • Dead or Alive: This trait now heals for a flat amount which is approximately 100% more than the original minimum value rather than scaling with your adrenaline level. Added 30s ICD.
  • Distracting Strikes: Fixed an issue which caused the the stun from Headbutt to confuse the caster.
  • Fatal Frenzy: Increased quickness duration from 2 seconds to 3 seconds. Now also grants 3 seconds of swiftness when berserk mode is activated.
  • Last Blaze: Increase burn duration from 2s to 3s. Changed timing of the burning caused by this trait to occur with the skill hit.
  • Smash Brawler: Changed functionality of this trait. This trait now reduces the recharge of berserk mode and primal burst skills by 33%.

Torch Burns Faster
Most of the torch feedback we got tended to focus around how the torch felt to use rather than its functionality. Torch skill activation speed and burning have been tuned up a bit to make it feel more like weapon worthy of the speedy Berserker.

  • Blaze Breaker – Lowered damage of strikes by 20%. Increased range from 400 to 600. Increase burning duration from 2s to 3s. Increased radius of individual attacks so it is easier to hit foes with multiple strikes. Lowered cast time by 0.15 seconds, reduced aftercast by 0.18 seconds. Fixed a bug which caused this skill to go on full recharge if it was canceled before it fully activated.
  • Flames of War – Added icon to show duration of this skill. Added additional effects to final explosion. Lowered duration of burning applied by final hit from 5 seconds to 3 seconds. Lowered cast time by 0.25 seconds. Fixed a bug which caused this skill to go on full recharge if it was canceled before it fully activated.

Stronger Primal Bursts
We’re tuning up a few of the more lackluster primal burst skills and toning down Gun Flame, because as awesome as it was, it was a little too strong. Arcing Sear has had the most significant change in that it’s been changed from a condition burst back to a power based burst similar to the old Arcing Slice. This new version, Arc Divider, has some clear tradeoffs: larger range, more execute damage, but no fury to differentiate it from Arcing Slice.

  • Arcing Sear: This skill has been replaced with Arc Divider. Arc Divider creates a 450 range shockwave that damages up to 5 foes it hits. This skill deals 75% more damage to foes below 50% health.
  • Decapitate – The shockwave from this attack now deals the same damage as the initial attack. Fixed a bug that caused this trait to list higher than actual damage when traited with Burst Mastery.
  • Flaming Flurry – Increase burn duration from 1s to 2s.
  • Gun Flame: Now only explodes on the first target hit. This skill now allows player movement during casting.
  • Rupturing Smash: Instead of knockback this skill now causes 1 second of immobilize on hit. This skill can no longer hit the same target twice. Increased damage by 100%.
  • Scorched Earth – Updated to be a rectangular area of effect. Adjusted arrow flight type to more closely match ground AoE.
  • Skull Grinder: Replaced Weakness condition with 4 stacks of Bleeding for 8 seconds.

Rage Skills
Blood Reckoning and Sundering Leap were consistently pointed out as being pretty weak in the last beta so we’re making some changes to make them feel more valuable. Wild Blow and Shattering Blow are getting increased hitboxes to make them easier to use.

  • Blood Reckoning: Changed functionality. This skill now has a small heal on activation and grants 25% bonus critical hit chance for its duration. During its duration you are healed for 35% of critical hit damage and receive 1 adrenaline when you land a critical hit. Reduced aftercast by 0.3s. Fixed a bug which prevented this skill from receiving the benefits from the Restorative Strength trait.
  • Outrage: Updated FX for this skill.
  • Shattering Blow: Increased area of initial projectile reflection zone by 100%. Increased radius of secondary reflection zone by 33%.
  • Sundering Leap: Now also inflicts cripple for 5 seconds on targets hit. Increased damage by 250%.
  • Wild Blow: Increased hit box size to match other melee attacks.

These changes will be available for you to test in the next BWE and we hope that they will improve your experience with the Berserker specialization.

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Posted by: runeblade.7514

runeblade.7514

I like these changes.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: Chrisco.5732

Chrisco.5732

Overall it looks a lot better already =D

“Smash Brawler: Changed functionality of this trait. This trait now reduces the recharge of berserk mode and primal burst skills by 33%.”

^ That’s … reaaaaalllly niiiice, changes everything

The changes look great for the most part, a couple seem a bit odd (hammer with immob? less burning on torch?) but we’ll see in bw3. Cant wait.

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Posted by: Sykper.6583

Sykper.6583

Thank you for fixing the Berserk Transition.

The traits I will have to mess around with for the next beta, but I see more potential with now that Headbutt isn’t giving Warriors ‘Concussions’

Torch changes I can get around, I like that you increased the range to assist with landing the cripple on a fleeing foe.

Burst changes are really interesting though.

Arcing Divide is comparable to its non-berserk Slice, but 450 range is triple the range of 150 that Slice has, which anyone even remotely close to the Warrior will get cleaved down.

Decapitate is a good change, a coned Eviscerate with slightly toned down damage could make for some interesting play (Axe Mainhand has always been on and off competitive).

Flaming Flurry was a needed buff.

Gun Flame…got changed to a moving Killshot that no longer hits around 20+ people. What’s NICE about this change is a moving Killshot is probably a good compromise on the overall explosive impact that a single rogue Gun Flame could do before. Instead, the Killshot can be channeled while moving to maximize at least where you shot goes through, and not into a Wall of Reflection. I will like this change more than the previous incarnation.

Mmm, I can see where Hammer Primal Burst now would fall into play, shifting between a hard CC that gets countered by Stability or a hard CC that gets countered by cleanses or Resistance. It’s a nice choice, but I will miss the displacement slightly.

Nice QoL change for Scorched, however I will still have to test how well it burns compared to Combustive.

Skull Grinder was probably applying too many layers of conditions, this was an acceptable change.

Rage Skills hmm…

Blood Reckoning will require a full retest once again, however a passive 25% crit chance uptime during its duration will be fun to mess around with in the stats department.

Shattering Blow, unless if I am mistaken, still might suffer from a reflect that lasts too short for rooting in place. I will really have to put it through the ringer.

Leap got buffed. 250% damage increase with a cripple? Alright, you got my attention!

Overall, you did get our feedback with a couple of clunky and funny bugs, and I will probably have a more entertaining time lining up a mobile Killshot with Michael Bay.

Suicidal Warrior.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”

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Posted by: Boolet.2968

Boolet.2968

I like the new changes overall, but personally I’d like two main things

1) Hammer burst, if it can only hit each target once, why not make it hit a flat area like earthshaker? especially in spvp that would make a huge difference. Also, it should at least be 2s immobilize to match the 2s stun of earthshaker.

2) Dead or Alive, as I’ve yet to see the new numbers, this is slightly moot. I’d prefer promoting more build synergy by having it inherit the benefits from Vengeful Return, but that might be too strong of a heal if it heals a decent amount already.

But again, overall, great changes.

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Posted by: Solzero.5380

Solzero.5380

I noticed that the rage skills sundering leap and headbutt do not remove immob when traited with warrior sprint.

What if you fail? You will. Then, you move on.

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Posted by: Lyger.5429

Lyger.5429

Great changes!

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Posted by: Falkor.7932

Falkor.7932

Shattering Blow: Increased area of initial projectile reflection zone by 100%. Increased radius of secondary reflection zone by 33%.
I hope this means you punch a bigger rock. awesome.
Flames of War would be cool if it ended in a short smoke field, giving warrior access to a short blind/stealth combo.

“One time! I slightly blew some of us up one time, and you won’t let it go.”
- Explorer Bekk

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Posted by: Ryuu.5608

Ryuu.5608

Oh god.. so brutal..! Can’t wait to try the berserk again!
Though I’m not a fan of a constant Fire theme on the ’zerker spec. but those sweet sweet combos and references/Primal Bursts, its just so difficult to ignore haha.

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Posted by: Kamui.3150

Kamui.3150

  • Sundering Leap: Now also inflicts cripple for 5 seconds on targets hit. Increased damage by 250%.

Okay… Why exactly would I ever take On My Mark (Which isn’t really used that much to begin with, since it’s single-target) over Sundering Leap again? This skill is blatantly far stronger at doing the same thing another skill does, It’s damage, AoE Vuln/Cripple, is a Leap Finisher, and gives you 5 Adrenaline by default. Meanwhile On My Mark inflicts the same stacks of Vuln (2s longer, whoo!) with kitten longer CD, and that’s it. I like the new Sundering Leap, don’t get me wrong, but it doesn’t seem like it should be objectively better than another skill when that other skill only does ONE thing to begin with.

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Posted by: Azure.8670

Azure.8670

these changes are GREAT. I still think we may need a minor buff to mace/sword since it still seems we need to use Sinister/rabid/rampager to get the real benefit of zerker, but man, this looks really really good.

Also, With GS being the one weapon with no condi, it seems it could be possible to take berserker and not go condi. Actually now that I think about it, Axe has no burning also… GS Axe/x can still be totally viable in full Zerker gear…. hmmmmm

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Posted by: Dirame.8521

Dirame.8521

I like a lot of the changes. I still feel Sundering Leap shouldn’t be ground targeted but I guess that’s just me. I also don’t feel Scorched Earth is ever going to be used over Combustive shot with mere change to it’s shape but I’ll wait and see. There may be something weird about the rectangles.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

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Posted by: serenity.4712

serenity.4712

Great fixes, although I think you missed a big one that everyone was complaining about. It’s the berserker icon being behind the F1 skill, it’s hard to see the cooldown of the skill and people offten, while they have full adrenaline, press the F1 ability instead of the berserker mode because it’s on top of it. Hopefully we’ll be able to get something like thief has, would be much easier!

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Posted by: Kidel.2057

Kidel.2057

No 5 target limit on Gun Flame explosion? Not even damage reduction?
This primal burst is still WAY more powerful then its normal burst.

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Posted by: nicknamenick.2437

nicknamenick.2437

Good changes!!

Can you pls take a look at burst mastery/adrenal health? They are both bugged in berserkmode.

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Posted by: cryorion.9532

cryorion.9532

“Arcing Sear: This skill has been replaced with Arc Divider. Arc Divider creates a 450 range shockwave that damages up to 5 foes it hits. This skill deals 75% more damage to foes below 50% health.

Gun Flame: Now only explodes on the first target hit. This skill now allows player movement during casting."

This is just like dream that came true. Yay

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Posted by: Captain Unusual.9163

Captain Unusual.9163

  • Sundering Leap: Now also inflicts cripple for 5 seconds on targets hit. Increased damage by 250%.

Okay… Why exactly would I ever take On My Mark (Which isn’t really used that much to begin with, since it’s single-target) over Sundering Leap again? This skill is blatantly far stronger at doing the same thing another skill does, It’s damage, AoE Vuln/Cripple, is a Leap Finisher, and gives you 5 Adrenaline by default. Meanwhile On My Mark inflicts the same stacks of Vuln (2s longer, whoo!) with kitten longer CD, and that’s it. I like the new Sundering Leap, don’t get me wrong, but it doesn’t seem like it should be objectively better than another skill when that other skill only does ONE thing to begin with.

Because sometimes you don’t want to be in melee?

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Posted by: Mikhail.4961

Mikhail.4961

I was wondering if you’d given any thought to make/change Peak Performance so it affects the Rage skills? As of now, it is a mostly dead trait that could really use some love and would have great synergy with the Berserker specialisation.

Any class is easy to play, but not as easy to master. So sod off, warrior-haters.

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Posted by: NikeEU.7690

NikeEU.7690

PvE condi warrior: buffed torch 4 slightly, nerfed torch 5 heavily. Buffed primal burst on sword heavily. Will run numbers later but seems like a pretty nice net gain.

PvE Direct damage warrior: still no compelling reason to run Berserker instead of Arms even with the attack speed increase.

[DnT]::Nike::
www.twitch.tv/nike_dnt

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Posted by: Expiatus.4210

Expiatus.4210

Can I just point this out again -

“Gun Flame: Now only explodes on the first target hit. This skill now allows player movement during casting.

I will miss the exploding on ever target it hit if it pierced, but moving while casting! Speaking WvW…so much YES!

Anvil Rock – Out manned, out gunned and no repair costs, so Leeroy up and dive in.
See you in Tyria.

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Posted by: Kraljevo.2801

Kraljevo.2801

Rupturing smash will hit like a train now lol.

I like it!!!

Thanks Mr. Gee

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Posted by: khani.4786

khani.4786

Great fixes, although I think you missed a big one that everyone was complaining about. It’s the berserker icon being behind the F1 skill, it’s hard to see the cooldown of the skill and people offten, while they have full adrenaline, press the F1 ability instead of the berserker mode because it’s on top of it. Hopefully we’ll be able to get something like thief has, would be much easier!

Yeah that was the one big thing I was wondering too.

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Posted by: Omega Zoa.3859

Omega Zoa.3859

Smash Brawler: Changed functionality of this trait. This trait now reduces the recharge of berserk mode and primal burst skills by 33%.—
YES

Arcing Sear: This skill has been replaced with Arc Divider. Arc Divider creates a 450 range shockwave that damages up to 5 foes it hits. This skill deals 75% more damage to foes below 50% health.—-
YES

Overall, looks very promising and looks like it is worthy of the name “berserker” but we shall see when the time comes shall we not?

“Might makes Right” – the ability to commit an act is sufficient justification to do it.

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Posted by: Drakabane.8631

Drakabane.8631

So I posted my two-cents on berzerker last week, but one idea I’ve had since then:

Berzerk has a fixed duration, but can only be used once you’ve built up enough adrenaline. I’d love to actually see “berzerk” act almost like a life-force pool, where you can extend the duration you are berzerk by building more adrenaline. I just love the idea that I’m berzerk, and the more I attack the more frenzied I become.
~Primal burst skills would instead use 60% of your adrenaline.
~Attacks would give you like 5% of your adrenaline, but berzerk costs 10% of your adrenaline per second.
~Prevents weapon swapping.

I think this would also really increase the reward for PvE warriors into a more risk/reward scenario: sure you’ll be doing more damage, critically hitting more often, and attacking faster, but you’ll also be much more fragile and more limited in your options once you’ve gone full berzerk.

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Posted by: Thorfinnr Sleggja.1209

Thorfinnr Sleggja.1209

So I posted my two-cents on berzerker last week, but one idea I’ve had since then:

Berzerk has a fixed duration, but can only be used once you’ve built up enough adrenaline. I’d love to actually see “berzerk” act almost like a life-force pool, where you can extend the duration you are berzerk by building more adrenaline. I just love the idea that I’m berzerk, and the more I attack the more frenzied I become.
~Primal burst skills would instead use 60% of your adrenaline.
~Attacks would give you like 5% of your adrenaline, but berzerk costs 10% of your adrenaline per second.
~Prevents weapon swapping.

I think this would also really increase the reward for PvE warriors into a more risk/reward scenario: sure you’ll be doing more damage, critically hitting more often, and attacking faster, but you’ll also be much more fragile and more limited in your options once you’ve gone full berzerk.

Interesting line of thought…I’d be willing to live through tweaks for this…:) It would be interesting to hear Mr. Gee’s thoughts on this.

I do because I can
I can because I want to
I want to because you said I couldn’t

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Posted by: Gunsei.4870

Gunsei.4870

I had noticed during BWE2 that the King of Fires grandmaster trait would take (at least as shown on the skills tool tip) the burn durations from 2 to 2 and 1/2 seconds while in Verdant Brink, and from 2 to 3 and 1/2 seconds while in the Cursed Shores.

I have no idea if anyone else reported this, but reading this thread just made me remember that.

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Posted by: WindGodGirl.6405

WindGodGirl.6405

Everything that needed to be fixed in my opinion, was.

I love these changes.

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Posted by: BurrTheKing.8571

BurrTheKing.8571

Some good changes…but we still have the elephant in the room, Fast Hands.

Depending on what you want to run, your build is almost decided for you. As things are now I could see something like “this”: being decent (depends on how good the heal is now and if torch + Brawler’s is good enough removal). However, with baseline FH I could get way better synergy from this setup. Not so sure on the LB use, it’ll depend on the new P-Burst.

This would help Power too. ATM I could see running something like this, but with baseline Fast Hands I could do something way more interesting like this. This has some REALLY cool synergy with Rousing Resilience. It gives the Warrior sustain outside of Endure Pain, which many Warriors have wanted for a while. Although, I think atm RR doesn’t activate when you go Berserk while using Savage instinct.

Both of the alternate builds lose the mobility of Warrior’s Sprint, but they gain something new that is much more interesting and synergistic.

Other thoughts:

Sundering leap seems nice now, but I still think adding the ability to leap onto some ledges in PvP would give it very valuable utility.

I get the idea behind Shattering Blow, but even with these changes it just seems lackluster. If I could use it on the move (I know why you can’t currently) OR if I was rooted longer but the reflect was 360 degrees and lasted as long as the cast, I could see using it in one of my builds.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

(edited by BurrTheKing.8571)

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Posted by: Thuggernaut.1250

Thuggernaut.1250

The greatsword primal burst change sounds pretty good. I also like the changes to the axe and hammer primal bursts. Good to see some power-based options that make Berserker worth taking on a non-condi warrior.

A shame about the Gunflame nerf, but then again, it’s nice that it doesn’t root during cast anymore.

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Posted by: WhiteOil.1836

WhiteOil.1836

•"Rupturing Smash: Instead of knockback this skill now causes 1 second of immobilize on hit. This skill can no longer hit the same target twice. Increased damage by 100%".

This change was a mistake the knockback was Very nice, One of the only reasons I was looking forward to hammer and now it has no CC just an immobilize a 1 second immobilize!!!!. this hurts the weapon trait and the weapons use for cc

we can trait for immobilize already. Rupturing blow was useful for area control and spacing, offence and defense, taking a rick leaping into an area just to immobilize is weak!! the damage was fine

Please revert the change

(edited by WhiteOil.1836)

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Posted by: Kraljevo.2801

Kraljevo.2801

•"Rupturing Smash: Instead of knockback this skill now causes 1 second of immobilize on hit. This skill can no longer hit the same target twice. Increased damage by 100%".

This change was a mistake the knockback was Very nice, One of the only reasons I was looking forward to hammer and now it has no CC just an immobilize a 1 second immobilize!!!!. this hurts the weapon trait and the weapons use for cc

we can trait for immobilize already. Rupturing blow was useful for area control and spacing, offence and defense, taking a rick leaping into an area just to immobilize is weak!! the damage was fine

Please revert the change

No offense, but not a single warrior I know found the knockback to be useful, be it in WvW, PvP or PvE. All it does is displacing enemies which you don’t want in most of scenarios. The immobilize is much more useful, despite its short duration.

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Posted by: Azure.8670

Azure.8670

I dont understand why fast hands isnt baseline honestly. Before the J23rd patch I Didnt are, but seeing the immense amount of QoL changes Mesmer got, and on to of that the power of the chronomancer, I just… I Dont get it

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Posted by: WhiteOil.1836

WhiteOil.1836

•"Rupturing Smash: Instead of knockback this skill now causes 1 second of immobilize on hit. This skill can no longer hit the same target twice. Increased damage by 100%".

This change was a mistake the knockback was Very nice, One of the only reasons I was looking forward to hammer and now it has no CC just an immobilize a 1 second immobilize!!!!. this hurts the weapon trait and the weapons use for cc

we can trait for immobilize already. Rupturing blow was useful for area control and spacing, offence and defense, taking a rick leaping into an area just to immobilize is weak!! the damage was fine

Please revert the change

No offense, but not a single warrior I know found the knockback to be useful, be it in WvW, PvP or PvE. All it does is displacing enemies which you don’t want in most of scenarios. The immobilize is much more useful, despite its short duration.

I disagree, the immobilize doesn’t not synergize with the hammer trait
put on leg specialist and you get your 1s immobilize anyway
lots of skills now clear immobilize anyway
its weak

on top of that it hit multiple times this new version hits once the
1 crit of rupturing smash did about 800dmg near zerk
multiple crits hit from 2.4k to 3.2k

read what I posted more carefully is area control and spacing better? or is a 1s immobilize?

(edited by WhiteOil.1836)

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Posted by: Robert Gee

Previous

Robert Gee

Game Designer

Next

I noticed that the rage skills sundering leap and headbutt do not remove immob when traited with warrior sprint.

Thanks for pointing this out, I’ll see if I can get a fix in for this!

No 5 target limit on Gun Flame explosion? Not even damage reduction?
This primal burst is still WAY more powerful then its normal burst.

Gun Flame has a 5 target limit for the explosion. It had this previously to, but it was per explosion, so you could hit 25 targets with the old version.

we can trait for immobilize already. Rupturing blow was useful for area control and spacing, offence and defense, taking a rick leaping into an area just to immobilize is weak!! the damage was fine

Rupturing Smash has a significantly higher target cap than Earthshaker which is why we limited the immobilize duration. Each portion of the cascade strike can hit 3 targets, and there are 5 strikes per wave (minus a few where they would otherwise overlap) and 5 waves. I’m actually still worried this one might be too strong.

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Posted by: BurrTheKing.8571

BurrTheKing.8571

•"Rupturing Smash: Instead of knockback this skill now causes 1 second of immobilize on hit. This skill can no longer hit the same target twice. Increased damage by 100%".

This change was a mistake the knockback was Very nice, One of the only reasons I was looking forward to hammer and now it has no CC just an immobilize a 1 second immobilize!!!!. this hurts the weapon trait and the weapons use for cc

we can trait for immobilize already. Rupturing blow was useful for area control and spacing, offence and defense, taking a rick leaping into an area just to immobilize is weak!! the damage was fine

Please revert the change

No offense, but not a single warrior I know found the knockback to be useful, be it in WvW, PvP or PvE. All it does is displacing enemies which you don’t want in most of scenarios. The immobilize is much more useful, despite its short duration.

I disagree, the immobilize doesn’t not synergize with the hammer trait
put on leg specialist and you get your 1s immobilize anyway
lots of skills now clear immobilize anyway
its weak

on top of that it hit multiple times this new version hits once the
1 crit of rupturing smash did about 800dmg near zerk
multiple crits hit from 2.4k to 3.2k

read what I posted more carefully is area control and spacing better? or is a 1s immobilize?

The change does give hammer the option of being able to deal damage when the target has Stability. It gives you the ability to go F1 → 2 → 3 which is decent damage for a weapon that is normally dependent on CC chains to do damage.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

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Posted by: deeg.9162

deeg.9162

Disappointed that Berserker doesn’t offer enough to a dungeon/raid power build to displace Arms as a trait-line. Gotta run Strength for Forceful Greatsword, gotta run Tactics for Phalanx Strength, just leaves one trait line to play with. Even though Arms is tuned more for condition builds, it still beats out Berserk for power builds – this is really sad.

In terms of PvE feel, the on/off mechanic of Berserking is pretty clunky. The GCD/after-cast changes above definitely help this, but I don’t think is quite solved.

Nike himself said that Berserk’s biggest problem for PvE power-builds is up-time. The current change to Smash Brawler brings its maximum up-time from 50% up to 60%. I don’t think this is enough.

What if Smash Brawler were changed to allow Warriors to maintain 100% Berserk up-time in constant-contact PvE scenarios? “Critical hits extend Berserk duration by 1 second.” “Primal bursts extend Berserk duration by 5 seconds.” Something like this that means when a Warrior is Berserk and fighting, he can actively keep it going until combat ends, he disengages, or there is a lull in the fight.

This type of mechanic would feel really, really good. It’s too strong for an Adept probably… what about making it baseline?

(edited by deeg.9162)

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Posted by: Kraljevo.2801

Kraljevo.2801

its weak

Okay mate, that’s your opinion, which is perfectly fine with me. Since Robert and Burr adequately answered your question, I am just gonna say that this skill is gonna be huge in team fights and I am looking forward to wrecking plebs with it.

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Posted by: Vennyhedgie.5369

Vennyhedgie.5369

Disappointed that Berserker doesn’t offer enough to a dungeon/raid power build to displace Arms as a trait-line. Gotta run Strength for Forceful Greatsword, gotta run Tactics for Phalanx Strength, just leaves one trait line to play with. Even though Arms is tuned more for condition builds, it still beats out Berserk for power builds – this is really sad.

In terms of PvE feel, the on/off mechanic of Berserking is pretty clunky. The GCD/after-cast changes above definitely help this, but I don’t think is quite solved.

Nike himself said that Berserk’s biggest problem for PvE power-builds is up-time. The current change to Smash Brawler brings its maximum up-time from 50% up to 60%. I don’t think this is enough.

What if Smash Brawler were changed to allow Warriors to maintain 100% Berserk up-time in constant-contact PvE scenarios? “Critical hits extend Berserk duration by 1 second.” “Primal bursts extend Berserk duration by 5 seconds.” Something like this that means when a Warrior is Berserk and fighting, he can actively keep it going until combat ends, he disengages, or there is a lull in the fight.

This type of mechanic would feel really, really good. It’s too strong for an Adept probably… what about making it baseline?

I am by no means a warrior expert but asking for 100% uptime of something like that seems extreme. You dont see necros asking for 100% death shroud uptime.

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Posted by: deeg.9162

deeg.9162

I am by no means a warrior expert but asking for 100% uptime of something like that seems extreme. You dont see necros asking for 100% death shroud uptime.

Extreme in what way? If you look at the mechanics of Berserk, it’s not really extreme at all. 15% improved attack speed, substitution of Primal Bursts instead of normal Bursts, some low-damage Burns, and 7% of Precision buff to Ferocity. With my suggestion, you get it 100% of the time instead of 60% of the time.

Balance this against the perks of Arms: 33% chance on critical to inflict vulnerability (8s), 5% damage increase against bleeding enemies, 12% sustainable critical chance increase from Signet Mastery, unblockable (6s) on striking enemy below 50%, 33% chance to inflict bleed (3s) on critical, bonus 1 adrenaline on critical, and a huge amount of bonus condition damage because… what the hell, if you’re going to be inflicting bleeds with your power build, they might as well hurt.

I’m not attached to 100% Berserk up-time being the solution that makes makes it viable for power builds, but it might work and it doesn’t seem extreme to me, at all.

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Posted by: Centari Alpha.5631

Centari Alpha.5631

I do find the change to the mace primal burst skill a little confusing. I’m struggling to understand why you’d put bleeding on a weapon that has no other damaging conditions on it. Weakness is very centric to mace and I was surprised to see that off all the conditions that you could have changed, you picked weakness. It doesn’t synergize with the mace set. I can’t see any reason to run mace on a conditions build. If you want to replace anything, make it the confusion. Though the blast finisher is really nice. Just my two cents. The rest of the changes look pretty solid, and I can’t wait to try them out.

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Posted by: Kraljevo.2801

Kraljevo.2801

I do find the change to the mace primal burst skill a little confusing. I’m struggling to understand why you’d put bleeding on a weapon that has no other damaging conditions on it. Weakness is very centric to mace and I was surprised to see that off all the conditions that you could have changed, you picked weakness. It doesn’t synergize with the mace set. I can’t see any reason to run mace on a conditions build. If you want to replace anything, make it the confusion. Though the blast finisher is really nice. Just my two cents. The rest of the changes look pretty solid, and I can’t wait to try them out.

I think it’s a pretty good change. It could be worth using in a Macebow condition build with body blow and distracting strikes. Or even Mace/torch & Sword/sword for the lulz. You still have weakness on your autoattack and the body blow trait.

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Posted by: wolfer.7945

wolfer.7945

I would like to ask why outrage did not get a recharge increase like the thief. Both are too strong at 10 sec. And I get thief had the 20% cool down trait, but 10 sec is still a bit strong.

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Posted by: Sykper.6583

Sykper.6583

No 5 target limit on Gun Flame explosion? Not even damage reduction?
This primal burst is still WAY more powerful then its normal burst.

Gun Flame has a 5 target limit for the explosion. It had this previously to, but it was per explosion, so you could hit 25 targets with the old version.

Can you clarify this further? I fire the new Gun Flame and it impacts a player in a large group.

- Does it explode on the target as well, dealing double hits or simply explode from them and hit their 4 allies?
- After the explosion, does it pierce and hit more than 5 targets if 5 people were caught in the first explosion?

In other words, assuming the first explosion hits the target and 4 of his friends, the pierce in an ideal situation could hit 4 more targets, no explosions on those for a total of 9 targets hit maximum?

Suicidal Warrior.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”

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Posted by: NikeEU.7690

NikeEU.7690

Disappointed that Berserker doesn’t offer enough to a dungeon/raid power build to displace Arms as a trait-line. Gotta run Strength for Forceful Greatsword, gotta run Tactics for Phalanx Strength, just leaves one trait line to play with. Even though Arms is tuned more for condition builds, it still beats out Berserk for power builds – this is really sad.

In terms of PvE feel, the on/off mechanic of Berserking is pretty clunky. The GCD/after-cast changes above definitely help this, but I don’t think is quite solved.

Nike himself said that Berserk’s biggest problem for PvE power-builds is up-time. The current change to Smash Brawler brings its maximum up-time from 50% up to 60%. I don’t think this is enough.

What if Smash Brawler were changed to allow Warriors to maintain 100% Berserk up-time in constant-contact PvE scenarios? “Critical hits extend Berserk duration by 1 second.” “Primal bursts extend Berserk duration by 5 seconds.” Something like this that means when a Warrior is Berserk and fighting, he can actively keep it going until combat ends, he disengages, or there is a lull in the fight.

This type of mechanic would feel really, really good. It’s too strong for an Adept probably… what about making it baseline?

I don’t want to paint it that bleakly. There is a really good chance that a rotation can be found with Headbutt that allows us to keep Berserker’s Power up 100% of the time. This beta, the issue was that once Berserk ended you had this 15 second dead zone where you couldn’t keep up BP.

Now, using Head Butt as our elite and with Smash Brawler changes, there is a pretty good chance if you use your Primal Burst right before Berserk ends you will be able to keep only 1 or two seconds of downtime before your next Berserk.

I’m a lot more confident now that Berserker will be able to replace Arms. I’ll be doing heavy testing in BWE3 and we’ll know more for sure then.

@RobertGee, great work so far taking the feedback and giving good results. One thing worth considering is there is no GM trait that jumps out as the “PvE trait.” King of Fires is the best choice, especially for a condition damage build but it is pretty good so long as you are in a group. But its still rather unexciting for a Power build in PvE. Bloody Roar is decent too but access to Fury isn’t a huge issue in PvE either. I don’t have a particularly good suggestion, but perhaps adding a 5% damage modifier vs. Burning foes to King of Fires? Kinda brute force, but it is reminiscent of the Bloodlust trait from Arms and makes some sense as a Berserker version of the concept.

[DnT]::Nike::
www.twitch.tv/nike_dnt

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Posted by: latinkuro.7304

latinkuro.7304

  • Rupturing Smash: Instead of knockback this skill now causes 1 second of immobilize on hit. This skill can no longer hit the same target twice. Increased damage by 100%.

Rupturing Smash has a significantly higher target cap than Earthshaker which is why we limited the immobilize duration. Each portion of the cascade strike can hit 3 targets, and there are 5 strikes per wave (minus a few where they would otherwise overlap) and 5 waves. I’m actually still worried this one might be too strong.

  • Good, now, please go fix hammer shock [skill]+ leg specialist [trait] combo !
    I’ve been saying this for years, that this combo should be an AOE immob, not just the 1st target.

If you now do possess the tech, use it please for the love of Balthazar.

LOVE: Raids & Fractals.
HATE: Jumping puzzles.
DESPISE: TIME GATES, RNG & THE TRINITY !

(edited by latinkuro.7304)

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Posted by: Mosharn.8357

Mosharn.8357

we can trait for immobilize already. Rupturing blow was useful for area control and spacing, offence and defense, taking a rick leaping into an area just to immobilize is weak!! the damage was fine

Rupturing Smash has a significantly higher target cap than Earthshaker which is why we limited the immobilize duration. Each portion of the cascade strike can hit 3 targets, and there are 5 strikes per wave (minus a few where they would otherwise overlap) and 5 waves. I’m actually still worried this one might be too strong.

For giving up an aoe stun, I think its fine the way it is now.

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Posted by: deeg.9162

deeg.9162

Now, using Head Butt as our elite and with Smash Brawler changes, there is a pretty good chance if you use your Primal Burst right before Berserk ends you will be able to keep only 1 or two seconds of downtime before your next Berserk.

I’m trying to wrap my head around this.

Smash Brawler

Killing a foe reduces the recharge of all primal burst skills. (Changed functionality of this trait.) This trait now reduces the recharge of berserk mode and primal burst skills by 33%.

To me, this means that this trait reduces Berserk recharge from 15s to 10s, and Primal Bursts from 5s to 3.33s. Where’s the 1 second down-time? What am I missing?

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Posted by: NikeEU.7690

NikeEU.7690

Your berserk mode is ending soon. Right before it ends you use a primal burst. That gives 10 seconds of BP. Right after BP ends, your Berserk comes off cool down and you can reactivate and use the burst. There will be a one or two second down time between when BP ends and when Berserk comes off cooldown.

Let’s say you refill your adrenaline quickly during the berserk down time thanks to cleaving multiple mobs or whatever. You can use Arcing Slice to avoid any BP downtime. But then when Berserk mode is ready again you won’t have adrenaline. Thats when you can headbutt to fill up your adrenaline and activate Berserk.

Essentially you can use Headbutt to fill in the gaps in either BP or Berserk since its 30 free adrenaline strikes. Since the Berserk downtime is only 10 seconds now, it should be fairly easy to manage all this. The real key will be making sure you save your last Primal Burst to hit right before the end of Berserk so the BP lasts as long into the downtime as possible.

[DnT]::Nike::
www.twitch.tv/nike_dnt

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Posted by: Brawl.5178

Brawl.5178

What about Fast-Hands being baseline? Discipline is a mandatory trait line for most builds. Without it warrior builds are very lacking in performance, which is why you see almost every warrior build running it. At least an answer as to why it “shouldnt” happen from a dev would be nice.

I are a warrioh

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Posted by: deeg.9162

deeg.9162

Your berserk mode is ending soon. Right before it ends you use a primal burst. That gives 10 seconds of BP. Right after BP ends, your Berserk comes off cool down and you can reactivate and use the burst. There will be a one or two second down time between when BP ends and when Berserk comes off cooldown.

Let’s say you refill your adrenaline quickly during the berserk down time thanks to cleaving multiple mobs or whatever. You can use Arcing Slice to avoid any BP downtime. But then when Berserk mode is ready again you won’t have adrenaline. Thats when you can headbutt to fill up your adrenaline and activate Berserk.

Essentially you can use Headbutt to fill in the gaps in either BP or Berserk since its 30 free adrenaline strikes. Since the Berserk downtime is only 10 seconds now, it should be fairly easy to manage all this. The real key will be making sure you save your last Primal Burst to hit right before the end of Berserk so the BP lasts as long into the downtime as possible.

Ah! You were talking about ensuring Berserker’s Power 20% damage stays up between Berserks by Headbutting when Berserk fades. Do you think this could be accomplished as effectively with Signet of Fury, to free up the elite slot for Banner?