Can we just toss Thick Skin already?
its not even 180.. but 100..
And yes have been asking the same.. thick skin must be the worst trait ever!
What about… Deep Strike: Fury you apply also grants 150 condition damage.
Yeah, we all agree Thick Skin is absolute trash.
its not even 180.. but 100..
And yes have been asking the same.. thick skin must be the worst trait ever!
What about… Deep Strike: Fury you apply also grants 150 condition damage.
Yeah, we all agree Thick Skin is absolute trash.
That trait isn’t bad at all. It’s free condi damage not just for you, but for your whole team. Traits like that may make a hybrid Warrior even stronger.
its not even 180.. but 100..
And yes have been asking the same.. thick skin must be the worst trait ever!
What about… Deep Strike: Fury you apply also grants 150 condition damage.
Yeah, we all agree Thick Skin is absolute trash.
That trait isn’t bad at all. It’s free condi damage not just for you, but for your whole team. Traits like that may make a hybrid Warrior even stronger.
Are you really sure it’s AoE?
If then, it’s not as bad.
Remember turtle’s defense ? They removed it…while it was the better trait than armored attack;
Turtle’s Defense;Gain +200 toughness when crippled, chilled, stunned, or immobilized.
Got replaced for Dogged march..
Remove armored attack for turtles defense ?
#worsttraitever
The worst trait ever is that Thief trait that activates stealth at 25% hp. That trait actually makes your build worse, Thick Skin just doesn’t help your build at all.
Regardless, I agree. Thick Skin needs to be changed or removed. It’s useless.
Seriously, it’s a terrible trait on multiple levels.
Problem 1. Power Underwhelming
180 toughness when above 90% health. Woo. If you average it out flatly (180 for 10% of the time), its an extra 18 toughness overall. Except as many players know, you spend far more than 10% of the fight below 90% health, so you probably have more like 3-5% combat uptime.
And the cherry on top? 180 toughness works out to be a paltry amount of damage reduction, even for low toughness characters.Problem 2. “I made my build around thick skin!” -No Warrior Ever
The trait adds nothing fun, or useful. It adds a forgettable trait that has no real relevance on the playstyle, build, or anything at all. Not every minor trait is supposed to redefine a class, but think of Fast Hands, Adrenal Health, etc.Fix 1. When the pain comes marching in
Move Dogged March, or Armored Attack, to the minor slot, and delete Thick Skin entirely. That leaves a new adapt trait, which I think could be filled with something shiny and new.Fix 2 When the going gets tough , the tough get tougher
Thick Skin COULD be worked to make it more interesting and functional. I suggest making it’s damage reduction a flat , which then inversely scales based on the warriors current health. Like so:
Thick Skin Trait: Gain 1 ‘ThickSkin’ stack for every 20 health missing.
‘ThickSkin’ Buff: 2% damage reduction, stacks up to 4 times.In other words, from 100% down to 80% health, no change. Once you dip below 80% you gain a stack which provides 2%. Once you dip below 60%, you gain a 2nd stack for 4% total, and below 40% you’ve got 3 stacks for 6% damage reduction total. If you’re healed back up above 60% (but below 80%) you’d be left with 1 stack, for 2% damage reduction.
Feedback welcome; fellow players and warriors, please let me know what you think!
i totally agree
Dogged march as a minor is just too op tbh.
Schwahrheit, #1 Fuhrer NA, Just your everyday typical rager
It would be fun to have some flat out damage mitigation based off adrenaline. say 3 percent per bar. so 1 bar = 3% less dmg taken, 2 bars 6%, 3 bars 9%. maybe too much but ideas never hurt anyone lol.
It would be fun to have some flat out damage mitigation based off adrenaline. say 3 percent per bar. so 1 bar = 3% less dmg taken, 2 bars 6%, 3 bars 9%. maybe too much but ideas never hurt anyone lol.
I think that they are trying to remove the sit on full adrenaline style traits, it would have to be focused on. The use of the burst skill to be in line with the current design direction that they are using.
(edited by Bran.7425)
As a tank, this comes quite handy when I want to reduce as much damage from the get-go, and I always try to keep myself within the threshold, which for the most part does happen. I have no complaints over the trait. In fact, I’d be bummed if this was removed.
As a tank, this comes quite handy when I want to reduce as much damage from the get-go, and I always try to keep myself within the threshold, which for the most part does happen. I have no complaints over the trait. In fact, I’d be bummed if this was removed.
Not to knock anyones playstyle of choice, but I find this claim of yours to be highly dubious.
Theres no real trinity, but if you’re “tanking” you’re probably running a very high toughness gearset. Assuming you have about 3300 armor, not unreasonable with some soldiers/knights, the increase of 100 toughness, from 3200 to 3300, would provide you with only a TINY increase, as I’ll demonstrate:
Damage = Weapon * power * skill coefficient / targets armor
An exo greatsword has a Weapon value of 1047. Assume 2400 power, and using Warrior Greatsword AutoAttack with a coeff of 0.7 (we’ll skip crits, traits, might, etc to keep it simple)
(1047 * 2400 * 0.7) / 3200 = 549 damage
(1047 * 2400 * 0.7) / 3300 = 533 damage
In other words, thick skin saves you from only 16 damage. 16! That’s it. Assuming you have 30,000 health from some soldiers gear, that’ll save you from about 106 damage total (30,000 – (533*6)), before you drop below 27,000 and the trait deactivates. We’ll average that out, so Thick Skin adds a meager 0.35% (106/30,000) to your health pool.
Now compare that to Adrenal Health. Assume you have no healing power beyond the defense line, and assume we average out the Adrenaline uptime to mimic spending and earning, we get (0+140+270+405)/4=203.75 Health/3Second (67.9 H/S)
Sitting on full adrenaline is simply 405 H/3S (135 H/S).
That’s 0.22% worth your healthpool, PER SECOND (remember, we already averages out adrenaline uptime earlier to arrive at 67.9). And sitting full is 0.45%, again per second.
So in a short 15 second fight, Adrenal Health will provide 1018 health, versus the 106 damage reduction from thick skin. So even in the quick battles, Thick Skin is literally 10 times WORSE than Adrenal Health.
Lets look at a duel, that drags on 2 minutes: Adrenal Avg is 8148 health recovered. Thick skin, lets assume you recover to full health 4 times (healing surge), is 424 damage (106*4). Adrenal Health is 19 times better than thick skin. If you sit on your adrenaline, its 135 H/S, for 16,200 health, and becomes 38 times better than thick skin.
I hope this explanation puts into perspective how useless and droll Thick Skin actually is. Whatever benefit you think you’re getting from it…. trust me, it’s mathematically negligible.
Anet really needs to look at how obnoxiously overbalanced “additional stat passives” are, especially in this context. No one uses them when anything more interesting in remotely near, and when a piece of food provides more than a full trait…