Dec. 10th Balance Preview - Warrior changes
This would pretty much render the hammer completely useless, especially if UF is moved to Master.
No; what it’s doing is making the Hammer a control-focused weapon, not a damage-focused one. With the current iteration, you get your cake and you’re eating it, too, and that’s why Hammer is currently overpowered.
- Earthshaker already takes a damage reduction if you don’t have UF. I fear that nerfing it even more would make it very weak for an F1 skill (even less if burst mastery is also nerfed.)
It doesn’t take a damage reduction if you don’t have UF; it just doesn’t get an obscene boost to its damage output. It’s possible that Earthshaker won’t need the damage reduction with UF no longer being automatically accessible, but I’d like to see how it plays out before we start saying the skill is useless.
Remember, it’s still an AOE stun with a short cooldown, huge area of effect, and long range. It could do 0 damage and it would still be a button very much worth pushing.
Personally I think it’d be more fun if it launched everyone it hits, since that seems more Hulk-like, but stunning is fine, too :p
- In order to get UF once it is moved to Master you need to sacrifice either Burst Mastery (extra damage), or Merciless Hammer (extrta control) or Cleansing Ire (extra survability).
Exactly! They’re forcing players to make choices, rather than being able to get pretty much everything with a single build. Now you have to choose if you want to be harder to kill, want better control, or want more damage. It’s basically pick two out of the three possible choices. I don’t see this as being bad.
I truly believe that all of this added together is overkill and will completely destroy the hammer warrior. Why not start with just the changes to UF and the longbow and see how it all evens out with other professions being buffed?
The Hammer will still be a useful weapon. You have a colossal AOE stun for an adrenaline dump, a conical knockback, and a single-target knockdown all on one weapon, plus an AOE cripple on a fairly brief cooldown.
It’s possible and maybe even likely that the Hammer will no longer be the one-stop shop for damage, control, and everything else… but that’s a good thing. Warriors can have two weapon sets equipped at any time and swap between them freely.
Hammer/Longbow will probably still be just fine and be viable, but it’s not going to give you the damage output, survivability, and control of an entire team anymore. Most likely, you will still be difficult to kill and exert a great amount of control over your enemies, but you’ll be needing someone else to kill them while you set them up.
Or you could swap out the Longbow for some damage, or vice-versa. Choices!
I like your positive attitude, but non-meta hammer builds, such as hammer-shout builds (as aforementioned) suffer a lot by UF being Master Tier… I needed the extra critical chance on the burst, as I was using low precision since forever for my Hammer before anyone complained on PvP scenarios. I could argue that I “needed” 5 extra points, and now I will be lacking 15. They wanted to force the build out due to it being meta, but not minding the alternative builds people DO use (you can imagine how much weaker will hammer be on PvE.)
Just planning to forgo criticals, sadly, which combined with Hammer damage reduction means damage will be pitiful. Agreed that Hammer should be primarily a control weapon, but as a two-handed weapon, it should not be THAT much weakened.
Frankly, one of the two changes (UF or Hammer overall damage nerf) would have been more acceptable, but both together are a very strong nerf, especially considering PvE.
No offense intended to be sure.
I like your positive attitude, but non-meta hammer builds, such as hammer-shout builds (as aforementioned) suffer a lot by UF being Master Tier… I needed the extra critical chance on the burst, as I was using low precision since forever for my Hammer before anyone complained on PvP scenarios. I could argue that I “needed” 5 extra points, and now I will be lacking 15. They wanted to force the build out due to it being meta, but not minding the alternative builds people DO use (you can imagine how much weaker will hammer be on PvE.)
Just planning to forgo criticals, sadly, which combined with Hammer damage reduction means damage will be pitiful. Agreed that Hammer should be primarily a control weapon, but as a two-handed weapon, it should not be THAT much weakened.
Frankly, one of the two changes (UF or Hammer overall damage nerf) would have been more acceptable, but both together are a very strong nerf, especially considering PvE.
No offense intended to be sure.
TBH I would say those are the builds that are causing the problem to begin with – allowing a build which goes full tank to be able to still hit very hard. Someone in zerker would be roughly doubling their chance to crit the enemy, whereas a full soldiers build would instead go from 4% to 54%, which is more than 12x their existing crit chance. This is exactly the mix of high dmg/cc/survival that they are trying to prevent.
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This would pretty much render the hammer completely useless, especially if UF is moved to Master.
No; what it’s doing is making the Hammer a control-focused weapon, not a damage-focused one. With the current iteration, you get your cake and you’re eating it, too, and that’s why Hammer is currently overpowered.
Hammer isn’t OP, it is slow, well telegraphed, and blinds completely shut it down. People should L2P and counter build instead of QQ. You can have all the control in the world but if you have no attack power it is completely pointless. In a zerg it won`t matter much cause you have the backliners to AoE damage but roamers will definitely hurt because of it.
- Earthshaker already takes a damage reduction if you don’t have UF. I fear that nerfing it even more would make it very weak for an F1 skill (even less if burst mastery is also nerfed.)
It doesn’t take a damage reduction if you don’t have UF; it just doesn’t get an obscene boost to its damage output. It’s possible that Earthshaker won’t need the damage reduction with UF no longer being automatically accessible, but I’d like to see how it plays out before we start saying the skill is useless.
If I am getting extra damage at the moment cause of UF and tomorrow I don`t have access to UF then I effectively take a reduction in damage. I am fine with the change to UF, I am just very concerned that the damage nerf to ES will be overkill. I would prefer the change UF to master and see how that pans out instead of this hack and slash approach.
Remember, it’s still an AOE stun with a short cooldown, huge area of effect, and long range. It could do 0 damage and it would still be a button very much worth pushing.
Remeber that it doesn’t connect half the time cause of uneven terrain and is very unreliable.
Personally I think it’d be more fun if it launched everyone it hits, since that seems more Hulk-like, but stunning is fine, too :p I really like this idea
- In order to get UF once it is moved to Master you need to sacrifice either Burst Mastery (extra damage), or Merciless Hammer (extrta control) or Cleansing Ire (extra survability).
Exactly! They’re forcing players to make choices, rather than being able to get pretty much everything with a single build. Now you have to choose if you want to be harder to kill, want better control, or want more damage. It’s basically pick two out of the three possible choices. I don’t see this as being bad.
This was my reasoning behind the added damage nerf to ES and SB being overkill came from. Overall I see as a good thing to have to make a choice but my main concern is if they go ahead and implement all those changes that it will kill all hammer buildsI truly believe that all of this added together is overkill and will completely destroy the hammer warrior. Why not start with just the changes to UF and the longbow and see how it all evens out with other professions being buffed?
The Hammer will still be a useful weapon. You have a colossal AOE stun for an adrenaline dump, a conical knockback, and a single-target knockdown all on one weapon, plus an AOE cripple on a fairly brief cooldown. As I said above, all control and no damage = useless. Hammer is a punishment weapon, you dance around using control to mitigate damage until your enemy makes a mistake then you punish him with a burst.
It’s possible and maybe even likely that the Hammer will no longer be the one-stop shop for damage, control, and everything else… but that’s a good thing. Warriors can have two weapon sets equipped at any time and swap between them freely.
Hammer/Longbow will probably still be just fine and be viable, but it’s not going to give you the damage output, survivability, and control of an entire team anymore. Most likely, you will still be difficult to kill and exert a great amount of control over your enemies, but you’ll be needing someone else to kill them while you set them up.
Or you could swap out the Longbow for some damage, or vice-versa. Choices! If all these changes go through I am willing to bet 100g that the weapon getting swapped out will be the hammer. (Again, I am speaking of roamers and smaller groups)
“…let us eat and drink, for tomorrow we shall die;.”
I like your positive attitude, but non-meta hammer builds, such as hammer-shout builds (as aforementioned) suffer a lot by UF being Master Tier… I needed the extra critical chance on the burst, as I was using low precision since forever for my Hammer before anyone complained on PvP scenarios. I could argue that I “needed” 5 extra points, and now I will be lacking 15. They wanted to force the build out due to it being meta, but not minding the alternative builds people DO use (you can imagine how much weaker will hammer be on PvE.)
Just planning to forgo criticals, sadly, which combined with Hammer damage reduction means damage will be pitiful. Agreed that Hammer should be primarily a control weapon, but as a two-handed weapon, it should not be THAT much weakened.
Frankly, one of the two changes (UF or Hammer overall damage nerf) would have been more acceptable, but both together are a very strong nerf, especially considering PvE.
No offense intended to be sure.
TBH I would say those are the builds that are causing the problem to begin with – allowing a build which goes full tank to be able to still hit very hard. Someone in zerker would be roughly doubling their chance to crit the enemy, whereas a full soldiers build would instead go from 4% to 54%, which is more than 12x their existing crit chance. This is exactly the mix of high dmg/cc/survival that they are trying to prevent.
This was by their design from the beginning-the Unsuspecting Foe trait is not uber, affecting only that Earthshaker ability, and low precision will still suck for maximum damage output. No way you can compare Soldier’s/Valkyrie’s gear damage with that of a fully berserker’s geared character, even with Unsuspecting Foe as it currently works.
In short, I feel this it is an overreaction to these darned PvP metas, affecting negatively everyone else that doesn’t follow the crowd as well, and to the detriment of the PvE experience.
They still QQ nerf because Rifle/GS now is viable.
Some weapons, builds, and traits still inviable.
- MH and OH Axe need buff.
- MH Sword need buff.
- MH and OH mace need buff.
- Hammer need buff (this nerf was very hard. Just compare Warrior Hammer with Guardian Hammer).
Earth-shaker could create point blank and stunning waves according adrenaline level (effect similar to combustive shot), each wave deals damage and stun for 1s.
Level 1 = 1 wave with 200 radius.
Level 2 = 2 waves with 400 radius.
Level 3 = 3 waves with 600 radius.
Leap finisher.
Also about Hammer, the skill #5 could be blast finisher, and #3 could be projectile. The overall damage of all skills could be decreased.
- Rifle need buff. Just replace #1 (bleeding shot) for Brutal Shot. Brutal Shot could deal 1 stack of vulnerability for 10s.
Rifle #2 could just inflict 5 stacks of Torment for 5s, instead actual effect.
Rifle #3 could also inflict 1 or 2 stacks of bleed per hit for 6s.
Rifle #4 Could be a ranged cc (daze for 1s sounds good).
- GS #5 need buff. This skill could make the warrior run to behind targeted foe while deals an horizontal slash (this slash need be while running, not after, and need hit all foes in the way).
- There are many treats about weapon, some them could be mixed for unlock space for new and lacking traits:
Merciless Hammer and Surrendering Mace could be mixed. This trait could make Mace and Hammer deals 25% more damage in disabled foes, and decrease recharge in 20%.
Blademaster could be send to discipline master tier and mixed with Sharpened Axe. this trait could make critical hits with Axe and Sword grant extra adrenaline, also make Axe and Sword recharge 20% faster.
For now is that, but there are much more things.
You can nerf the damage component of the hammer’s control skills, but please then buff the damage component of the hammer’s non-control skills, like 1, 2, 3.
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You can nerf the damage component of the hammer’s control skills, but please then buff the damage component of the hammer’s non-control skills, like 1, 2, 3.
Just leave it be, the hammer doesn’t need to be touched it never has. Change our traits around to make us have to choose between damage and sustainability but please don’t try to fix what isn’t broken.
“…let us eat and drink, for tomorrow we shall die;.”
WvW POV
Isn’t it by design for UF to grant obscene (yes I’m using this word to describe 50 freakin % crit chance) amounts. I’ve already held back some of my precision since any more than 70% is wasted on me (not currently a hammer warr). Warrs go tank gear with UF because going above 30% crit chance is a waste. Why go zerk only to waste that extra prec?
In full ascended (except armor and runes/gems) gear + 20 arms you already have 45% crit rate. With the change to UF that goes up to 50% (non burst) and 60% (burst). Already 30% above the limit. If the change goes through, one will only need 4 pcs of armor (helm shoulders gloves boots) to get 20% (instead of 30% since burst skills/ES – the one that really matters). If someone really wanted to, he could get 20% crit change without prec on gear.
As for the damage loss, just throw in another hammer war. Problem solved.
The bigger problem is really this.
Anet has now created a move competitive WvW with their introduction of seasons. It’s really going to become the same problem as GW1 with HA just on a large scale battle. It really is starting to lean away from pvp/pve to more of just pvp
I know no one wants to hear this but their needs to be some skill/trait/weapon separation for PvE, WvW and sPvP or something else to that effect. Some mechanic that changes behaviors from one area to another. Or maybe it just needs to be PvE and sPvP/WvW
Hammer and Mace (main hand) is already not the greatest in PvE dungeons. Yet Greatsword is OP. Mostly because of Defiance. There is little to no benefit running these weapons currently since you lose a major function of them most of the time.
This is the complete opposite situation for WvW. Anyone who gets killed in WvW standing in 100 Blades likely deserves it, is afk or is a NPC. Here hammers are currently very OP to do massive dmg and stuns together. This does need to be change because of it’s player vs. player competitiveness and balancing. I completely agree!
But you cant just nerf Warrior CC weapons across the board and call it balanced. It will only be balanced for WvW. It will become even more imbalanced in PvE and isn’t fair to those players. Further it makes the Warrior class a lot less interesting in PvE if you become exceeding limited in your weapon options.
Some ideas are outside of separating them (which are probably terrible)
Increase damage by 20% -30% with CC skills to enemies that are “Defiant”
Leave the weapon alone and nerf these traits. Even remove the traits entirely if necessary.
Buff stability across the board in WvW or everywhere.
Players in WvW have a -20% stun buff
These weapons already need a PvE buff. There is no reason to make them worse there. This game isn’t all about WvW. . . .
Can someone explain why 20% damage reduction to ES and a 23% damage reduction to Staggering Blow is a “huge nerf” for hammers? I’m not kidding. Explain it. Go through the details of how it severely nerfs Warriors who use the Hammer. Please.
“He’s like a man with a fork in a world of soup.”
Can someone explain why 20% damage reduction to ES and a 23% damage reduction to Staggering Blow is a “huge nerf” for hammers? I’m not kidding. Explain it. Go through the details of how it severely nerfs Warriors who use the Hammer. Please.
non meta hammer builds already do moderate to low dmg. So with that nerf your just not gonna kill anything.
Can someone explain why 20% damage reduction to ES and a 23% damage reduction to Staggering Blow is a “huge nerf” for hammers? I’m not kidding. Explain it. Go through the details of how it severely nerfs Warriors who use the Hammer. Please.
it’s not just those alone.
it’s those nerfs to damage + not having an easy access to unsuspecting foes + Merciless hammer (you need cleansing ire as MASTER trait)
ES with unsuspecting foes + merciless hammer it’s a guaranteed crit + 25% dmg each time, and on 5 targets.
Unsuspecting foes and merciless hammer are pre-calculated.
ES can easily crit for 4k/5k in WvW with a berz/Cav. Now it will be 20% less damage AND probably you are not gonna have unsuspecting foes or merciless hammer.
Unless you sacrifice Burst Mastery for em. Cleasing Ire is a MUST have, so Im not even considering putting it into the mix.
So you’re saying that in order to do solid damage and gather the appropriate traits for Hammer, you need to actually dedicate points to it and build around it instead of just getting it.
Honestly, builds that get the survivability/healing and still get damage from Hammer probably shouldn’t get damage from Hammer. Why should they? They’re supposed to be support/bunker aren’t they?
And you can still get Merciless Hammer + Unsuspecting Foe. You might not be able to get Burst Mastery. But how much of your total damage on a target is from ES? Tell me, and I’ll tell you how much a 20% nerf entails.
“He’s like a man with a fork in a world of soup.”
Can someone explain why 20% damage reduction to ES and a 23% damage reduction to Staggering Blow is a “huge nerf” for hammers? I’m not kidding. Explain it. Go through the details of how it severely nerfs Warriors who use the Hammer. Please.
it’s not just those alone.
it’s those nerfs to damage + not having an easy access to unsuspecting foes + Merciless hammer (you need cleansing ire as MASTER trait)
ES with unsuspecting foes + merciless hammer it’s a guaranteed crit + 25% dmg each time, and on 5 targets.
Unsuspecting foes and merciless hammer are pre-calculated.
ES can easily crit for 4k/5k in WvW with a berz/Cav. Now it will be 20% less damage AND probably you are not gonna have unsuspecting foes or merciless hammer.
Unless you sacrifice Burst Mastery for em. Cleasing Ire is a MUST have, so Im not even considering putting it into the mix.
dmg in wvw needs to be token with a grain of salt. I have hit someone with an AUTO ATTACK for 3k on a crit. But this guy was obviously a bolstered 80 with some vul on and I had guards hiting me with might. At the other end of the spectrum I have come across engineers and could only get 400-700 dmg on those same auto attacks.
I’m finding this funny, on my second warrior my build fits right along with these changes lol, Hammer Rifle Warrior 0/20/30/0/20. Though playing froma different perspective of other classes and a few rounds of Spvp and WvW, the damage the current Hammer warrior does right now with the trait setup is a bit too high, mixed with Survivability of healing signet+ Adrenal health and Regen boon. If you’re playing against a skilled Warrior who knows what he’s doing, power builds will instantly lose against this. Only thing that might be able to kick them into the dirt is a good DPS specced mesmer, and/or Engineers. Though most of the time over the other classes Warriors win the rest of the encounters. it Takes a heavy and steady stream of DoTs to get them down, that is if you have the sustain to match theirs.
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Lerious Warhowl – Charr Warrior – [SHD] Shade Warband – Tarnished Coast
(edited by Lucentfir.7430)
So you’re saying that in order to do solid damage and gather the appropriate traits for Hammer, you need to actually dedicate points to it and build around it instead of just getting it.
Honestly, builds that get the survivability/healing and still get damage from Hammer probably shouldn’t get damage from Hammer. Why should they? They’re supposed to be support/bunker aren’t they?
And you can still get Merciless Hammer + Unsuspecting Foe. You might not be able to get Burst Mastery. But how much of your total damage on a target is from ES? Tell me, and I’ll tell you how much a 20% nerf entails.
its more about the overall “combo”. Its not like gs where you get a bulk of you dmg from 100 blades, with hammer you need to string it together. So you might go ham 3, ham 5, ham 4, ES and then ham 2 then auto attacks.
about the hammer support builds. They don’t do a lot of dmg to begin with. only big dmg you see out of hammer is off of crit so if you don’t have disciple your not gonna see it.
dmg in wvw needs to be token with a grain of salt. I have hit someone with an AUTO ATTACK for 3k on a crit. But this guy was obviously a bolstered 80 with some vul on and I had guards hiting me with might. At the other end of the spectrum I have come across engineers and could only get 400-700 dmg on those same auto attacks.
Ofc.
But 3k/5k ES (depending on the amount of toughness) are like ES normal crit for a Cavalier/Berz geared WvW Hammer Warrior.
Im not talking about bolstered new players, any kind of might stacking and im not taking numbers out of my kitten .
I fraps my wvw fights quite regularly, and I went to check them clips for exact numbers before replying.
And you can still get Merciless Hammer + Unsuspecting Foe. You might not be able to get Burst Mastery. But how much of your total damage on a target is from ES? Tell me, and I’ll tell you how much a 20% nerf entails.
I can tell you that ES, the biggest hitter for hammer (not by tooltip, but via traits. by tooltip it’s Backbreaker…but via traits ES deals more dmg, has 7 or so seconds of CD, it’s a guaranteed crit it hits up to 5 people AND the stun)
And it has received a damage nerf that goes from a maximum of 45% less damage (no Merciless Hammer, yes Burst Mastery/Unsuspecting Foes) to a minimum of 20% (at the cost of the guaranted crit from Unsuspecting Foes).
It seems like a big deal to me.
Now if we talk about if it really deserved the nerf or not. That’s another story.
Because in my opinion it totally did deserved it. And I’m an hammer warrior.
(edited by atreyu.9624)
dmg in wvw needs to be token with a grain of salt. I have hit someone with an AUTO ATTACK for 3k on a crit. But this guy was obviously a bolstered 80 with some vul on and I had guards hiting me with might. At the other end of the spectrum I have come across engineers and could only get 400-700 dmg on those same auto attacks.
Ofc.
But 3k/5k ES (depending on the amount of toughness) are like ES normal crit for a Cavalier/Berz geared Hammer Warrior.
Im not talking about bolstered new players, and im not taking numbers out of my kitten .
I fraps my wvw fights quite regularly, and I went to check them clips for exact numbers before replying.
As long as you understand the difference. Things that happen in wvw are impossible in spvp. Devs shouldn’t even consider wvw when they talk balance.
for spvp/tpvp the es/sb nerf is too much.
As long as you understand the difference. Things that happen in wvw are impossible in spvp. Devs shouldn’t even consider wvw when they talk balance.
Okay, but WvW is still part of the game. If a class it’s OP (not talking about anything in specific here) in one or the other game mode, Anet is probably gonna do something about it, no matter what they balanced the game around.
As long as you understand the difference. Things that happen in wvw are impossible in spvp. Devs shouldn’t even consider wvw when they talk balance.
Okay, but WvW is still part of the game. If a class it’s OP (not talking about anything in specific here) in one or the other game mode, Anet is probably gonna do something about it, no matter what they balanced the game around.
Ok lets think about this. How much of it is warrior and how much of it is bloodlust, food buffs, bonuses from towers/keeps, ascended gear, weird stat combos, wvw bonuses like guard killer and TONS and tons of support from other classes. And while were at it lets not forget that other classes can do this too, I got 3300 armor and have token 50% from backstabs.
My build goes from 21k health to 25k health, only heal power I get is the 300 from the def line(yet I tick around 424) and in battles when our support guys are done I have around 15 to 20 stacks of might on with a good amount of fury plus other free boons(ie stab, regen). Im not saying ignore wvw but we cant nerf things based off of it since so much of it isnt possible in tpvp.
IMO I feel wvw is actually more balanced with all the crazy stats. Think about it, you actually SEE ele’s in wvw.
Things that happen in wvw are impossible in spvp.
Wrong. Plenty of builds directly translate to WvW from sPvP with just more stats.
Devs shouldn’t even consider wvw when they talk balance.
SO wrong. They’ve split up skills from sPvP, WvW, and PvE. There should be balance in all play modes.
for spvp/tpvp the es/sb nerf is too much.
There isn’t even that much nerfing listed. So much wrong in your post…
People care about WvW balance much more than sPvP. That’s where the majority of the PvP is happening right now in GW2.
As long as you understand the difference. Things that happen in wvw are impossible in spvp. Devs shouldn’t even consider wvw when they talk balance.
Okay, but WvW is still part of the game. If a class it’s OP (not talking about anything in specific here) in one or the other game mode, Anet is probably gonna do something about it, no matter what they balanced the game around.
Ok lets think about this. How much of it is warrior and how much of it is bloodlust, food buffs, bonuses from towers/keeps, ascended gear, weird stat combos, wvw bonuses like guard killer and TONS and tons of support from other classes. And while were at it lets not forget that other classes can do this too, I got 3300 armor and have token 50% from backstabs.
If you’ve built a 10/30/30 H/LB bunker/condi war in sPvP and you aren’t dominating, there’s just no helping you.
Things that happen in wvw are impossible in spvp.
Wrong. Plenty of builds directly translate to WvW from sPvP with just more stats.
Devs shouldn’t even consider wvw when they talk balance.
SO wrong. They’ve split up skills from sPvP, WvW, and PvE. There should be balance in all play modes.
for spvp/tpvp the es/sb nerf is too much.
There isn’t even that much nerfing listed. So much wrong in your post…
People care about WvW balance much more than sPvP. That’s where the majority of the PvP is happening right now in GW2.
tell me how to get 3k plus armor, 3k plus attack. 30 to crit, 50 crit dmg. 25k health with 424 ticks on regen in spvp. YOU CANT. spvp amulets don’t give you that flexibility. Ascended stats are higher then spvp stuff.
spvp
http://gw2skills.net/editor/?fIAQBYAA94rq46UQJ1D7qLOA-TgAg0CnIwRhjDHDOScs4A
wvw
http://gw2skills.net/editor/?fIAQJASDGAQP+qKuOFUS9wu6iD-jUxAY/Al8KiGbhrIas6aMlLRUNA-w
no other wvw buffs/bonuses. Mind you that’s just doing zerker only. Wvw builds are better cause you can mix your rings etc. its all the same though right?
Things that happen in wvw are impossible in spvp.
Wrong. Plenty of builds directly translate to WvW from sPvP with just more stats.
Devs shouldn’t even consider wvw when they talk balance.
SO wrong. They’ve split up skills from sPvP, WvW, and PvE. There should be balance in all play modes.
for spvp/tpvp the es/sb nerf is too much.
There isn’t even that much nerfing listed. So much wrong in your post…
People care about WvW balance much more than sPvP. That’s where the majority of the PvP is happening right now in GW2.
tell me how to get 3k plus armor, 3k plus attack. 30 to crit, 50 crit dmg. 25k health with 424 ticks on regen in spvp. YOU CANT. spvp amulets don’t give you that flexibility. Ascended stats are higher then spvp stuff.
spvp
http://gw2skills.net/editor/?fIAQBYAA94rq46UQJ1D7qLOA-TgAg0CnIwRhjDHDOScs4Awvw
http://gw2skills.net/editor/?fIAQJASDGAQP+qKuOFUS9wu6iD-jUxAY/Al8KiGbhrIas6aMlLRUNA-wno other wvw buffs/bonuses. Mind you that’s just doing zerker only. Wvw builds are better cause you can mix your rings etc. its all the same though right?
Your sPvP build has no weapon equipped, so its attack is lower than it should be. Once you equip the weapon, it gets 3016 attack.
FYI, the WvW build has 39% more damage there.
Also, he said “plenty”, not “all”.
Things that happen in wvw are impossible in spvp.
Wrong. Plenty of builds directly translate to WvW from sPvP with just more stats.
Devs shouldn’t even consider wvw when they talk balance.
SO wrong. They’ve split up skills from sPvP, WvW, and PvE. There should be balance in all play modes.
for spvp/tpvp the es/sb nerf is too much.
There isn’t even that much nerfing listed. So much wrong in your post…
People care about WvW balance much more than sPvP. That’s where the majority of the PvP is happening right now in GW2.
tell me how to get 3k plus armor, 3k plus attack. 30 to crit, 50 crit dmg. 25k health with 424 ticks on regen in spvp. YOU CANT. spvp amulets don’t give you that flexibility. Ascended stats are higher then spvp stuff.
spvp
http://gw2skills.net/editor/?fIAQBYAA94rq46UQJ1D7qLOA-TgAg0CnIwRhjDHDOScs4Awvw
http://gw2skills.net/editor/?fIAQJASDGAQP+qKuOFUS9wu6iD-jUxAY/Al8KiGbhrIas6aMlLRUNA-wno other wvw buffs/bonuses. Mind you that’s just doing zerker only. Wvw builds are better cause you can mix your rings etc. its all the same though right?
Your sPvP build has no weapon equipped, so its attack is lower than it should be. Once you equip the weapon, it gets 3016 attack.
FYI, the WvW build has 39% more damage there.
Also, he said “plenty”, not “all”.
saw the missing ham after the post. Still a big difference between the set ups stat wise(the crit dmg is just funny to look at). Also do not forget ALL of the other bonuses that are common in wvw that are not available in tpvp which would push ur build even further. Imagine when ascended armor comes.
Like I said before I like the crazy stats in wvw(yes even the part with the touch of death thieves) just don’t try to justify a nerf until u sit and break down all the other variables.
edit
im not arguing that u cant run the same build in both spvp/wvw, what im saying is that the stat differences between the two are VERY different. So the dmg numbers you see in wvw are NOT the same as you would see in tpvp with the same build and stat setup.
(edited by Butnaked.9287)
Why? Because of whiners? Because people can’t figure out to push stability? Or push roll when a Warrior with a mace mainhand is smacking them in the face?
Tell necromancers about push stability.
the updated animation and cast time for skull crack has 0 effect on the build. when your playing against skilled players they will know when to dodge everytime so you need to force them to dodge or force them into other situations where they can be easily pinned down.
best statistical loot in the game. We want everyone on an equal power base.”
Why? Because of whiners? Because people can’t figure out to push stability? Or push roll when a Warrior with a mace mainhand is smacking them in the face?
Tell necromancers about push stability.
Foot in the Grave.
Though what he probably meant was “push stun break”. In which case:
Plague Signet
Spectral Armor
Spectral Walk
Flesh Wurm (Necrotic Traversal)
“Oh but you can’t use them because meta”. Warriors adapted to the meta. Perhaps Necros should too. I remember having 3 stun breakers on my utility bars, including Flesh Wurm for the teleport, and being extremely difficult to lock down.
“He’s like a man with a fork in a world of soup.”
Why? Because of whiners? Because people can’t figure out to push stability? Or push roll when a Warrior with a mace mainhand is smacking them in the face?
Tell necromancers about push stability.
Foot in the Grave.
Though what he probably meant was “push stun break”. In which case:
Plague Signet
Spectral Armor
Spectral Walk
Flesh Wurm (Necrotic Traversal)“Oh but you can’t use them because meta”. Warriors adapted to the meta. Perhaps Necros should too. I remember having 3 stun breakers on my utility bars, including Flesh Wurm for the teleport, and being extremely difficult to lock down.
Adapt or QQ? Hmmm hard choice.
(edited by mini.6018)
Well time to blow the dust off my warrior. I was not a fan with all the fotm and cheese flying back and forth, but now I can finally use her with pride again.
Makonne – Hybrid Regen Ranger
Those of you not understanding why the nerfs to earthshaker and staggering blow damage are significant, it severely hurts the hammer’s ability to deal burst—being a lot of sudden damage, and not the warrior mechanic sharing the name—damage.
Don’t get me wrong. I very much agree that the current hammer build deals entirely too much burst for how much survivability and control it has, but the problem was and will remain Unsuspecting Foe (and to a slightly lesser extent Merciless Hammer), not Earthshaker or Burst Mastery. Non-Unsuspecting Foe hammer builds are taking a huge hit to the little burst they had for essentially no reason at all.
Earthshaker and Burst Mastery being nerfed hurts everyone who uses hammers and everyone who uses burst—being the warrior mechanic—builds respectively. Unsuspecting Foe is still OP, the lolwarrior mace/greatsword build is completely intact (those who couldn’t break out of a skull crack aren’t going to learn how to read and dodge it), and hammer is left lacking in all other builds that try to use it.
I would propose instead to nerf Unsuspecting Foe’s crit bonus to 25% (while remaining a master-level trait), and also nerf Merciless Hammer’s damage bonus to 20%, while restoring Staggering Blow and Earthshaker’s damage. This change hits the build that was the cause of the problem, without ruining hammer for all other builds.
Priorities, what to do?
Spend hours with dye
are condition builds affected by the changes?
are condition builds affected by the changes?
The burning duration from combustive shot gets a slight change.
Otherwise I would say no.
[SPQR]
with the uf and bm changes you don’t need to touch nothing else. For the meta build to keep uf you either drop
-merciless hammer which is -25% dmg and -20 on hammer cds, a bit of power from Armored attacker, plus you lose -100 to healing power and toughness.
OR
-BM which is -20 crit dmg(counting 10 point discipline bonus), the 33% cost reduction and some burst recharge. The minor trait isn’t worth mentioning. (note that BM is being nerfed -3)
Either way your gonna lose dmg. The only way you could prob get it back is by doing something similar to the older GS zerker setups with no def at all. The additional nerf to the hammer is overkill and is gonna turn people away from playing any hammer support setups which is silly cause they just improved hammer shouts last patch. the dmg hammer is doin is all based on crit dmg so once you cut that down, cut down your crit chance or both your not gonna see those numbers.