Discipline Trait line needs moar burst %+
It used to be 1% during the beta and apparently with Eviscerate it proved too beastly. I’m afraid I did not PvP much so I don’t remember. Both got nerfed. Not sure if they will even reconsider bringing it back up.
It’s totally useless right now, so I’d be surprised if they wouldn’t change it. 3% damage increase on just burst skills for 30 points into a not so great trait line, really can’t be left like that, and I don’t know why they haven’t changed it already. I agree with above, either change it to +0.5% or make it do something entirely different.
(edited by Zsymon.8457)
They should, because it’s virtually useless. Every other profession has at least a vaguely useful secondary statistic in their fifth trait line except Warriors.
imo they should either buff it to do a useful amount of damage, or if they don’t want us having any more burst damage, change the bonus to something actually useful.
They could have it give 0.5% increased run speed per point, but it would have to stack with swiftness or with Warrior’s Sprint to be useful. This will help with warrior mobility issues as well.
It’s totally useless right now, so I’d be surprised if they wouldn’t change it.
Thats exactly what I’m thinking about the various broken / bugged warrior traits. Unfortunately almost nothing has been fixed since release.
I dont think its a good idea to add more burst damage via discipline. I like the idea of gaining more run speed. It would fit into the trait line (see Warriors Sprint). But unfortunately also warrior sprint is either bugged or useless by definition, because warrior sprint only works while out of combat.
Im very disappointed that so many obvious bugs never get fixed. mediocre +% burst in discipline is just one of many flaws.
You sure it doesn’t work in combat? 10% speed increase may just not be very noticeable with the 30% combat speed penalty. If it’s not absolute it might only bring you up to 77% instead of 80% as well.
Honestly, that trait is useless anyway considering how readily a warrior can keep up swiftness, and that speed buffs don’t stack.
I’d like it to be changed to a % damage increase over Y seconds, or the next X attacks (non burst-skill) after a burst skill. % being reliant on trait investment and X any Y reliant on adren level when used.
It would make the dodging or reflecting of our bursts less of a detriment.
Obviously the % has to be balanced with the 3/6/12% damage trait with adrenaline level. Maybe make them non-stacking?
They really need to revert the nerf on the discipline mastery. That was really uncalled for and undeserved.
You know come to think of it, I don’t even want more burst damage from it, most ‘burst’ skills don’t even do much damage to begin with. Killshot and eviscerate would benefit from it… meh to the rest. Hammer’s whole point is CC, sword’s is bleeding/immob, bow’s is sort of a hybrid but doesn’t deal that much directly to begin with, mace is a stun, GS gives redundant fury, underwater weapons do… well who cares, it’s underwater.
Maybe a % of increased adrenaline gain, or better burst recharge, or increased combat movement speed that actually stacks with swiftness. idk… more endurance regen?
Something actually useful.
It shouldn’t be linked to damage at all. It should reduce burst recharge rates. The two grandmaster traits that currently do this (and there should not be two to begin with), should instead do something like grant stability on burst skill use, or remove conditions on use.
If instead of +dmg, would be nice to be shortened cooldown (i kno already a trait for 2sec).
Maybe we can get 6sec CD now with burst abilities
OR
Shortened CC durations (ie less frozen/cripple time)
(edited by gwawer.9805)
decreased condition duration instead of burst damage increase would be great
I came up with the idea of +1..30% “burst effect” earlier:
axe: +1-30% range
mace and spear: +1-30% stun duration
sword: +1-30% bleed duration
rifle and harpoon gun: -1-30% cast time
gs: +1-30% fury duration
hammer: +1-30% range or stun duration
Another idea was +1-30% critical damage resistance. There’s lots of good options out there prolly. The current 0.1-3% is just a lousy 25/90. Maybe 25/90 could from now on be called 0.1/3 :P
%0.3 Damage Reduction per point.
https://twitter.com/TalathionEQ2
If Eviscerate was doing too much damage with the trait line, maybe it’s Eviscerate’s damage that needed to be nerfed. It’s unfortunate and lame that the entire class had to suffer because they couldn’t scale down the damage of a few abilities so they weren’t imbalanced.
“He’s like a man with a fork in a world of soup.”
Would it be too much to ask for it to provide a heal on burst skill use with the disc bonus increasing the amount it heals for? Perhaps giving warriors the sustainability other classes have with their self healing capabilities and actually promoting the use of adrenaline skills instead of hoarding them for the crit%, dam% and regen.
Yaks Bend
Would it be too much to ask for it to provide a heal on burst skill use with the disc bonus increasing the amount it heals for? Perhaps giving warriors the sustainability other classes have with their self healing capabilities and actually promoting the use of adrenaline skills instead of hoarding them for the crit%, dam% and regen.
Now we’re thinking with portals. I can’t help but think that I thought about how nice this would be for general sustainability at some point in the past, but I don’t think I ever posted it.
In my opinion, providing status damage bonuses for Adrenaline thresholds was the worst idea they could have had. If anything, hitting a tier should have provided something like 1, 3, 5 stacks of might that last 5 seconds or so. What other profession mechanic can safely be ignored for a minor damage increase? It’s just… lazy.
“He’s like a man with a fork in a world of soup.”
That’s exactly what I’m thinking about the various broken / bugged warrior traits. Unfortunately almost nothing has been fixed since release.
While I think it’s very unfair to say that things haven’t been fixed I do think it’s fair to say they have their priorities wrong. This should have been fixed long ago.
Bring back burst damage or give it burst cool down.
Hell, revamp the adrenaline system and make it the same as “adrenal reserves”
Change the cooldowns from 8 seconds to 45 seconds and give it a 2% cooldown reduction for each point.
https://twitter.com/TalathionEQ2
Change the cooldowns from 8 seconds to 45 seconds and give it a 2% cooldown reduction for each point.
If they make our bursts instant casts that either teleport us to the target or teleport the projectile instantly to apply damage upon button press, I’m fine with this.
“He’s like a man with a fork in a world of soup.”
How about +1% adrenaline gain per point? That would make it more distinct from other trait lines.
I would rather see endurance regeneration rate increase by 1% for each trait point, as warrior is a class that rely heavily on dodging, so this will help warrior more without making us OP…
Would it be too much to ask for it to provide a heal on burst skill use with the disc bonus increasing the amount it heals for? Perhaps giving warriors the sustainability other classes have with their self healing capabilities and actually promoting the use of adrenaline skills instead of hoarding them for the crit%, dam% and regen.
This would be a great idea…actually rewarding us for using burst skills and blowing our adrenaline stacks. I’d even take a boon like protection after using burst skills. This would be very appropriate as using a melee burst skill puts you right in the middle of danger. I’d honestly prefer protection vs healing, but I’m not picky at this point since we have nothing at the moment (I don’t even consider the current discipline burst bonus to exist as it is ridiculously weak).
They should reverse the nerf to burst/eviscerate and just remove the extra burst from the discipline trait line…as they clearly don’t want us to have the burst from discipline anyway….3% for 30 trait points …really?!?
(edited by ODB.6891)
I would rather see endurance regeneration rate increase by 1% for each trait point, as warrior is a class that rely heavily on dodging, so this will help warrior more without making us OP…
Endurance is not class specific, and this trait line enhances the class mechanic for each class. It needs to be some kind of bonus to burst skills or adrenaline.
I would rather see endurance regeneration rate increase by 1% for each trait point, as warrior is a class that rely heavily on dodging, so this will help warrior more without making us OP…
Endurance is not class specific, and this trait line enhances the class mechanic for each class. It needs to be some kind of bonus to burst skills or adrenaline.
We already have signet of stamina and the trait in strength “building momentum” to resolve any endurance issues. I agree that this should be a class specific bonus and endurance is not class specific. I’d rather the heal on burst or boon (protection or area of effect weakness) on burst options.
People actually use burst skills? I thought most people just sat at full adrenaline for the +12% damage / +9% crit buffs, which do a whole lot more than most ‘burst’ skills.
People actually use burst skills? I thought most people just sat at full adrenaline for the +12% damage / +9% crit buffs, which do a whole lot more than most ‘burst’ skills.
It used to depend on the weapon and how fast you could refill your adrenaline bar. Now the only weapons where burst is still worth using may be long bow and hammer….and that’s just for the extra effects of those burst skills (fire combo field and area stun). The damage of our burst skills have been nerfed so much at this point that there is no point in using and actual burst damage skill with no superior special effects. Axe burst was still barely hanging in there as being a decent finisher when your single target was low…but now its damage is trash with the combined nerf to eviscerate plus the burst nerf to discipline. We are better off using auto attack with axe now. I want to use axe burst, so if they compensate by giving a decent heal on using it, protection/weakness upon using it…then yeah…I’d use axe burst. Its a core design component of the warrior profession to use our burst skill…they really need to fix this.
Its a core design component of the warrior profession to use our burst skill…they really need to fix this.
Agreed. If the general consensus is that a burst skill should never be used, then the burst skill should probably be reworked completely. Also, incentives to conserve adrenaline need to go. It would be like if Elementalists were incentivized to never swap attunements because of whatever traits. It sort of ruins the class.
“He’s like a man with a fork in a world of soup.”
Endurance is not class specific, and this trait line enhances the class mechanic for each class. It needs to be some kind of bonus to burst skills or adrenaline.
Definitely.
There aren’t a lot of options for this though, because adding a specific effect to using burst is better left to a trait, rather than a 1-30 counter (ie, gain a boon on using burst, heal on burst…much like the already existing gain end on burst)
Allow us to burst more often – cooldown reduction and/or adrenaline gain. IMO Disc should add both of these, and the disc traits that do this changed to something else.
Adding damage to burst is not the way to go, because many burst attacks don’t deal much damage.
Its a core design component of the warrior profession to use our burst skill…they really need to fix this.
Agreed. If the general consensus is that a burst skill should never be used, then the burst skill should probably be reworked completely. Also, incentives to conserve adrenaline need to go. It would be like if Elementalists were incentivized to never swap attunements because of whatever traits. It sort of ruins the class.
I agree as well. It’s bad design for them to place strong incentives to not use burst skills, especially when the burst skills don’t really do much burst. I consistently use my burst sword and rifle skills in PvE and immediately wonder why I bothered. Saving adrenaline gives me 12% damage, 9% crit, and 120 heal/sec…so dumb.
Axe burst skill seems pretty good though, at least on my testing on target dummies. Whether it’s worth it depends on how quickly you refill the adrenaline bar though, since you give up so much.
If the ‘burst’ skills weren’t giant piles of garbage Warriors might have a place in sPvP. You know, since burst is kind of important to remaining relevant at all there.
I really can’t speak to what happened since I wasn’t paying attention to the game at that point in beta, but they clearly decided to take a giant steamy dump on adrenaline at some point and for whatever reason never felt the need to revisit that decision.
IMO rework adrenaline system completely (so hard to make it work with so many weapon bursts being different), or make it so that every 5 points in discipline changes the burst skill of each weapon differently (gives more diversity for each weapon and build/makes more warriors place their points into discipline depending on what burst skill they want from their weapon) or make it % recharge rate as it would be the only reasonable % aspect to the skills. I really think adrenaline build up sounds nice in paper, but it is quite lacking in uses for warriors. Only reason to go 30 into discipline is for the crit dmg. Wish they could find an alternative system for warriors, perhaps something centered around stances (like different stances for defense/offense/movement or something, just ideas). Still think anet could do better job at fixing our Special Skill department.
I think the Discipline trait line is a bigger problem than the traits which discourage the use of burst skills.
Discipline is weak stat-wise. It’s difficult to justify going into it for traits.
But Berserker’s Power and similar traits are not inherently broken. Lemme explain:
A valid way to fix the design issue of Berserker’s Power would be to create reasons -not- to use it. Berserker’s Power is not inherently broken, it’s just a trade-off. Currently there’s just no alternative trade-offs that are as good as it.
There are two reasons for this.
1. Most bursts suck.
2. Other Adept Traits in Strength aren’t as good anyway. When I use Longbow, I don’t switch out Berserker’s Power… what else is there? However, I use Combustive Shot when I get to 3 bars anyway because it owns.
So the solution to this issue is actually pretty simple. Buff/remake burst attacks and either move Berserker’s Power up to a higher tier or buff/remake the other traits in the tier.
(edited by Khristophoros.7194)
1. Most bursts suck.
Dont know what you are talking about. Sure, GS burst sucks. But Axe, Sword, Mace, Hammer, Rifle and Longbow burst are all awesome.
Axe is great single target damage + Leap. Sword is great condition damage + CC. Mace + Hammer is great CC. Rifle is awesome damage in large scale battles. And longbow is awesome AOE damage + combo field.