Feeling Vs Balance

Feeling Vs Balance

in Warrior

Posted by: Tenchu The Wolf.3418

Tenchu The Wolf.3418

Alright so I’m kind of livid about these changes so I’m going to express my understanding of why these warrior changes are going over so poorly with a minimal amount of rage. Primarily from the perspective of a raider.

So I played Power PS Warrior for a long time until people started to popularize Condi PS, which I tried out and enjoyed. The reason I enjoyed it more was pretty simple, it wasn’t about whether the damage was better it was about smoothness.

I invested a lot of time learning how to maximize power warrior dps through rotations on every fight because I wanted to see what it was like and I like everyone else encountered the clunkier interactions that come with the greatsword and the other skills. ex. (dodging too close to the end of whirlwind attack will cause your warrior to dodge in the direction that you cast rather than in the direction you are trying to move.)

The rotation for condi ps was a bit weird to start but after a little bit of time investment I realized it was really smooth and quite open in terms of its timing, I was never smashing buttons to try and fight the skill queuing system in Guild Wars which has a tendency to react poorly to some skills trying to be cast in certain orders.

A long time ago there was a huge change to Elementalist skill cooldowns that floored the Ele community, and I didn’t understand because I didn’t play Elementalist and I still dont. Now I get it, you’ve taken something that felt good and made it feel bad. It doesn’t flow as well.

Choosing to alter the flow of skills over choosing to altar the damage they cause is really the worst thing I’ve seen come out of the balance changes for this game. I’m not just angry, I’m sad, and I’m not sure I’m going to continue playing warrior because of it.

Feeling Vs Balance

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Posted by: Blue.1207

Blue.1207

As made evident to Anet’s terrible decision in regards to lava font MONTHS ago, I honestly don’t think they’ll ever revert the changes they just made. Their developers are very disillusioned in regards to what they want a MELEE CLASS to actually be.

War was fun while it lasted. Now we’re approaching our pre HoT status of garbage.

[Maguuma] Since BETA – Just Bri
When you do things right, people won’t be sure you’ve done anything at all.

Feeling Vs Balance

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Posted by: Baseraver.7241

Baseraver.7241

Mained War for years in pve, mostly power, also got the condi ps gear but for me pwoer was still more fun to play

after the nerfs It just felt like having pingspikes whenever using Arc Divider or Headbutt which pretty much killed the fun of it

and now I benched my warrior to main thief and ele

best balance ever!

Feeling Vs Balance

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Posted by: Dadnir.5038

Dadnir.5038

What you feel like a long time feel like a really short time to me…

Well the thing that bug me the most is that you say that you played PS warrior a long time until people popularized it, but PS warrior has been meta since the day they introduced the trait in the game.

Thought I never like power PS due to the fact that I feel like my character is in slowmotion when it use the greatsword, I can understand that making it even slower hurt those who enjoyed it.

The way anet handle thing that need a nerf have always been “strange”. When something need a nerf they do not nerf the thing, they nerf things that revolve around this thing. Way to do thing that I personnally find to be dumb. The build needed a change on either Phallanx strenght or Forcefull greatsword.

No core profession should be balanced around an optional elite specialization.

Feeling Vs Balance

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Posted by: Bearhugger.4326

Bearhugger.4326

Meh. Arenanet has never been very good at balance. The game’s change history has been a string of overbuffs and overnerfs ever since launch, which is typical of development teams that know that their game has a balance issue but have no clear understanding of all the states, numbers and conditions that are at play, and just can’t pinpoint the actual issue. Truth be told, balancing an MMO is hard. Very hard. Because it involves both a number problem and a social problem.

This is why the approach of Guild Wars 1 was so brilliant. Instead of trying to balance the game in vain they just threw hundreds of skills per expansion and let the community sort out what is good and what is bad, and with the sheer number of skills there was, there was always a dozen builds to try. But I disgress.

It’s a shame but I don’t think they will come back on that decision for the Warrior changes, however bad it is. They didn’t come back on their decisions for the other terrible changes they have made in the past.

Feeling Vs Balance

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Posted by: Tenchu The Wolf.3418

Tenchu The Wolf.3418

Meh. Arenanet has never been very good at balance. The game’s change history has been a string of overbuffs and overnerfs ever since launch, which is typical of development teams that know that their game has a balance issue but have no clear understanding of all the states, numbers and conditions that are at play, and just can’t pinpoint the actual issue. Truth be told, balancing an MMO is hard. Very hard. Because it involves both a number problem and a social problem.

This is why the approach of Guild Wars 1 was so brilliant. Instead of trying to balance the game in vain they just threw hundreds of skills per expansion and let the community sort out what is good and what is bad, and with the sheer number of skills there was, there was always a dozen builds to try. But I disgress.

It’s a shame but I don’t think they will come back on that decision for the Warrior changes, however bad it is. They didn’t come back on their decisions for the other terrible changes they have made in the past.

I’m merely trying to express that I’m very unhappy about how the class feels now, power PS was always sluggish but not so bad that it couldn’t be worked around. Now its like swimming in a pool of molasses.

If the damage was or is an issue there are ways to shave off damage using the coefficients attached to each skill without changing the timings of the skills. You can take away damage and never mess with the feeling other than maybe impactfulness, which is arguably similar, but a skill has to be reasonable and enjoyable to cast before it has to have appropriate damage.

I think a lot of these balance changes were misplaced, and any game with a high number of variables is hard to balance, but balance is where there should be a higher collection of user feedback and adjustments from that, you’re best players are going to figure out how to use the strengths of a class and you can balance around that, and even inexperienced players regardless of whether or not they are doing anything intensive will be able to tell you if something does or does not feel bad.

Its like Andew Loomis said in successful drawing. A laymen does not have to have a concrete understanding of art to know whether or not he likes your work, it is beyond the artist to subvert something rooted so deeply in the subconscious.