Feeling Vs Balance
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.
When you do things right, people won’t be sure you’ve done anything at all.
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!
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.
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.
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.