(edited by Scoobaniec.9561)
Few suggestions about weapon skills
I feel like you just put guardian weapon set on warriors o.o
I also don’t know if ur serious or trolling, cause those changes are insane =O
I think anet would never change all that in a short time… if not maybe over a course of a long time, but some of those changes feel too strong =P
Looking at diff classes they seems to be ok. If a mesmer can go evade status every 6sec, why not? If guardian can heal themself few times in a row to full, well why not? If d/d ele..lets stop on that.
Also which ones r too strong? Warrior missing multieffect on skills, and thats is a problem.
I smell troll.
Cannot get me to even take into consideration the OP could be posting that in a serious manner.
PS:; Not that those changes would be bad, but they would make the Warrior too deep by Anet standards.
Apparently our skills need to be simple-minded, predictable and buggy.
Oh and btw 600 range is a lot. Seriously, it would be OP.
450 is good, like heartseeker.
(edited by Red Falcon.8257)
I’ll just add my two cents to what you suggested.
Stances:
- Endure Pain: I agree with the reduced CD, but it’s hit or miss with me for the stability. Also, they need to fix the damage that can still be received while using Endure Pain, which are from conditions.
- Berserker Stance: Leave it as it is and add fury for the duration.
- Balanced Stance: Leave it as it is.
- Frenzy: Leave it as it is.
Weapons:
Shield:
- Shield Bash: Slightly increase range (maybe to 450?), otherwise leave it as it is.
- Shield Stance: Leave it as it is, add adrenaline gain with each blocked attack?
Axe:
- 1) I agree with increasing damage, otherwise keep the damage the same and grant more adrenaline or something like that.
- 2) Leave it as it is.
- 3) Maybe increase projectile speed, otherwise increase cripple duration.
- 4) Leave it as it is.
- 5) I agree with increasing damage and stability, but I’m a bit iffy with reflecting projectiles. Otherwise, just increase damage without the stability boon.
- Eviscerate: Slight range increase, and apply vulnerability if it hits. Otherwise, leave it as it is.
Mace:
- 1) I agree with both reducing casting time and making it a blast finisher. But with that, the weakness applied should have a reduced duration.
- 2) Instead of granting protection, provide retaliation or increase damage.
- 3) Leave it as it is.
- 4) Leave it as it is and make it a blast finisher.
- 5) I agree that the projectile speed should be increased.
- Skull Crack: I agree with making it a leap finisher, but reduce the range to 300. I also agree that the stun duration should be increased. Everything else should be as it is.
Sword:
- 1) Potentially increase the damage of Final Thrust, otherwise leave it is.
- 2) Add bleeding or vulnerability if it hits, otherwise leave it as it is.
- 3) Leave it as it is.
- 4) Rip should apply bleeding, with more stacks of bleeding the longer it is on the target. Reduce the physical damage the longer Rip is on the target. Otherwise, leave it as it is.
- 5) Possibly make it a channeled skill (so you can’t move if you want to block the attack), and increase the damage and amount of bleeding if an attack is blocked. Otherwise, leave it as it is.
- Flurry: Increase physical damage or decrease casting time. Otherwise, leave it as it is.
Rifle:
- 1) Leave it as it is.
- 2) Increase casting time, increase damage, increase cripple duration.
- 3) Leave it as it is.
- 4) Reduce casting time.
- 5) Leave it as it is.
- Kill Shot: I agree that you should be immune to blind, but still blockable. Otherwise, decrease damage, add bleeding, vulnerability, weakness and cripple. (Silly idea, but sounds fun)
Hammer:
- 1) Hammer Smash should apply weakness and be blast finisher.
- 2) Fierce Blow should apply vulnerability.
- 3) Add a 1/4 second stun or daze and increase recharge, or immobilize for 1 second on top of the cripple.
- 4) Increase knockback to 300.
- 5) Reduce cooldown, increase knockdown duration to 3 seconds, otherwise leave it as it is.
- Earthshaker: Increase damage. Those closer to the center should be dazed and those that are further away should have a reduced dazed duration or should be stunned.
Greatsword:
- 1) Leave it as it is.
- 2) I agree that Hundred Blades should be swapped with Arcing Slice.
- 3) Leave it as it is.
- 4) Increase projectile speed, otherwise leave it as it is.
- 5) Be able to break out of rush.
- Arcing Slice: See #2.
Longbow: (Should be a direct damaging weapon)
- 1) Leave it as it is.
- 2) Change to Fan of Arrows(?), apply bleeding instead of burning.
- 3) Leave it as it is, or change it with Combustive Shot.
- 4) Leave it as it is.
- 5) Leave it as it is.
- Change burst skill to Sundering Shot: Increased damage, increased projectile speed, applies vulnerability.
I think a lot of the mechanics should retain their abilites that were from Guild Wars, such as Frenzy increasing attack speed but increasing incoming damage, Warriors not being able to apply burning and poison effectively, etc.
Of course, this isn’t Guild Wars, this is Guild Wars 2, so some things are going to be different.
Rifle 2 and 4 should essentially be switched in the current state of the game. Aimed shot isn’t so… aimed…
As for the longbow, I really don’t know where I was going with it, but something along those lines would be a nice replacement to what it currently is.
(edited by Reese.9572)
Throwing random percentages at stuff is not balance or tweaking in any way, shape or form. especially when its nonchalantly thrown in without any hard math to back it up.
“Nerf GS-2 by 10% but reduce animation channel by x% because xDDD”
OP pretty much summed up what I wanted to say..
for Greatsword, get rid of that annoying delay in the attack part of the dash #5 skill.
Rifle
-Head shot: Cause confuse on 1st target
-Killshot: Rename it into “marksman Stance”, using this will make you immobile and changing skill 1 to “Killshot” which do the exact same thing. This change will enable us rifle user to choose our target, take time to in order to minimize “out of range” or “dodge” percentage.
(edited by Barzah.8019)
for Greatsword, get rid of that annoying delay in the attack part of the dash #5 skill.
This.
Sometimes Rush fails even on standing critters due to this.
This topic can not die, Every skill change propose by OP is deeply think through, only people who grasp warrior with tones of experience in pve as in pvp will see that OP is not a troll but actually highly experience warrior that know mechanics of other classes as his own. This will be big lost of knowledge if this post will fade away back on X page, don’t let this topic go away from page 1. Warrior is on edge most of my warrior friends re rolled months ago, i stayed blindly believing that something must change but warrior is a lie, warrior is a fraud i was hoping for new patch to be at least some kind of light in tunnel. A Net stop trying to hide elephant in room, first step to to fix problem is to admit there is one.
Mace and sword riposte stance should grant much more andrenaline (like 1 bar…hell 2 bar if it can), this will give them edge over other weapon as secondary, charging your main weapon finishing skill.
Little updated.
Warriors need a complete ability and trait redesign. A lot of these are unnecessary, but at the same time a lot of them are just what a warrior needs. Especially the hammer/mace buffs, and what you did with 100B and arcing slice.
Fact of a warrior: It lacks mobility, and it lacks defensive boons. Make it’s movement abilities immune to snares and roots, and give it vigor, regen and protection more readily, and suddenly warriors can compete in PvP and are more durable in PvE.
ArenaNet’s response to the warrior’s plight:
Whirling Axe: The cooldown of this ability has been reduced by 3 seconds.
(edited by Larynx.2453)
Well that just weapons skills, i would like to see traits like spiked armor across all trees.
Lets see for example furious reaction, its seems to be pretty good trait, if the cd were be reduced to 10sec then its actually makes sense to use it.
ArenaNet’s response to the warrior’s plight:
Whirling Axe: The cooldown of this ability has been reduced by 3 seconds.
Too bad its actually the sad true.
They also removed my topic once again
Of course, this isn’t Guild Wars, this is Guild Wars 2, so some things are going to be different.
One thing is the same though. Warriors still stink at pvp outside of large groups.
I think the biggest problem with ArenaNet as far as balance goes is that they are just too afraid to do anything except small, irrelevant changes. If they don’t change, that’s going to be their downfall in the long term.
Larynx.2453think the biggest problem with ArenaNet as far as balance goes is that they are just too afraid to do anything except small, irrelevant changes. If they don’t change, that’s going to be their downfall in the long term.
already started.