(…without destroying everything else)
Unlike my typical posts, I’m gonna keep this (relatively) short and simple.
We all know Warriors are currently a bit overpowered. We all know they need adjustment. What I’m hoping is to lead those adjustments in the right direction instead of “whack-a-mole-nerf-hammer” territory (see ranger).
And I’ll start doing that by saying that there’s currently only one real problem with warrior: Healing Signet.
Skull crack builds, hammer builds, condition builds… The linchpin of any warrior build that is currently PvP/WvW viable is the same. HS.
Now allow me to follow up by saying that no, it’s not the amount it heals. In fact, when it comes to amount, HS is actually the only Warrior heal that’s anywhere close to where it should be. Warrior is a class with little to no damage mitigation. They have no vigor, no protection, and while they’re much better now than they were a while ago they’re still hardly the masters of condition removal or boon use…They face tank with their massive health pool, so they need their heals to replenish that same health pool, otherwise they have no sustain.
When I have 25k health, a 5k heal means kitten all. Tear drop in the ocean.
“So, if it’s not the amount of healing HS does, what’s wrong with it?” You ask. Simple, the fact that there is no counter play, because Healing Signet is a permanent passive. You can’t interrupt it, you can’t deny it, and even poison has limited utility since it’s only an issue of a temporary performance dip before it’s cleansed – instead of risking cutting 33% of your entire heal… It’s just 33% of a very small part of it.
And this points to one of the biggest design issues with Signets (in general) in Guild Wars 2: The passive should never be the main use of a skill. The passive should only be a bonus.
The funny part is that you have, side by side, examples of signets done very right and very wrong:
Good
Dolyak Signet : This skill is one of the best examples of a good signet design. It offers clear pros and cons when compared to the non-signet alternative (Balanced Stance). It offers 180 passive toughness when not in use for the cost of extra swiftness when used and more cooldown (8 seconds if you also “pay” an extra trait, 20 without it). It offers you a slightly weaker active in exchange for the bonus passive, but you’re never going to carry this for the passive alone. It’s just a bonus.
Bad
Healing Signet: Very bad. The only reason to take this is the passive. The active is pathetic.
Good
Signet of Resolve: Compared to the other good Guardian heal (Shelter) it offers a stronger heal on a longer cooldown that passively cleans a condition (2 if traited) every 10 seconds, vs. a 2 second block while healing. Stronger, less frequent, heal and a bit more condition removal, or weaker, more frequent, heal that gives you additional damage avoidance. Valid choices.
Signet of Undeath: You take this for the team mate revival. The life force generation is just a nice bonus.
Bad
Signet of Malice/Signet of Restoration: Active is balls. Passive is the only reason to pick these.
Ranger Signets: Pretty much all of them are picked for their passive, with actives being secondary, often completely ignored.
Seeing a pattern? Passives should never be the primary component of any skill. They should be extras, secondary bonuses to the active effect.
So, you want to balance the warrior? Nerf the passive of HS, a lot, buff all the actives of all the Warrior’s heals a lot (hell, I’d tell you to start testing by doubling them). That’s it. You don’t need to touch unsuspecting foe, or skull crack, or condition builds, or anything. You fix the active vs. passive healing issue and everything else will even out. Because suddenly counter play is possible. Suddenly a Warrior can’t heal while attacking. They can’t heal while being stunnned/knocked down. Their heals can be interrupted or poisoned. The Healing Signet can still exist, but the main use of it has to be the active heal, with the passive being a simple benefit to make up for a slightly lower heal per activation.
…And then you can focus on fixing what’s broken, such as useless or dysfunctional trait trees and skills.
Cheers.