Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.
Make the sigil atleast + 0,5sec or something.. or just nerf the mace F1???
Breaking news: that’s the goal.
In the intent of getting the War back into play in pvp Anet gave him too much so now it’s time to take some things away a little.
Final Thrust could use a speed up, but that’s another story.
The idea is to nerf warriors.
I also suggest energy sigil nerf to nerf thieves.
Parasigil nerf turns fulladren macestun from a 4sec stun into a 3.45sec stun .
This is the way it should have worked from the beginning but the sigil was rounding up instead of giving the flat 15%. (turning the bonus from 15 to 33% )
This also affects necros ( since their fear was also being rounded up) . Stunlock gimmick builds will still work, but there’s gonna be more moments that the opponent isn’t completely helpless. And tbh I’m ok with that.
the upcoming update also closes some longstanding loopholes like stunbreakers not breaking out of push/launch ( which engys/eles have been using to land undodgable zerky chains on people for a long while with…not to mention the targetting upgrade that will nerf minion/spiritspam + miniasura.
The Sigil was bugged, adding too much duration to stuns. It’s not so much a ‘nerf’ as fixing an issue that happened to benefit warriors. We don’t need ‘compensation’ for Anet fixing a problem with their math, we just need to adapt to having slightly shorter stuns.
For your example, slows and roots work almost as well as stuns, or you could always play around with Offhand mace for the strong knockdown it provides… or run hammer in your offset, and lead Earthshaker stun→ final thrust.
And… while I could get behind the idea of reducing Final Thrust’s cast time… are you really trying to claim that sword’s auto-attack chain can do 7k+ in .45 seconds? It can’t, not even close. Is Final Thrust a bit slow? Maybe, but it remains a very strong source of burst damage, one that -if it connects, admittedly- is beaten out only by Eviserate, Hundred Blades, and Killshot.
It’s not a nerf, it’s a fix.
Sheesh, have warriors not gotten a nerf in such a long time that they forgot what it is?
Sometimes, skills are bugged and need to be fixed. Sometimes, even, you get nerfed without getting anything back.
It’s not a nerf, it’s a fix.
Sheesh, have warriors not gotten a nerf in such a long time that they forgot what it is?
Sometimes, skills are bugged and need to be fixed. Sometimes, even, you get nerfed without getting anything back.
Warriors havent needed a nerf of anything for nearly a full year, can you blame them? I agree with fixing the sigil though. I just hope they dont nerf stuns in general, and only nerf the mace stun. keep your dirty back stabbing mits off my hammer, the stun is all that makes it even close to equal to the guardians hammer.
agree, fix para, nerf mace stun to 2 seconds. also fix cleansing ire with burst mastery – 2 instead of 3 conditions removed from 2 bars spent, maybe slightly tone down healing signet base healing.. then warrior is fine. except healing shouts ofc which will be OP next patch. besides that warrior will be able to get slight buffs to underplayed weapons / builds again, but first need to see what builds are still good after removing the broken stun.
(edited by Steelo.4597)
agree, fix para, nerf mace stun to 2 seconds. also fix cleansing ire with burst mastery – 2 instead of 3 conditions removed from 2 bars spent, maybe slightly tone down healing signet base healing.. then warrior is fine. except healing shouts ofc which will be OP next patch.
besides that warrior will be able to get slight buffs to underplayed weapons / builds again, but first need to see what builds are still good after removing the broken stun.
Hmm..
-Should i use a single target stun that last 2sec or aoe up to 5 targets which last 2sec..Hard to select..
-Burst mastery and ire..so traits will be working against each other now?
-Healing signet nerf and..forget we have something else behind surge?
_
On topic..Hammer 4 will be castable while moving, its will allow us to stagger>es
Also keep in mind that its not a nerf, but a fix.
The sigil has a bug with the rounding of the durations, so it’s a bug fix. A bug fix that, as it happens, affects a few builds out there. Still not a nerf, though. That’s like saying that fixing the snowflake trinket thing was a “nerf” to jewelcrafting.
The reason they increased the Mace stun in the first place was that it was too short. At full adrenaline, it was a 2s stun on a 10s cooldown, with a main weapon that has notoriously bad damage.
(edited by Olba.5376)
Why should there be compensation?
I’m actually fine with it. The builds will still be strong, but it’ll be a bit of a DPS hit which if fine because that means there’s no reason to nerf anything else. 100b has a 3.5 second cast time and Skull Crack will only last 3.45 seconds. Basically this just means that you go for a Whirlwind Attack or something instead of going for that last 100b strike.
I thought the sigil should have been changed ages ago so I’m not all that torn up. Also they are moving the Warhorn trait to Adept and buffing heal shouts, which means yet another viable playstyle for us.
Skull Crack should stay as is. Before it was a bit lackluster compared to Earthshaker because it stunned the same duration but was single target. I do think it could use some sort of particle effect around the mace when it’s used to make it a bit easier to see but other than that it’s fine.
agree, fix para, nerf mace stun to 2 seconds. also fix cleansing ire with burst mastery – 2 instead of 3 conditions removed from 2 bars spent, maybe slightly tone down healing signet base healing.. then warrior is fine. except healing shouts ofc which will be OP next patch.
besides that warrior will be able to get slight buffs to underplayed weapons / builds again, but first need to see what builds are still good after removing the broken stun.
Do not pit traits against eachother like that, seriously. If it worked like that, no one would take either trait, as both are essential to warrior condition cleansing, please don’t screw things over with your asinine suggestions.
When they do fix this, I hope they up the amount to more than 15%. If it just adds a fixed half-second or something, and can’t be stacked with another sigil for a full second, I think that would be fine.
Although that might be a bit OP for people with short, frequent stuns/dazes.
I also suggest energy sigil nerf to nerf thieves.
Honestly, I’m surprised they haven’t nerfed sigil of energy yet, similar to how they nerfed sigil of battle.
dude the burst mastery trait says COST LESS. so cleansing ire removing 3 conditions is clearly A BUG and needs fixing. the trait doesnt say “refunds adrenaline”. 90% warriors play 0 10 30 0 30 just because of that combo, its cheap. also 3.45 seconds instead of 4 seconds is still almost a full 100b every 11 seconds or so – just broken crap. 2.3 seconds would still do decent damage and not kill 80% of the wvw pop instantly. but youd actually have to get some other hits in or use frenzy, not just your 3-button autowin combo – scratch that crap. and they could buff mace #3 or the damage or something, nobody disagrees with mace being only good for that cheap combo. ok maybe its usefull aswell for a full block/reflection build but thats it.
(edited by Steelo.4597)
dude the burst mastery trait says COST LESS. so cleansing ire removing 3 conditions is clearly A BUG and needs fixing. the trait doesnt say “refunds adrenaline”. 90% warriors play 0 10 30 0 30 just because of that combo, its cheap. also 3.45 seconds instead of 4 seconds is still almost a full 100b every 11 seconds or so – just broken crap. 2.3 seconds would still do decent damage and not kill 80% of the wvw pop instantly. but youd actually have to get some other hits in or use frenzy, not just your 3-button autowin combo – scratch that crap. and they could buff mace #3 or the damage or something, nobody disagrees with mace being only good for that cheap combo. ok maybe its usefull aswell for a full block/reflection build but thats it.
That last .5 seconds of 100b is the most damaging so losing that last hit will be a major DPS hit. The whole reason Skull Crack got buffed was that it was lackluster compared to Earthshaker. Stop thinking as it as 1v1 balance and think about the team balance.
What are we compensating for? Warriors are 5% above, para sigil nerf will take them down to the rest of the classes. Consider them apples.
It hurts mostly Hammer/Longbow builds, as 0.3 second more on Earthshaker isn’t really worth. However, GS/Mace will still work pretty well, 3.45 sec stun is long enough for almost whole 100 blades, if target is not quick enough, it’ll still eat last blow.
People know that the sigil isn’t just for Warriors right? rofl
Skull crack will be fine without it. you’ll only miss the last hit in 100b’s if you’re still playing that baseline skill build gs/h-s. Aslong as you get a nice Whirlwind off you’re covered.
I dropped Para for Doom weeks ago.
Its not a nerf to warrior. Its a globally accessible sigil. Not warrior specific. All classes that have a stunlocking Build are affected by this upcoming changed.
I don’t use them and I have no problem killing folks.
Also, I have been destroying the 100skullcrack builds. Either the players don’t know how to use it. Or its just not as good as everyone hypes it up to be. I tend to lean towards the latter theory.
Its not a nerf to warrior. Its a globally accessible sigil. Not warrior specific.
Best talking to a wall mate, people think its Warrior only from reading some posts in this thread and others. ^^
Did someone say that healing shouts are going to be OP? Are you serious? Healing shouts arent even noticeable as they are now, and they will still be sub par for healing after the patch.
Well it’s a thread in Warrior’s subforum, i wouldn’t really be so surprised…
Anyway, surely other classes will have some builds/skills “nerfed” due to this, but para sigil fix is being pushed now (instead of anytime before) due to the sheer amount of stun warriors, no doubt.
Did someone say that healing shouts are going to be OP? Are you serious? Healing shouts arent even noticeable as they are now, and they will still be sub par for healing after the patch.
have you even ever ran a healing power build? sub par compared to what other warrior healing utility? regen boon from banner? zzz…
(edited by Steelo.4597)
dude the burst mastery trait says COST LESS. so cleansing ire removing 3 conditions is clearly A BUG and needs fixing. the trait doesnt say “refunds adrenaline”. 90% warriors play 0 10 30 0 30 just because of that combo, its cheap. also 3.45 seconds instead of 4 seconds is still almost a full 100b every 11 seconds or so – just broken crap. 2.3 seconds would still do decent damage and not kill 80% of the wvw pop instantly. but youd actually have to get some other hits in or use frenzy, not just your 3-button autowin combo – scratch that crap. and they could buff mace #3 or the damage or something, nobody disagrees with mace being only good for that cheap combo. ok maybe its usefull aswell for a full block/reflection build but thats it.
Unless a Dev specifically says it’s a bug, it’s not a bug and it’s working as intended. If it only took two, no one would take cleansing ire at all.
what would you take instead then, no condition removal at all? shake it off? soldier runes on shout? traited warhorn? i dont believe that.. its still super strong – removing 2 conditions on burst every 7-12 seconds or so without using any utility or weapon slot.. any other warrior skill coming close to that condition removal except traited warhorn? i dont think so. now THAT is just aswell something to fix, give warriors more condition removal options instead of 1 must-have trait everyone uses. and i mean literally EVERYONE.
(edited by Steelo.4597)
Very few people use Warhorn except as a zerg mobility option. And traited warhorn would remove the same amount as the trait combo you’re trying so vehemently to nerf. Shout build is currently ultra bogus unless you’re trying your best to give support to your 5 man roaming squad and is purely defensive, as are soldier runes.
The stuns do need to be toned down in general, cuz they’re pretty ridiculous right now. Agree with you on final thrust though. It is kinda blah. I rarely find myself using it and find it more effective to just auto most of the time. It just needs to come out a bit quicker and it will be fine. I actually do like final thrust a lot, it’s just kinda slow. I guess they did that because it’s supposed to be a finisher, but still like you said, autoattacking is often more effective. Would be kinda nice if they added a cripple or bleed to final thrust as well, but maybe that would be kinda OP cuz it does hit pretty hard.
It doesn’t need compensation, the Warrior will still have strong CC. Without this fix Unsuspecting Foe is way too strong, with it, its strong and usable but not a must have and that’s where it should be.
Mace stun is horrid in tpvp , the only warriors defending are the duel arena dwellers who want to continue to have it easy and 100blades combos handed to them on a silver platter.
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