Problem is not the utilities
Its the weapons. Warrior is the master of many weapons – the most in the game I believe – but most of the weapon skills are assinine especially in comparison to many other classes.
Anet needs to focus less on weapon damage and more on weapon utility. I take sword-focus on guardian for example not because of the deeps, but because of the teleport, blinds, blocks, projectile blocks AS WELL as the deeps.
I think if they refocused some of the weapon skills with utility in mind, they wouldnt have to radically redesign warrior utlities. The mace adjustments are a step in the right direction.
Cleansing ire is also a step in the right direction giving warriors more use of their line F1 skill. The F1 bar is also another reason why the warrior suffers. Looking at the ‘top’ classes they have lots of utility in those skills. Warrior had only 1, and some of them have been lackluster (gs….really i do not have a problem generating fury). Allowing us to supplement our lackluster condi clear with our F1 skill is along the lines of what we need.
But make it on cast and not on hit.
They are testing the waters by making it (cleansing ire) on hit and seeing how effective it is. If they feel its not effective enough, I am sure we will get a change on that later on.
I totally agree with the weapon skills part, but I think they see the problem too. The sword changes really help (cannot comment on axe since I havent played it yet).
Breakdown of class roles in tpvp
Suggestions for improving/fixing elementalists
I agree with the weapons part as well. Some weapon skills just need to be modified and either have a unique utility effect and/or be a reliable source of DPS.
Axe as a whole have pretty worthless skills that really do not do the warriors any justice.
As far as mainhands go, Longbow and Sword feel like the most complete weapons with hammer not being too far behind. Greatsword I feel could use a little tweaking (not much) but weapons like maces and axes need to be revised and looked at by the developers as well as 1 skill here and there on other weapons.
This game has become very AoE centric that possibly they should look at some weapon skills doing decent and reliable AoE damage while having some utility. Skills like Combustive Shot and Earthshaker should be taken as a model for having good DPS and utility, and something of that effective should replace certain weapon skills.
They are testing the waters by making it (cleansing ire) on hit and seeing how effective it is. If they feel its not effective enough, I am sure we will get a change on that later on.
My thoughts exactly, they wanted to test the idea of cleansing conditions on burst before trying to implement something else.
The new changes however make me happy because a lot of them were suggested in this forum, so the devs actually read them.
Adding 1 sec stability to “Stomp” is similar to a new F skill I suggested a while ago. (thanks for that, it’s awesome)
I’m still hoping that they put a form of “Stomp” on F2, and condition cleanse on F3 using adrenaline, not just for balance but fun.
They are testing the waters by making it (cleansing ire) on hit and seeing how effective it is. If they feel its not effective enough, I am sure we will get a change on that later on.
My thoughts exactly, they wanted to test the idea of cleansing conditions on burst before trying to implement something else.
The new changes however make me happy because a lot of them were suggested in this forum, so the devs actually read them.
Adding 1 sec stability to “Stomp” is similar to a new F skill I suggested a while ago. (thanks for that, it’s awesome)
I’m still hoping that they put a form of “Stomp” on F2, and condition cleanse on F3 using adrenaline, not just for balance but fun.
Agree to this. Trying to incorporate multiple functions on a single unique class skill only makes balancing that much harder. It is less work now, but it will complicate balance matters a LOT later.
It would make much more sense to add 2 skills (F2 and F3) where one is a condition cleanse (unique to each weapon) and one is an active defense (unique to each weapon). That would make warriors awesome sauce.
Breakdown of class roles in tpvp
Suggestions for improving/fixing elementalists
I agree with the weapons part as well. Some weapon skills just need to be modified and either have a unique utility effect and/or be a reliable source of DPS.
Axe as a whole have pretty worthless skills that really do not do the warriors any justice.
As far as mainhands go, Longbow and Sword feel like the most complete weapons with hammer not being too far behind. Greatsword I feel could use a little tweaking (not much) but weapons like maces and axes need to be revised and looked at by the developers as well as 1 skill here and there on other weapons.
This game has become very AoE centric that possibly they should look at some weapon skills doing decent and reliable AoE damage while having some utility. Skills like Combustive Shot and Earthshaker should be taken as a model for having good DPS and utility, and something of that effective should replace certain weapon skills.
I will say axe offhand is pretty meh, but axe mainhand is very nice. I haven’t seen much of a dps loss since the axe chain change, and the 900 range cripple on axe #3 plus eviscerate are awesome chasing / finishing moves. Axe #2 I love for the vulnerability stacks it provides. Damage on it is kind of weak, but using on my mark + axe #2 will yield me 14 stacks on vulnerability on my target, which means 14% increased damage they’re taking.
As for mace I’d say my only complaint is that I have to be super careful when activating mace #2’s counterattack. If I press the button again while the skill is channeling my character will prematurely drop the block stance, which can really mess me up at times. Otherwise mace mainhand and mace offhand are really pretty balanced and most of their moves aren’t horribly telegraphed (skull crack F1 has the fastest attack animation of all the F1 skills, and I can turn it into a 4 sec stun which is crazy good!)