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Posted by: Flitzie.6082

Flitzie.6082

If Signet of Rage would generate adrenaline outside of combat now all the changes would be justifed, but as it stands right now conditions are going to be hell.
They already are hard to deal with.

I mean, having 50% higher adrenaline regenration with this signet is a nice addition to the overall nerf on paper. But in a practical scenario you would want to use it for its boons so the passive is useless…

Get Adrenaline outside of combat?
I … I ……… are ….
I can’t coment this, is too bad

I assume with bad you mean broken, sure it would be powerful. Maybe make it generate at a thrid of its incombat generation. But post patch those 2 adrenaline master traits will be very inaffective for pve. Even in WvW you’ll most likely never engage with full adrenaline like it is almost always the case right now.

Also it would make up with the loss of adrenaline when you fail your burst skills. And you usually always miss atleast 1 burst in every fight on average. With the out of combat generation it would make up for that with a free hit.

You touched the shiny, didn’t you?

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Posted by: Foefaller.1082

Foefaller.1082

wait… so if you lose adrenalin even on missing burst skills, then that means combustive shot is STILL the only burst skill that guarantees 3 bar condi cleanse with cleansing ire. how can that be a good thing for build variety?

this just means that every warrior in pvp will still be using longbow.

We have a winner !!!!
This will only push more people to go hambow.

This is true but there’s a bright side. People usually switch weapons when they miss a burst skill, this change should give us more downtime between burst skills when they miss.

I actually thought they would give Longbow the same treatment they gave Thief’s choking gas where they have to land that initial hit to get the benefit of the cleanse. I guess that might be harder to program.

It shouldn’t be, Engineer’s Super Elixir on the Elixir gun is a AoE healing field that removes a condition on the initial “hit” and only the initial hit/pulse, I don’t see any reason why they can’t make Cleansing Ire proc only on the initial strike of Combustive Shot.

(edited by Foefaller.1082)

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Posted by: Serophous.9085

Serophous.9085

Now thinking about it, yeah, this does feel like the passive traits with DMG or crit increases are now underwhelming. If we are suppose to be using our adren now more often, then why bother with these traits?

I guess for pve, sure…maybe….but if other f1 skills get boosted yo be used more often, then why bother? Once you hit max, you want to activate it.

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Posted by: Veritas.6071

Veritas.6071

I disagree that Signet of Rage will be important in building adrenaline in a passive state. In any situation I can think of, popping the active at the beginning of a fight for might/fury/swiftness will be more important.

The reason is that the passive generation of adrenaline on signet of rage is abysmally low. Right now, it gives 1 strike of adrenaline every 3 seconds. In other words, it is the equivalent of landing 1 autoattack every three seconds and would take a minute and a half to generate a full 3 adrenaline bars on its own. Buffing this to 1.5 strikes per 3 seconds is not an impactful (or even needed) gain at all in comparison to all of the other adrenaline building abilities we have.

Holding onto the signet passive and losing out on the fury is a poor trade— yes, over the course of a fight, you might get an additional bar of adrenaline to make one burst skill do slightly more damage or remove 1 extra condition. The cost is that the fury would’ve caused you to do more damage regardless of that slightly-harder hitting burst skill (that might miss regardless). Is it even worth thinking about that 1 extra condition that you might remove? I personally don’t think it is, and I’m heavily doubtful that the buff to the passive on signet of rage will be utilized at all. If it will be, it’ll only be because the player neglected to notice that it was off cooldown.

^^^I’m just gunna put this up again.^^^ It nails the problem with SoR. Healing signet is in the same situation.

As far as the adrenaline topic, when I read the changes, I thought to myself, “They are raising the skill floor, good. I wonder how they’ll raise the ceiling?” The short answer is, they didn’t.

All they’ve done is make the warrior less accessible to less skilled players. That’s not necessarily a bad thing, but with the amount of spammable blinds, blocks and evades in this game, even the best players miss at no fault of their own. Had a tool been introduced to add complexity, or the effectiveness increased in a different area to round out the adrenaline system, this would have been a more acceptable change. As it stands now, the mechanic just got worse.

Ve·ri·tas [English ver-i-tahs] A Latin noun meaning Truth.

(edited by Veritas.6071)

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Posted by: Doctoris.2675

Doctoris.2675

If Signet of Rage would generate adrenaline outside of combat now all the changes would be justifed, but as it stands right now conditions are going to be hell.
They already are hard to deal with.

I mean, having 50% higher adrenaline regenration with this signet is a nice addition to the overall nerf on paper. But in a practical scenario you would want to use it for its boons so the passive is useless…

Get Adrenaline outside of combat?
I … I ……… are ….
I can’t coment this, is too bad

I assume with bad you mean broken, sure it would be powerful. Maybe make it generate at a thrid of its incombat generation. But post patch those 2 adrenaline master traits will be very inaffective for pve. Even in WvW you’ll most likely never engage with full adrenaline like it is almost always the case right now.

Also it would make up with the loss of adrenaline when you fail your burst skills. And you usually always miss atleast 1 burst in every fight on average. With the out of combat generation it would make up for that with a free hit.

He’s saying that it’s pointless because adrenaline drops at an incredibly high rate out of combat, so having signet of rage work outside of combat does nothing.

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Posted by: Flitzie.6082

Flitzie.6082

If Signet of Rage would generate adrenaline outside of combat now all the changes would be justifed, but as it stands right now conditions are going to be hell.
They already are hard to deal with.

I mean, having 50% higher adrenaline regenration with this signet is a nice addition to the overall nerf on paper. But in a practical scenario you would want to use it for its boons so the passive is useless…

Get Adrenaline outside of combat?
I … I ……… are ….
I can’t coment this, is too bad

I assume with bad you mean broken, sure it would be powerful. Maybe make it generate at a thrid of its incombat generation. But post patch those 2 adrenaline master traits will be very inaffective for pve. Even in WvW you’ll most likely never engage with full adrenaline like it is almost always the case right now.

Also it would make up with the loss of adrenaline when you fail your burst skills. And you usually always miss atleast 1 burst in every fight on average. With the out of combat generation it would make up for that with a free hit.

He’s saying that it’s pointless because adrenaline drops at an incredibly high rate out of combat, so having signet of rage work outside of combat does nothing.

Well, obviously it wouldnt decay with the SoR Passive on… I thought that was obvious. Why would I bringt it up otherwise

You touched the shiny, didn’t you?

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

in onther thread i posted.

well if signet of rage is Activated you loose the passive right, so you’ll gain much combat prowess , inplace of using it to build Adrenaline.

the pic had 38’s of might on a 60sec cooldown (thats not signet 20% off traited)
thats still kitten -60% uptime on Adrenaline build up time before the signet can be Activated again, and can be used in rotation to build Adrenaline after one f1 > signet of rage(is charging adrenaline still)

it’ll be way faster than using the natural adrenaline gain , and shortens the gap between f1 bursts ,due to the 50% gain if the signet isn’t activated.

the trade off now is Build Adrenaline , to Rage at your target in return you Recivive boons that improve your melee pressure , like long term fury, might , swiftness that also keep a 50% uptime.

but now its much more important to use signet of rage to manage Adrenaline rather than using it every 60secs , and using it too early or late in a fight just for the boons could hurt your Adrenaline and combos later on after a attack chain.

its still a 50% uptime on boons and adrenaline , it’ll be up to you to know when to use it , rather than trying to get perm everything consistantly.

I disagree that Signet of Rage will be important in building adrenaline in a passive state. In any situation I can think of, popping the active at the beginning of a fight for might/fury/swiftness will be more important.

The reason is that the passive generation of adrenaline on signet of rage is abysmally low. Right now, it gives 1 strike of adrenaline every 3 seconds. In other words, it is the equivalent of landing 1 autoattack every three seconds and would take a minute and a half to generate a full 3 adrenaline bars on its own. Buffing this to 1.5 strikes per 3 seconds is not an impactful (or even needed) gain at all in comparison to all of the other adrenaline building abilities we have.

Holding onto the signet passive and losing out on the fury is a poor trade— yes, over the course of a fight, you might get an additional bar of adrenaline to make one burst skill do slightly more damage or remove 1 extra condition. The cost is that the fury would’ve caused you to do more damage regardless of that slightly-harder hitting burst skill (that might miss regardless). Is it even worth thinking about that 1 extra condition that you might remove? I personally don’t think it is, and I’m heavily doubtful that the buff to the passive on signet of rage will be utilized at all. If it will be, it’ll only be because the player neglected to notice that it was off cooldown.

i thnk you misunderstood what i was saying , you don’t keep the signet on 100% passive, use use it in combination with Multi hit attacks in addition to the improved passive Adrenaline gainm then Active Signet of rage, if you activate rage at the start of a fight your going to be Short on adrenaline gain for atleast 30secs, till the other traits skills that also generate adrenaline kick in.

on that its better to wait for a few attacks build it up fast with a short chain then Activate rage.

plus you got to be kidding me you can trait to get perm fury with a immobilise , then use a different trait to gran immobilise every time you cripple.
for a gs+axe/sword that could be amazing , in the end you can’t just pop stuff anymore without any risk or thought about tactics this little change will seperate the button smashers from the real warroirs.

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

If Signet of Rage would generate adrenaline outside of combat now all the changes would be justifed, but as it stands right now conditions are going to be hell.
They already are hard to deal with.

I mean, having 50% higher adrenaline regenration with this signet is a nice addition to the overall nerf on paper. But in a practical scenario you would want to use it for its boons so the passive is useless…

Get Adrenaline outside of combat?
I … I ……… are ….
I can’t coment this, is too bad

I assume with bad you mean broken, sure it would be powerful. Maybe make it generate at a thrid of its incombat generation. But post patch those 2 adrenaline master traits will be very inaffective for pve. Even in WvW you’ll most likely never engage with full adrenaline like it is almost always the case right now.

Also it would make up with the loss of adrenaline when you fail your burst skills. And you usually always miss atleast 1 burst in every fight on average. With the out of combat generation it would make up for that with a free hit.

He’s saying that it’s pointless because adrenaline drops at an incredibly high rate out of combat, so having signet of rage work outside of combat does nothing.

Well, obviously it wouldnt decay with the SoR Passive on… I thought that was obvious. Why would I bringt it up otherwise

thats true if the decay is at the same rate as the passive gain, you could leave combat or kite around and not risk loosing any adrenaline (if dropping out of combat happens by acident)

though it would just mean people would farm little creatures or the likes and sit at 100% adenaline again.

i think the decay would be slightly higher than rages passive so it would make Adrenaline decay slower , than normal.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Completely unnecessary nerfs to a class that is already rather weak at high skill levels.

Which is why a lot of the top teams have been running double-warrior comps.

Dragonbrand |Drarnor Kunoram: Charr Necro
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Posted by: Flitzie.6082

Flitzie.6082

I guess a lot of WvW people will drop the dolyak signet for the signet of stamina now.
Rework your gear somehow that you get an increase of 200armor and use stamina signet for cleansing and an additonal dodge. Alongside with the awesome new GS burst this might open things up for a more dynamic play.

You touched the shiny, didn’t you?

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Posted by: Assassin X.8573

Assassin X.8573

I honestly dont udnerstand why you guys think its hard to generate adrenaline lol. I never noticed any adren gain on sig of rage, i always thought that was broken/bugged tbh. Adrenaline generation is a joke now and it will not really be effected after this patch.

The only thing this directly or indirectly effects is how adrenal health will work. outlr sustain is going to go down slightly yes. That just means you have to play smarter and better.

I welcome these changes to my warrior with open arms.

People will qq about us still beatin them after this ‘nerf’ so its all relative. Get over the fact that it is happening how it is. It could have been a lot worse. They could have made it so u lose a bar of adren at a time or all of it wt once when you “exit” combat. It could have been made so that missed burst skills were decreased by half recharge but landing a burst hit doubles the recharge time. And either way lose adren.

Stop qqing about the propsed changes. They are fair and balanced.

Darkhaven Gold Tiger Assassin X [JPGN][Sold][VII]
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Posted by: Doctoris.2675

Doctoris.2675

in onther thread i posted.

well if signet of rage is Activated you loose the passive right, so you’ll gain much combat prowess , inplace of using it to build Adrenaline.

the pic had 38’s of might on a 60sec cooldown (thats not signet 20% off traited)
thats still kitten -60% uptime on Adrenaline build up time before the signet can be Activated again, and can be used in rotation to build Adrenaline after one f1 > signet of rage(is charging adrenaline still)

it’ll be way faster than using the natural adrenaline gain , and shortens the gap between f1 bursts ,due to the 50% gain if the signet isn’t activated.

the trade off now is Build Adrenaline , to Rage at your target in return you Recivive boons that improve your melee pressure , like long term fury, might , swiftness that also keep a 50% uptime.

but now its much more important to use signet of rage to manage Adrenaline rather than using it every 60secs , and using it too early or late in a fight just for the boons could hurt your Adrenaline and combos later on after a attack chain.

its still a 50% uptime on boons and adrenaline , it’ll be up to you to know when to use it , rather than trying to get perm everything consistantly.

I disagree that Signet of Rage will be important in building adrenaline in a passive state. In any situation I can think of, popping the active at the beginning of a fight for might/fury/swiftness will be more important.

The reason is that the passive generation of adrenaline on signet of rage is abysmally low. Right now, it gives 1 strike of adrenaline every 3 seconds. In other words, it is the equivalent of landing 1 autoattack every three seconds and would take a minute and a half to generate a full 3 adrenaline bars on its own. Buffing this to 1.5 strikes per 3 seconds is not an impactful (or even needed) gain at all in comparison to all of the other adrenaline building abilities we have.

Holding onto the signet passive and losing out on the fury is a poor trade— yes, over the course of a fight, you might get an additional bar of adrenaline to make one burst skill do slightly more damage or remove 1 extra condition. The cost is that the fury would’ve caused you to do more damage regardless of that slightly-harder hitting burst skill (that might miss regardless). Is it even worth thinking about that 1 extra condition that you might remove? I personally don’t think it is, and I’m heavily doubtful that the buff to the passive on signet of rage will be utilized at all. If it will be, it’ll only be because the player neglected to notice that it was off cooldown.

i thnk you misunderstood what i was saying , you don’t keep the signet on 100% passive, use use it in combination with Multi hit attacks in addition to the improved passive Adrenaline gainm then Active Signet of rage, if you activate rage at the start of a fight your going to be Short on adrenaline gain for atleast 30secs, till the other traits skills that also generate adrenaline kick in.

on that its better to wait for a few attacks build it up fast with a short chain then Activate rage.

plus you got to be kidding me you can trait to get perm fury with a immobilise , then use a different trait to gran immobilise every time you cripple.
for a gs+axe/sword that could be amazing , in the end you can’t just pop stuff anymore without any risk or thought about tactics this little change will seperate the button smashers from the real warroirs.

I’m not sure if I’m interpreting your Signet use correctly— are you saying that having Signet of Rage on will passively increase the amount of adrenaline gain from your attacks and other adrenaline gaining sources at the start of a fight? If so, that’s not true. Signet of Rage doesn’t increase the adrenaline gain from any other source. It just generates adrenaline on its own at 1 strike every 3 seconds (1.5 after the buff), which is an incredibly low amount. After that “30 seconds”, you literally get 15 strikes of adrenaline, or 1 and a half bars. I still think that it’s preferable to just pop the signet rather at the start of a fight for fury and 5 stacks of might and have 3 additional major traits than spend 6 trait points to get the opportunist and leg specialist traits, particularly since you aren’t locked into taking cripple weapons.

I don’t get what you mean by “if you activate rage at the start of a fight your going to be Short on adrenaline gain for atleast 30secs, till the other traits skills that also generate adrenaline kick in”. None of the current adrenaline charging skills take 30 seconds to get going either. They all work right from the get-go. Building adrenaline at the start of a fight isn’t a problem in the slightest for us right now.

(edited by Doctoris.2675)

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Posted by: Harper.4173

Harper.4173

Completely unnecessary nerfs to a class that is already rather weak at high skill levels.

Why do they keep balancing classes around low skill levels?
Arcing Slice “buff” won’t change anything, GS lacks any sort of control or reliable damage to make it anything other than a mobility/evade weapon. You’ll still need Hammer with its stuns to land your damage, unless your opponent is a target dummy.

The nerf to cleansing ire is over the top, now every warrior will need Longbow for reliable condition cleanse. I see even more S/S & Longbow Condi and Hambow noobs incoming, great just what we needed.

As for the Signet of Rage nerf… can’t even find words. Would it be too much to ask to give warriors an actually useful Elite Skill? I mean one that’s useful for a solo/PvP warrior and not just for zerg play…

Warrior is already the easiest kill on my Engineer, Thief, Mesmer and on my Warrior too. If I played other classes it would probably be the same. And oh boy do I suck on my Mesmer. Even then it’s easy as pie to kill a warrior except for maybe a S/S & Longbow Condibunker.

Why are these nerfs necessary again? Because players who stand still like punching bags and don’t know how to dodge the hugely telegraphed warrior skills have a problem with warriors? Really?

Please don’t be fooled by the minor buffs to Mace and Axe Offhand. These weapons will still be a joke. They just added those minor buffs in to make it look like they’re not completely crapping all over warriors.

Very classy Anet. You should also change the name of this class from Warrior to “Wet Noodle”.

Sorry for ranting but these changes are dumb.

Because low skill level clutters the forums with QQ.
Because the majority of sPVP players play at a low skill level and feel the game is unbalanced.
They feel that warrior is OP but don’t even know all of the animations.

I agree with you about SoR – there was no reason for such a harsh nerf. 16.6% duration on all 3 boons is a pretty big deal considering the skill was never mentioned as being “too strong” or “op” in any way.

The buffs to other weapons are aimed at trying to make them more viable – but I doubt they’ll make much of an effect.

You can buff the AA of a mace all you want – the nature of its burst and the future changes to adrenaline ensure nobody will take it seriously.

Also – Mace F1 was nerfed in a context where adrenaline functioned very differently (how it functions now) than what they plan to implement with the next balance patch.
Doesn’t that mean that mace F1 should be rebalanced?

The conditions of its use have changed – it was considered OP before and nerfed – but with this future nerf to adrenaline I don’t see how it’ll even be viable to use it since it’s so hard to hit.
Same with Eviscerate.

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: Doctoris.2675

Doctoris.2675

I’m kind of sad nobody’s talking about it so I’ll try bringing it up again. Since Signet of Rage is getting a tiny bit of a nerf and Rampage is getting a fairly large buff, are you guys thinking of picking up Rampage as an elite?

It’s a essentially a permanent protection that can’t be stolen, stability, swiftness, and resilience against movement impair. The skills on the set aren’t bad either. A ranged 2 second stun. An AoE 2 second knockdown. A short CD gap-closer and knockback, and an autoattack chain that dazes. Pop the healing signet for a last heal before going in and it’ll be off cooldown when you get out. Seems like it’d be quite good.

I’ve tested it a bit in PvP, and I think the buffs might give this skill some life. Anyone else considering running Rampage?

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Posted by: perko.8309

perko.8309

Ok, I’ll say it:
Rampage (post patch) SUCKS!
It has a super-long CD, a short duration, keeps you from using your other utilities, and has an opportunity cost of not having another really useful Elite like SoRage.
Meanwhile, while you’re transformed, it’s not a game-changer in terms of damage or defense.
I’m really upset at ANet for nerfing SoRage to help encourage us to take this crappy elite.

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Posted by: Hitman.5829

Hitman.5829

This will completely ruin the warrior cleansing conditions. Now you will be spammed THE SAME with conditions, and you will not be able to cleanse the conditions lots of warriors are going to die to condition kitten. People are going to rage quit and complain about this cleansing ire change because there are no changes to conditions! How many times did you die because of conditions even when you had cleansing ire?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

This will completely ruin the warrior cleansing conditions. Now you will be spammed THE SAME with conditions, and you will not be able to cleanse the conditions lots of warriors are going to die to condition kitten. People are going to rage quit and complain about this cleansing ire change because there are no changes to conditions! How many times did you die because of conditions even when you had cleansing ire?

You could, I don’t know, work some other cleanses into your build and learn how to use them properly.

On my power build necro, my only cleansing is Consume Conditions, and I never have trouble with conditions. Yeah, that’s a really good cleanse, but work in two or three cleanses into a build(easier than you think, but you might have to give up a stance or off-hand) and you’re probably set.

Then again, the whole mentality of “I must be totally free of conditions or I’m screwed” is one of the root causes of people saying that they are difficult to deal with.

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Posted by: Prysin.8542

Prysin.8542

http://gw2skills.net/editor/?fJAQRAne8XnMdQlH25BmCCnIGoKoQeABgybYGSfCddKA-TZBBwAVOIAAeCA9PBAgLDsc/BA

Here is my warrior build. With this i rarely have issues with condies, nor doing lots of damage, nor supporting allies. It will only get better post patch, so enjoy, have fun and stop crying.

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

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Posted by: Guyver.1426

Guyver.1426

I foresee some people will cry again on their baby seats after the changes.

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Posted by: xbutcherx.3861

xbutcherx.3861

Well I think Berserker Power trait will be useless after this nerf, let’s see how many more cry babies will be creating new threads about Whirling Axes.

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Posted by: Hurtappl.6405

Hurtappl.6405

I think this is what I am going to try and run after the patch for our zerg busting and gvg crap!
http://gw2skills.net/editor/?fJAQJARSjMdUGajH2dwJagfgC1tbOAGgqX9bk7lBA-T1CCABZpMIS1XGTJIAHCAqUytpKEO8EA0SpQd6Cu4CAkz+DBAQA+tvBADdoDdoDdo9bfbzfL0fTKAmUGB-w
I want to try the signet of power active because to be honest as of right now while running destroyer my biggest problem is the emount of blocks I run into while trying to beast down an enemy or 2. If its not viable then back to endure pain I guess.

I just want to play hammer and greatsword after the patch to be able to put out more aoe burst dps instead of single target evicerates, Which are amazing but still!

Also want to try another build where we move 20 points out of power line and put them in toughness line. Pick up the automatic balance stance and rousing resilience and see how well they work. Also switch out power signet for the break stun shout or endure pain?

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Posted by: Brother Grimm.5176

Brother Grimm.5176

This is gonna make playing warrior a lot more strategic and skill-based — I think the biggest hit here is the adrenaline rework.

I don’t think it’s all too bad warriors knew a hit was coming.

With this adrenaline change you’re gonna have to do a lot more positioning, making sure when you make an adrenaline burst skill that it WILL land — taking advantage of your adrenaline in every fight as best as you possibly can knowing that you got to dump it on the spot.

It makes thematic sense too — in the heat of the moment you gain adrenaline but when you pay attention somewhere else your adrenaline subsides

Glad to see some realistic and cooler heads posting here. I was sure this was going to be a OMG!!!! only subject here in Warrior land. I see those posts, but it’s obviously from those that see only their playstyle as being “nerfed” and not some needed and overdue balance changes anyone with a bit of smarts should have seen coming.

We go out in the world and take our chances
Fate is just the weight of circumstances
That’s the way that lady luck dances

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Posted by: Reborn.2934

Reborn.2934

……

  • Brawler’s Recovery – Now remove any A single condition on weapon swap instead of only removing blind.

…..

fixed

source : http://dulfy.net/2014/08/08/gw2-ready-up-upcoming-warrior-and-thief-class-changes/

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Posted by: Azrael.4960

Azrael.4960

The change to adrenalin brings it back in line with the old GW1 days. Building adrenalin took a lot of management. To charge up one of the more powerful skills took 10 melee hits and missing an attack burned all that adrenalin. It also meant that the follow up chains were badly disrupted.

In GW2, I’ve always found that the adrenalin management was brainless. Build it up and away you go. No thinking required and that to me took away a lot of the intricacy.

I do believe that Axe/Axe now is more viable than before, especially with the increased adrenalin decay. Axe 5, when traiting for adrenalin on axe crits, will build up adrenalin in a real hurry meaning eviscerate spam is as easy as before. With the damage buff, this also boosts the DPS nicely. I would definitely consider revisiting a 4/6/0/0/4 dual axe build

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Posted by: Zefrost.3425

Zefrost.3425

So, when the balance patch hits one day, Signet of Might is going to be amazing because it grants you unblockable attacks for 6 seconds – similar to stance effects.

I have been trying to make a condition/power hybrid build work without cleansing ire for a while now and I really want to fit Signet of Might into my build because it works great with Distracting Strikes. Works fantastic against guardians, engineers and warriors.

What are your opinions on the upcoming Signet of Might change?

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Posted by: Gelatino.5364

Gelatino.5364

I love the new Arcing Slice (Greatsword Burst)

I have a few ideas for improve GS autoattack and 100b
__________________________________________________________________
Greatsword swing #1a
250→280
Vulnerability 1 / 8s

Greatsword slice #1b
250→280
Vulnerability 1 / 8s

Brutal strike #1c
322→300
Cripple 1s


100b #2

Damage 4X 1500 → 8X 1624
Final strike 406

castime 3.5 → 2.0
cooldown 10 → 12

the idea is to drastically reduce the damage of 100b but make it easy to land and balance the damage nerf with a improve of autoattack

what do you think?

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Posted by: Zefrost.3425

Zefrost.3425

Thinking about the Whirling Axe change… it’s basically going to be a mobile 100 blades, just slightly less damage. That’s actually pretty huge for PvP. Especially cleaving the stupid AI crap like clones, turrets, minions, spirits, etc.

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Posted by: Doctoris.2675

Doctoris.2675

……

  • Brawler’s Recovery – Now remove any A single condition on weapon swap instead of only removing blind.

…..

fixed

source : http://dulfy.net/2014/08/08/gw2-ready-up-upcoming-warrior-and-thief-class-changes/

Those have the exact same meaning. Nothing was changed. ?_?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

……

  • Brawler’s Recovery – Now remove any A single condition on weapon swap instead of only removing blind.

…..

fixed

source : http://dulfy.net/2014/08/08/gw2-ready-up-upcoming-warrior-and-thief-class-changes/

Those have the exact same meaning. Nothing was changed. ?_?

The original wording could be interpreted as “removes Blind plus one other condition.” It shouldn’t be, but it could be.

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Posted by: Tomas.5029

Tomas.5029

Those are actually really nice changes. 5% damage reduction to 100b is really not that big of a deal, and having a useful burst skill for GS is really cool.

—Engi main tryhards unite!—

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Posted by: Lévis.5489

Lévis.5489

Be happy it is not the 50% damage nerf on ranger pets and the ranger great sword auto attack nerfed by 50% during BWE2 the rangers suffered. A 5% damage reduction is a small slap on the wrist in comparison.

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Posted by: Khenzy.9348

Khenzy.9348

Be happy it is not the 50% damage nerf on ranger pets and the ranger great sword auto attack nerfed by 50% during BWE2 the rangers suffered. A 5% damage reduction is a small slap on the wrist in comparison.

kitten, birds critting for 7k on heavy armor targets and GS autoattacks critting for 3/3.5k regularly was an entirely different matter altogether.
All this warrior hatred is becoming unreasonable and moderation in this forum is laughable.

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Posted by: Tamtam.4328

Tamtam.4328

Rampage seems still more than useless. The real issue with this elite is that any sword rougue can steal your 30sec buffs, and any necro can convert your stability into a 30sec unbreakable fear (none of active/passive skills works under rampage) .
Anet tries and fails to fix a skill they do not understand how risky is to use in pvp.No real use of defensive skill in pve as well

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Posted by: Pregnantman.8259

Pregnantman.8259

So basically warriors are back to being a PvP-only class.

I’d say the changes are fair. If anything Warriors now can use more than 2 attacks and have a more dynamic class mechanic. Should be fun.

On a side note, is it me or was that new greatsword burst a little bit too fast for others to react?

And by dynamic you mean less useful and more punishing if you miss (which happens more often than not)?

A lot of huge nerfs for little to no gain.

Dynamic gameplay is the opposite of passive gameplay. Spamming burst all day and not losing adrenaline even when you make mistakes or out of combat can be an example of passive gameplay, while the opposite is dynamic as mistakes aren’t that much forgiven. The bursts are as much as useful before, but only now it requires you to pay attention.

Honestly I don’t think that the problem is as big as people make it out to be. If any warrior is concerned that their burst skills would be penalizing to use, he has all the CC in the world and myriad of cripple and immobilize to make sure that burst lands. If Adrenaline decays out of combat, concerned warriors can again use off hand sword, signet, heal or whatever to instantly cap Adrenaline.

Every class has seen some nerfs. The changes that will come from the balance update will ultimately be adapted by all. Moreover, its not like Anet will nerf their precious warriors any more in the next ten years.

(edited by Pregnantman.8259)

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Posted by: Tadsoul.6951

Tadsoul.6951

Utilities

  • Banners – Sprint ability no longer gives an attack. Instead, it will remove crippled/chilled and sprint you forward a short instance.

they need to make this change also remove immobilize otherwise what the point in removing chill and cripple if your not going anywhere

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Posted by: Harper.4173

Harper.4173

I love the new Arcing Slice (Greatsword Burst)

I have a few ideas for improve GS autoattack and 100b
__________________________________________________________________
Greatsword swing #1a
250->280
Vulnerability 1 / 8s

Greatsword slice #1b
250->280
Vulnerability 1 / 8s

Brutal strike #1c
322->300
Cripple 1s


100b #2

Damage 4X 1500 -> 8X 1624
Final strike 406

castime 3.5 -> 2.0
cooldown 10 -> 12

the idea is to drastically reduce the damage of 100b but make it easy to land and balance the damage nerf with a improve of autoattack

what do you think?

Bad idea. This game isn’t only about sPVP. The skill is fine as it is. It’s already been nerfed.

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Rampage seems still more than useless. The real issue with this elite is that any sword rougue can steal your 30sec buffs, and any necro can convert your stability into a 30sec unbreakable fear (none of active/passive skills works under rampage) .

Just popping in to say that’s not how boon corruption (or condition conversion) works. The duration of the end effect is static. For example, Stability being corrupted is I believe a 1 second base Fear. Doesn’t matter if that Stability is 1 second or 30. Fear to Stability is, I believe (haven’t paid much attention) a 2 second base Stability.

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Posted by: Tamtam.4328

Tamtam.4328

That’s not what happened to me some time ago… i was running around in fear for 10+ seconds. I’ve reported the fact and never used the skill since then. Maybe they have stealth fixed it.
in any case being feared while in rampage means you cannot break it, as you have no access to any of your original skills.
Also you can be moa’ed while in rampage, this completely override original rampage effects.
Unless Anet changes completely t
this skill, i do not see any reason to use it

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

That’s not what happened to me some time ago… i was running around in fear for 10+ seconds. I’ve reported the fact and never used the skill since then. Maybe they have stealth fixed it.
in any case being feared while in rampage means you cannot break it, as you have no access to any of your original skills.
Also you can be moa’ed while in rampage, this completely override original rampage effects.
Unless Anet changes completely t
this skill, i do not see any reason to use it

If you were Feared for 10+ seconds, it’s because the necro chain-feared you. Boon corruption→Doom→Reaper’s mark, and probably Spectral Wall. Boon Corruption mechanics haven’t changed a bit since 3-day headstart.

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Posted by: Prysin.8542

Prysin.8542

That’s not what happened to me some time ago… i was running around in fear for 10+ seconds. I’ve reported the fact and never used the skill since then. Maybe they have stealth fixed it.
in any case being feared while in rampage means you cannot break it, as you have no access to any of your original skills.
Also you can be moa’ed while in rampage, this completely override original rampage effects.
Unless Anet changes completely t
this skill, i do not see any reason to use it

If you were Feared for 10+ seconds, it’s because the necro chain-feared you. Boon corruption->Doom->Reaper’s mark, and probably Spectral Wall. Boon Corruption mechanics haven’t changed a bit since 3-day headstart.

If corruption swapped stab duration for fear duration, no ranger would ever last a sec against terrormancer (elite can give rangers upwards of 30sec stab)

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

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Posted by: BandAid.9720

BandAid.9720

When those changes are going to be introduced?

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Posted by: Prysin.8542

Prysin.8542

When those changes are going to be introduced?

September 9th. You still got time to reroll into a ranger

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

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Posted by: BandAid.9720

BandAid.9720

Nah. Warriors are still going to be a strong option.

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Posted by: Dand.8231

Dand.8231

I’m for all the changes, I think they’re all fine for Warriors (even the GS nerf/shift) except for…

Adrenaline lost on a miss
Really?
REALLY?!
What about all the times…
*We get blinded JUST as we cast burst?
*Evisc is dodged, because the telegraph is fairly obvious, and can reliably be dodged by any decent player
*Skullcrack is dodged, because the telegraph is really slow and obvious, and can reliably be dodged by any decent player
*Earthshaker is dodged, because the telegraph is INSANELY slow, obvious, and anyone with reflexes better than your average sloth can dodge
*we get that glitch where we cast a burst skill, but it never goes off, and yet starts the full cooldown, will that bug now drain our adrenaline too?!?!

Currently, many of our bursts are highly telegraphed moves that can be easily dodged, but they do not penalize us for being dodged.

Dont you get it?! You cant make a skill easily dodged, and then penalize the player when his move is inevitably dodged! That’s a horrible approach.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It might mean you actually have to set up your burst skills. A shocking thought, I know.

No burst skill is weak enough to be balanced with a 10 second cooldown (or worse, the 7 second cooldown from traits). At all. Hence, the “use it until it works” really should go.

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Posted by: Dand.8231

Dand.8231

It might mean you actually have to set up your burst skills. A shocking thought, I know.

We get blinded JUST as we cast burst?
We get that glitch where we cast a burst skill, but it never goes off, and yet starts the full cooldown, will that bug now drain our adrenaline too?!?!

Also, might I point out that while Evis is a finisher style burst skill, Earthshaker and Skullcrack are SETUP moves, NOT finishers, despite being burst skills. Overall low damage, but a powerful control effect.

So, why do I need to setup to use my setup moves?!? Do I now need to immob someone, just so I can skullcrack? Why would I even bother, I’ll just cut out the middleman and go straight to my final goal once they’re immob’d!

If ANet INSISTS on adrenaline loss from a miss, how about just losing a SINGLE bar instead of all 3?? That seems far more reasonable, at least.

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Posted by: Pregnantman.8259

Pregnantman.8259

Snip

Warriors have plenty of skills, including hard and soft CC, to make sure the burst lands and there are plenty of Warriors in the forum that welcome the change as they were already using their skills to ensure burst. If there is plenty of Warriors up to challenge, why shouldn’t you be a part of their community instead of asking for a free pass? If other Warriors have no problem at landing bursts, why should you?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Getting blinded just as you cast the burst is called good counterplay. Bugs are bugs and should be fixed (that said, I’ve never had my burst skill go on cooldown without actually going off. Your statement is the first I’ve ever heard of it).

Burst skills are all very powerful effects on a very short cooldown. “Use it until it works” is not how they were intended to go.

Besides, “reliant on adrenaline” is, by ANet’s own admission, supposed to be a weakness of Warriors. How can it be a weakness when they absolutely always get something out of it?

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Posted by: BandAid.9720

BandAid.9720

What’s going to happen with burst mastery?

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Posted by: Khenzy.9348

Khenzy.9348

Getting blinded just as you cast the burst is called good counterplay. Bugs are bugs and should be fixed (that said, I’ve never had my burst skill go on cooldown without actually going off. Your statement is the first I’ve ever heard of it).

You have another one, it happens to me all the time, with Combustive shot happening the most.