Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
It seems they didn’t make ANY changes based on our feedback…
Copy/Paste:
Warrior
The overall goal here is to reduce the damage for very high-control warriors. This means reducing some dependency on spending 30 points for the Burst Mastery trait and making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. We also reduced the damage on the Earthshaker skill to separate the control from the damage. We don’t mind warriors doing massive damage, or doing great area-of-effect control, but we’re trying to prevent them from easily doing both. We also increased the readability of Skull Crack, which will allow opposing players to more easily react to it. Combustive Shot on the longbow also saw some rework. It will scale better with adrenaline levels and still provide strong burning per adrenaline level, but the raw damage was toned down slightly.
Strength III—Great Fortitude: Increased the conversion rate from 5% to 7%.
Strength 5—Reckless Dodge: Increased the damage by 25%.
Arms IV—Crack Shot: Moved to the Adept tier.
Arms VII—Unsuspecting Foe: Moved to the Master tier.
Arms XII—Last Chance: Increased the threshold from 25% to 50%. Reduced the cooldown from 45 seconds to 40 seconds.
Defense XII—Spiked Armor: Reduced the recharge from 15 seconds to 10 seconds.
Defense 25—Armored Attack: Increased the conversion rate from 5% to 10%.
Tactics 5—Determined Revival: This trait now correctly displays the amount of toughness.
Tactics 25—Reviver’s Might: This trait now applies 3 stacks of might instead of 1.
Discipline II—Thrill of the Kill: Increased the adrenaline gain from 1 to 10.
Discipline XI—Burst Mastery: Reduced the damage increase from 10% to 7%. Removed the erroneous adrenaline gain fact.
Earthshaker: Reduced the damage by 20%.
Staggering Blow: Reduced the damage by 23%.
Skull Crack: Increased the cast time from .25 seconds to .5 seconds. Updated the animation and effects of this skill to be more clear.
Combustive Shot: Increased the pulse duration to 3 seconds. Increased the burn duration per pulse to 3 seconds. Normalized the damage per pulse. Updated the pulses per adrenaline tier to 2, 3, and 4 respectively for adrenaline levels 1, 2, and 3.
…
I still disagree with the changes to Burst Mastery and Combustive Shot. Those changes harm more builds than just Hambow. Since you now have to choose between Burt Mastery and UF nerfing the bonus damage seems unnecessary seeing as you’re losing damage output either way.
I feel it would have made more sense to change the bonus effect of Merciless Hammer, because that +UF is how Soldier ammy wearing Warriors were able to deal as much damage as they did.
As for Combustive Shot, the whole change doesn’t make sense because it was made under the false assumption that the damage it deals can refill your adrenaline bar, which is didn’t.
I am grateful for the fact that they didn’t give in to the unreasonable demands to nerf Healing Signet, it shows that they understand that the healing buffs were the major reason why Warriors were able to finally become competitive, and that nerfing them would make them not worth playing. Most of the other minor buffs are nice as well.
What is the most frustrating part of this to me is that when it comes to Warriors they basically just posted what they were GOING to do rather than asking us if it’s a good idea or not. Some of these changes just don’t make sense. I almost wise I hadn’t known because it’s worse to have the illusion of having your voice be heard when it didn’t seem like it was. I think the Burst Mastery and Combustive Shot changes united this sub-forum more that I’ve ever seen before. It was so universally disliked yet it did nothing in the end.
Time will tell if the changes were actually all that damaging, but it doesn’t change that it’s not a good idea to hurt perks when it reduces the effectiveness of unrelated builds.
(edited by BurrTheKing.8571)
The damage nerf to hammer hurts quite a bit, especially since Hammer isn’t well supported at all in the trait lines. Merciless Hammer is almost pointless, since the disabling effects don’t last nearly long enough to get a single hit in, even if the damage bonus is +25%.
Add on that most PvE bosses are halfway immune to hammer effects (and really unrewarding when finally cleaving through Defiance), and it just makes hammer depressing.
I’d be more enthused if Merciless Hammer gained a damage bonus for any time a target is immune/blocks its effects. Perhaps stacks of might and/or fury for 5 seconds (on an internal 10-15 second cooldown?) each time a CC effect is nullified.
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