Stance overhaul Ideas

Stance overhaul Ideas

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Posted by: Uuni.3561

Uuni.3561

Instead of making the stances passive press X to gain X for the duration, how about we change them to be something more interactive. Ideally this would implement some risk-reward to stances without breaking them too much (cant really tell how much things would break without some playtesting).

Berserker stance:
- Cooldown 40s
- Duration 10s
- On hit: gain 2s of resistance (1s internal cooldown)
- On hit: gain 5 adrenaline (1s internal cooldown)
“on hit” meaning that you damage an enemy with any direct damage ability, condition damage does not count

Balanced stance:
- Cooldown 40s
- Breaks stun
- Duration 5s
- Gain 3 stacks of stability for 5 seconds
- Gain reduction to soft CC (-50% duration)
- Breaking a stun with this skill doubles the buff intensity and duration (soft CC immunity and 6 stacks of stability for 10 seconds)
soft CC includes cripple, chill, slow and immobilize

Endure pain:
- Cooldown 40s
- Breaks stun
- 5s duration
- Gain damage reduction based on your endurance:
1 bar -> -50%
2 bars -> -75%
3 bars -> -100%
you are still susceptible to conditions and crowd contrl effects

Frenzy:
- Cooldown 50s
- Duration 4s
- When hitting an enemy that’s within 240 radius of you:
- On hit: gain 2s of quickness (1s internal cooldown)
- On hit: gain 2s of superspeed (1s internal cooldown)
this might be a bit insane, if it’s too strong swap superspeed to normal swiftness

Defiant stance:
- Base heal moved to the end of the effect
- Add visual to when the base heal goes off (indicates to enemies when the effect ends)
This one is pretty fine as is, main change comes from trait synergy


Bonus – the upcoming stance grandmaster Last Stand:
- Increases stance durations by 2s (rather than 25%)
- Gain 6s of flat vigor on stance activation (unchanged)
- Added: During a stance: on-hit cleanse one condition (1s internal cooldown) (does not stack when activating multiple stances at once)
- Removed: Automatically activates Balanced Stance on incoming CC


Feedback is always welcome!

(edited by Uuni.3561)

Stance overhaul Ideas

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Posted by: EvilHero.1248

EvilHero.1248

I think stances are fine with the way they are. your overhaul suggestions, imho are nothing but nerfs. with anet promoting shouts now more than ever, are you trying to wipe out stance all together?
BTW… your enduring pain is wrong and messed up…

Stance overhaul Ideas

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Posted by: Uuni.3561

Uuni.3561

I think stances are fine with the way they are. your overhaul suggestions, imho are nothing but nerfs. with anet promoting shouts now more than ever, are you trying to wipe out stance all together?
BTW… your enduring pain is wrong and messed up…

Care to explain why they are nerfs?

Berserker doesn’t make you immune, but you get much shorter cooldown, longer duration and more adrenaline potential.

Balanced stance gives you 50% more duration (when used right) than before and soft CC immunity.

Endure pain is on shorter cooldown, longer duration but you need to keep your adrenaline full to get the full effect.

Frenzy is well… more frenzy. You can go nuts in melee and chop them to bits as long as you stay in melee.

I understand that risk-reward is a pretty unknown term in this community but I really don’t see how these are exclusively nerfs. I mean, the numbers can be tweaked around to be more balanced, I just wanted to give an example of how to make the skills more rewarding to use and have some sort of counterplay too aside from ‘just wait for it to end’.

Stance overhaul Ideas

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Posted by: EvilHero.1248

EvilHero.1248

problem with all your suggestion is that they requires us, warrior to actually hit our enemies for them work.

Quoting from you " “on hit” meaning that you damage an enemy with any direct damage ability, condition damage does not count". in most cases, stances are used by only melee warrs, which when up against mes, theif, rangers (which makes up of most classes that pvp), we often don’t get the luxury of being in melee range most of the time as we all know, they will stealth, run teleport before we are even near. The evades and stealth coming from rangers and theif is so ridiculous,i dont know where to even begin. Thus this explains why shoutbow is meta now, and will still be meta even in the next patch.

Stance overhaul Ideas

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Posted by: Uuni.3561

Uuni.3561

problem with all your suggestion is that they requires us, warrior to actually hit our enemies for them work.

Quoting from you " “on hit” meaning that you damage an enemy with any direct damage ability, condition damage does not count". in most cases, stances are used by only melee warrs, which when up against mes, theif, rangers (which makes up of most classes that pvp), we often don’t get the luxury of being in melee range most of the time as we all know, they will stealth, run teleport before we are even near. The evades and stealth coming from rangers and theif is so ridiculous,i dont know where to even begin. Thus this explains why shoutbow is meta now, and will still be meta even in the next patch.

Frenzy and berserker stance require you to hit people, the others not really unless you want to clean condis with a traited stance. I don’t see a problem with mesmers as it’s rather easy to tag their clones at least. For thieves and survival ranges I see the problem, though I think that’s a major fundamental game design flaw on that side of the alley that needs to be addressed.

The thought process behind the grandmaster is that you’d have a somewhat viable option for an offensive warrior condi clean that doesn’t force you to pick shouts or cleansing ire. Stances might not be meta but they might carve out a slightly bigger niche for themselves and create more viable off-meta builds.

Stance overhaul Ideas

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Posted by: EvilHero.1248

EvilHero.1248

well just as you said, there is not much we can do to evade type thief and rangers, and as for mesmer, lets be honest here, the only effective duration of the whole stance with your propose change is only about 5 seconds? you really wanna spend that precious few sec to tag a mes clone just for the 2 sec buff? i would very much rather not. everyone uses berserker stance is mainly for the reason it provides u the resistance from condi for the whole duration from the start and by removing it, dude u just killed that stance and not to mention, u have to TAG a target for it work. Like what i previously stated, you don’t get to tag a target all the time. you will know it very well when you are fighting FEAR necros without the resistance, you just a walking drum stick for them at least till u tag a random target.

i’m not saying your suggestions are bad, i do personally like the balance stance change but for endure pain, i just dont see it as viable, mainly due to it won’t synergize well with what we have… think about it, you use endure pain to avoid physical dmg, while condi kills you, you use your adrenaline to cleanse the condi while activating endure pain which only blocks 50%? if you have prioritize, cleansing the condi always come first, and if that is the case, the skill will almost certainly not gonna be optimal at all times

Stance overhaul Ideas

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Posted by: RJMazz.6798

RJMazz.6798

They’re nurfs, but they’re interactive, I like it. They could use more work.

But I think it Balanced Stance shouldn’t apply only to stunbreaking, it could apply to “when a stun is negated from 1 or 2 seconds from first activating Balanced Stance, reactivate it, gaining double the bonuses”.

When playing sword, I generally foresee incoming CC and use Balanced Stance so I can keep flurrying my enemy without being interrupted. See where I’m getting at?

Stance overhaul Ideas

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Posted by: Vegito.3048

Vegito.3048

Clearly frenzy was getting out of hand with the number of people using it. We need to make it even less appealing to use, especially if you have a ranged weapon. Longbow rifle was too meta.

Rantev [Warrior]

Stance overhaul Ideas

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Posted by: Uuni.3561

Uuni.3561

Thanks for the feedback so far!

But I think it Balanced Stance shouldn’t apply only to stunbreaking, it could apply to “when a stun is negated from 1 or 2 seconds from first activating Balanced Stance, reactivate it, gaining double the bonuses”.

When playing sword, I generally foresee incoming CC and use Balanced Stance so I can keep flurrying my enemy without being interrupted. See where I’m getting at?

I considered quite a few different possibilities for it and this is where I landed at as it made the skill use situational and predictable for the opponent. I like your iteration as it’s about as proactive as a stance can be without being cheap, but I fear it might get a bit cluttered tooltip-wise and might be hard to communicate visually when its safe to apply CC again.

well just as you said, there is not much we can do to evade type thief and rangers, and as for mesmer, lets be honest here, the only effective duration of the whole stance with your propose change is only about 5 seconds? you really wanna spend that precious few sec to tag a mes clone just for the 2 sec buff? i would very much rather not. everyone uses berserker stance is mainly for the reason it provides u the resistance from condi for the whole duration from the start and by removing it, dude u just killed that stance and not to mention, u have to TAG a target for it work. Like what i previously stated, you don’t get to tag a target all the time. you will know it very well when you are fighting FEAR necros without the resistance, you just a walking drum stick for them at least till u tag a random target.

I know very well what zerk stance is used for and what this iteration struggles with. I went with this one specifically because it fit the theme ‘berserker stance’ letting you ignore all conditions and letting you stack over 3 bars of adrenaline, not so it retained as much power as the original (thus the heavily reduced cooldown and increased duration).

Kinda similar to evade spam fear spam can be extremely oppressive to the receiving end. You are pretty much dead unless you have instant cast condi cleans or several stun breaks combined with stability once you get stuck in the loop. I don’t think that’s as much of an issue with my iteration of berserker stance as it is about necro fears coming mostly without a telegraph. For alleviating cases like this I figured you could get the first proc of the skill on activation, giving you 2 seconds to make a hit and get the ball rolling. If it becomes too hard to chain to feel effective and rewarding the duration of the resistance can be adjusted as needed.

i’m not saying your suggestions are bad, i do personally like the balance stance change but for endure pain, i just dont see it as viable, mainly due to it won’t synergize well with what we have… think about it, you use endure pain to avoid physical dmg, while condi kills you, you use your adrenaline to cleanse the condi while activating endure pain which only blocks 50%? if you have prioritize, cleansing the condi always come first, and if that is the case, the skill will almost certainly not gonna be optimal at all times

That’s the whole point. You get endure pain with shorter cooldown and longer duration but you are forced to choose between damage immunity and eating condis or damage reduction if you go with cleansing ire. On paper the current endure pain seems nice as you can work around it by dealing condition damage. In reality very few builds can actually transition between physical and condition damage on the fly and in most cases where this skill has any impact it completely shuts down the damage output of the opponent with no downsides you wouldn’t otherwise have.

Also bear in mind that 50% damage reduction is pretty huge, you won’t get bursted down unless you are severely outnumbered or already on low health.