(edited by xDudisx.5914)
[Suggestion] Make warhorn #4 a 5 target cap
Thats true. Warrior warhorn is one or maybe THE strongest condi removal things.
Just the WvW
R3200+
It’s one small source of condi-removal which doesn’t really need nerfing, Warrior has already been nerfed enough.
Firstly, it has to be traited. This isn’t something insignificant and as it is in Tactics, few builds run it except Worker Warrior.
Secondly, most condi-clearing in Zergs comes from Guardians, Warrior only provides a little bit with Shake It Off, and the 2 warhorn skills. Nerfing one of those warhorn skills would remove so much utility from Warrior.
Drunken Alliance [DKAL]
Piken Square [EU]
It’s one small source of condi-removal which doesn’t really need nerfing, Warrior has already been nerfed enough.
Firstly, it has to be traited. This isn’t something insignificant and as it is in Tactics, few builds run it except Worker Warrior.
Secondly, most condi-clearing in Zergs comes from Guardians, Warrior only provides a little bit with Shake It Off, and the 2 warhorn skills. Nerfing one of those warhorn skills would remove so much utility from Warrior.
Small source of condi removal? It removes up to 30 condis and converts 10 into boons. Even if it was untraited it can remove up to 30 condis. Also give swiftness to 10 players.
Warrior would be the same in Spvp, pve, and wvw when not blobing/hammer train. This would be great for the game reducing a little bit the effectiviness of stacking against condis.
Warrior would still be in a good place better than mesmer, thief, ranger and engi.
It’s one small source of condi-removal which doesn’t really need nerfing, Warrior has already been nerfed enough.
Firstly, it has to be traited. This isn’t something insignificant and as it is in Tactics, few builds run it except Worker Warrior.
Secondly, most condi-clearing in Zergs comes from Guardians, Warrior only provides a little bit with Shake It Off, and the 2 warhorn skills. Nerfing one of those warhorn skills would remove so much utility from Warrior.
Small source of condi removal? It removes up to 30 condis and converts 10 into boons. Even if it was untraited it can remove up to 30 condis. Also give swiftness to 10 players.
Warrior would be the same in Spvp, pve, and wvw when not blobing/hammer train. This would be great for the game reducing a little bit the effectiviness of stacking against condis.
Warrior would still be in a good place better than mesmer, thief, ranger and engi.
Conditions in this game are typically quite hard to counter, and in zergs, entire compositions are made around ensuring conditions don’t have much effect. If an entire composition isn’t effective at nullifying the power of conditions, then conditions would be completely over-powered, due to thus having no counter whatsoever.
People run Melandru runes, -40% condi food, Dogged March, condi cleansing utility skills, sometimes Trooper runes, and many condi-cleansing traits for a reason. If these weren’t effective at completely disabling conditions, the entire game would revolve around conditions in WvW – would that really be fun?
I think condis are the problem and do not need more buffs.
And Warrior is in a better spot than those classes for zerging but by no means the rest of the game.
Drunken Alliance [DKAL]
Piken Square [EU]
No idea if true or not, but seeing as how every single other AE int he game is limited to 5, I really don’t know how Warriors are trying to argue to keep this? It’s not even a nerf… it’s a fix as far as I’m concerned.
It’s one small source of condi-removal which doesn’t really need nerfing, Warrior has already been nerfed enough.
Firstly, it has to be traited. This isn’t something insignificant and as it is in Tactics, few builds run it except Worker Warrior.
Secondly, most condi-clearing in Zergs comes from Guardians, Warrior only provides a little bit with Shake It Off, and the 2 warhorn skills. Nerfing one of those warhorn skills would remove so much utility from Warrior.
Small source of condi removal? It removes up to 30 condis and converts 10 into boons. Even if it was untraited it can remove up to 30 condis. Also give swiftness to 10 players.
Warrior would be the same in Spvp, pve, and wvw when not blobing/hammer train. This would be great for the game reducing a little bit the effectiviness of stacking against condis.
Warrior would still be in a good place better than mesmer, thief, ranger and engi.
Conditions in this game are typically quite hard to counter, and in zergs, entire compositions are made around ensuring conditions don’t have much effect. If an entire composition isn’t effective at nullifying the power of conditions, then conditions would be completely over-powered, due to thus having no counter whatsoever.
People run Melandru runes, -40% condi food, Dogged March, condi cleansing utility skills, sometimes Trooper runes, and many condi-cleansing traits for a reason. If these weren’t effective at completely disabling conditions, the entire game would revolve around conditions in WvW – would that really be fun?
I think condis are the problem and do not need more buffs.
And Warrior is in a better spot than those classes for zerging but by no means the rest of the game.
That change would only affect zerging. Btw warrior is ok in pve because of banners, and in spvp hambow or shoutbow are viable. In zerg would still be usefull with flurry, ress banner, etc.
I still dont see any clear reason for 1 normal weapon skill affect 10 targets where the entire game with a few exceptions affects only 5.
I dont see why you think condis are a problem if in the current state all the gwen, mesmer, thief, rangers are running power based builds.
(edited by xDudisx.5914)
The problem with conditions are crowd control conditions and not damage conditions. How do you keep the enemy inside of a power necro’s well of suffering?
Immobilize
Chill
Cripple
These are the conditions which kill more than anything else in a large scale fight.
Before continuing to argue about target limitations. There is not a limit on the number of targets who can be damaged by an elementalist’s static field or unsteady ground when using the lightning rod trait. Go ahead and static a 60+ stack before they pop stab while traited for lightning rod, your screen will explode with numbers.
(edited by Crius.5487)
The problem with conditions are crowd control conditions and not damage conditions. How do you keep the enemy inside of a power necro’s well of suffering?
Immobilize
Chill
CrippleThese are the conditions which kill more than anything else in a large scale fight.
Before continuing to argue about target limitations. There is not a limit on the number of targets who can be damaged by an elementalist’s static field or unsteady ground when using the lightning rod trait. Go ahead and static a 60+ stack before they pop stab while traited for lightning rod, your screen will explode with numbers.
Static, fear wall, line of warding are all ground target skills. That is completely different.
every single other AE int he game is limited to 5
mass invisibility. not saying it’s comparable but just sayin’.
(edited by robotempire.2451)
every single other AE int he game is limited to 5
mass invisibility. not saying it’s comparable but just sayin’.
That is an elite skill on a 90s cd compared with a normal weapon skill on a 15s base cd
every single other AE int he game is limited to 5
mass invisibility. not saying it’s comparable but just sayin’.
That is an elite skill on a 90s cd compared with a normal weapon skill on a 15s base cd
I said it’s not comparable. I was just pointing out that “every single other AE in the game is limited to 5” is not true.
Well then while we’re at it, drop the cooldown to 60 seconds and make it 5 too
But yes, there are very limited exceptions. The walls/fields being the primary ones.
why shouldnt this skill be subject to the same aoe limit as every other?
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
why shouldnt this skill be subject to the same aoe limit as every other?
Because not all the Characters are the same and have the same purpose ingame.
My suggestion is make it a 5 target cap like other skills. This may reduce the blobing condi removal effectiveness maybe making condi a bit less useless..
About this. You just have gaurdians for this enyway.
@ All.
Does the AoE Limit border you or the fact that it can remove Conditions?
I just gone state the my opinion.
You can’t balance this game with the Unlimited options of traits,gear,runes. So a nerf could work could also make it become useless.
Is this post for real?
….. And Elementalist.
why shouldnt this skill be subject to the same aoe limit as every other?
Because not all the Characters are the same and have the same purpose ingame.
My suggestion is make it a 5 target cap like other skills. This may reduce the blobing condi removal effectiveness maybe making condi a bit less useless..
About this. You just have gaurdians for this enyway.
@ All.
Does the AoE Limit border you or the fact that it can remove Conditions?I just gone state the my opinion.
You can’t balance this game with the Unlimited options of traits,gear,runes. So a nerf could work could also make it become useless.
The main problem is that affecting 10 targets it is twice as effective as it should be to be on par with almost every skill in the game.
I dont see how it would make them useless. About purpose in game, wvw is normally just a side effect of the balance made for spvp. We have almost 50% of the classes with very limited usage in blobing. Do you really think warriors would stop using a warhorn or people would stop running warrior because of making it 5 target cap like almost everything else? Probably not.
I just saying I’ve seen to many boost nerfs on skills.
Anet must of had there reasons for it. They need to check if that reason still applies or isn’t working enymore. So they need to compair the skill and if they feel it is Inline with the Rest of Gw2 keep it as it is. If its not, change it.
Lowering the cap Applies to everything associated with that skill.
But they should do that every xx months to begin with. and they probably do.
Ps. there is a few things broken in this game i don’t think a skill with no dmg output or strong Buffs is one of those things.
Well, this is a pretty fair suggestion to be honest. Minor nerfs such as these that tune down blobbling a little bit are great.
+1 from me.
Is this post for real?
nerf nerf nerf
seriously?
if this nerf happens, then they should buff swiftness somehow cuz they’ve already nerfed it in the past…
and as I’ve said before, stop nerfing warrior. buff other classes instead!
Is this post for real?
nerf nerf nerf
seriously?
if this nerf happens, then they should buff swiftness somehow cuz they’ve already nerfed it in the past…
and as I’ve said before, stop nerfing warrior. buff other classes instead!
The warrior personal swiftness would still be the same. Buff other classes? You mean making everything a 10 target cap too?
Well, this is a pretty fair suggestion to be honest. Minor nerfs such as these that tune down blobbling a little bit are great.
+1 from me.
Yes, that is exactly what would happen. A small nerf to the blob.
Considering that the procs are probably RNG based, I don’t think it deserves the bat. The range on Charge is 1200, if the zerg doesn’t have a huge tail, everyone has a fair chance of having the condi/boon swap proc on them, including the people at the back, where it would be wasted. Also, if multiple warriors are running warhorn, there is a chance that it will proc on the same people. So the first charge will remove a condition on that person, and the following charges will just add swiftness depending on whether the enemy was able to apply another condition. Also there are boon stripping skills and corruption, so there is counter play. Not to mention that most of the converted boons have durations of 3 seconds, with the exception of vigor. Call to arms has a range of 600, and because it is a blast finisher, it will most likely be reserved for blasting water on the commander. On paper it sounds really strong, but it just doesn’t work the way you’d want it to.