[Suggestion] Warrior Balance

[Suggestion] Warrior Balance

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Posted by: The V.8759

The V.8759

From what I’ve read I see some great ideas. In defense I personally dislike 2 things :

  • Sundering Mace: Daze is random. There should be some skillful play with it to interrupt enemies. You could make it the following: CC applied by mace skills have 33%(?) longer duration when the foe has 5 or more stacks vulnerability at the time of application (+the old trait).
  • Rousing Resilience: Stability on this trait contradicts with the main function of the trait -> Prevents you to break stun with headbut and break out of self stun for double healing. Honestly, the trait seems fine already as it is. However we indeed need protection somewhere.

One thing I would like to add :

  • Dead or Alive: Add a healing power scaling.

Also more of a functionality :

  • F1 is your normal burst skill. Locked while in berserk.
  • F2 is your primal burst skill. Locked while not in berserk.
  • F3 is your enter/ exit button for berserk mode.
One of the Firstborn Channel of Fvux

[Suggestion] Warrior Balance

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Posted by: TheBravery.9615

TheBravery.9615

From what I’ve read I see some great ideas. In defense I personally dislike 2 things :

  • Sundering Mace: Daze is random. There should be some skillful play with it to interrupt enemies. You could make it the following: CC applied by mace skills have 33%(?) longer duration when the foe has 5 or more stacks vulnerability at the time of application (+the old trait).
  • Rousing Resilience: Stability on this trait contradicts with the main function of the trait -> Prevents you to break stun with headbut and break out of self stun for double healing. Honestly, the trait seems fine already as it is. However we indeed need protection somewhere.

One thing I would like to add :

  • Dead or Alive: Add a healing power scaling.

Also more of a functionality :

  • F1 is your normal burst skill. Locked while in berserk.
  • F2 is your primal burst skill. Locked while not in berserk.
  • F3 is your enter/ exit button for berserk mode.

Thank you for pointing these out for me

I’ve been having second thoughts about sundering mace and it’s passive abilities, and your idea is a very good idea because it promotes active play. Will add it in.

The stability on rousing resilience is to accommodate for the protection gained when a stack of stability is used vs disables. I could remove the stability, but how would I give the warrior that defense bonus when breaking stuns? (the reason why I changed it was because endure pain did not benefit from the effect as much)

Dead or alive does need power scaling. I forgot that. If I recall correctly, i left the healing unchanged so it should still be 0.04.. but nevermind that. It’s clear that when ArenaNet raised the base healing figure, they did not raise the coefficient that went along with it (1300 healing power = additional 52 health). I’ll fix this later as well as the other healing skills. Thank you for pointing this out.

Very nice suggestion on the F1/2/3 rework. It’s very logical, I like it. Will add.

[Suggestion] Warrior Balance

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Posted by: Rekt.5360

Rekt.5360

Also more of a functionality :

  • F1 is your normal burst skill. Locked while in berserk.
  • F2 is your primal burst skill. Locked while not in berserk.
  • F3 is your enter/ exit button for berserk mode.

I fail to see how this adds more functionality except for the change on F3. If anything the changes only add 1 different button that will be locked half of the time. You won’t be allowed to use you primal bursts out of berserker mode and you won’t be able to use your regular burst skills in berserker mode. Warrior is a binary class, you’re either in or out of berserker mode, So we definitely don’t need a second button for primal bursts which we won’t touch out of berserker mode when we can just have 1 button that changes according to which mode we’re in as we have now. The ability to leave berserker mode whenever you want is nice though.

Vanov {Warrior} ~ Still waiting for “Guide on Making Proper ||#1 Warr NA|| Sig”

[Suggestion] Warrior Balance

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Posted by: TheBravery.9615

TheBravery.9615

Also more of a functionality :

  • F1 is your normal burst skill. Locked while in berserk.
  • F2 is your primal burst skill. Locked while not in berserk.
  • F3 is your enter/ exit button for berserk mode.

I fail to see how this adds more functionality except for the change on F3. If anything the changes only add 1 different button that will be locked half of the time. You won’t be allowed to use you primal bursts out of berserker mode and you won’t be able to use your regular burst skills in berserker mode. Warrior is a binary class, you’re either in or out of berserker mode, So we definitely don’t need a second button for primal bursts which we won’t touch out of berserker mode when we can just have 1 button that changes according to which mode we’re in as we have now. The ability to leave berserker mode whenever you want is nice though.

Another valid point.

How about

F1 for burst/primal burst depending on if you’re in berserk mode
F2 for entering/leaving berserk mode

[Suggestion] Warrior Balance

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Posted by: Rekt.5360

Rekt.5360

Also more of a functionality :

  • F1 is your normal burst skill. Locked while in berserk.
  • F2 is your primal burst skill. Locked while not in berserk.
  • F3 is your enter/ exit button for berserk mode.

I fail to see how this adds more functionality except for the change on F3. If anything the changes only add 1 different button that will be locked half of the time. You won’t be allowed to use you primal bursts out of berserker mode and you won’t be able to use your regular burst skills in berserker mode. Warrior is a binary class, you’re either in or out of berserker mode, So we definitely don’t need a second button for primal bursts which we won’t touch out of berserker mode when we can just have 1 button that changes according to which mode we’re in as we have now. The ability to leave berserker mode whenever you want is nice though.

Another valid point.

How about

F1 for burst/primal burst depending on if you’re in berserk mode
F2 for entering/leaving berserk mode

Yes, that would be ideal. Also why the heck are there so many people (excluding my 1 vote which somewhat I corrected for by voting again) strongly disapproving the proposal. It’s like people want no change but then they whine that warrior is kitten…make up your minds please. As I see it you don’t have to agree with the whole proposal, I know I don’t but I’d definitely take a majority of what’s in there over what we have currently.

Btw I was looking at defy pain and we should increase the health threshold. 10% on a berserker amulet is 1.9k HP, that’s really small. It’d proc off anything, we should increase the health threshold but also the duration by a bit, maybe double threshold and double duration, while increasing the CD accordingly.

Vanov {Warrior} ~ Still waiting for “Guide on Making Proper ||#1 Warr NA|| Sig”

(edited by Rekt.5360)

[Suggestion] Warrior Balance

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Posted by: TheBravery.9615

TheBravery.9615

Also more of a functionality :

  • F1 is your normal burst skill. Locked while in berserk.
  • F2 is your primal burst skill. Locked while not in berserk.
  • F3 is your enter/ exit button for berserk mode.

I fail to see how this adds more functionality except for the change on F3. If anything the changes only add 1 different button that will be locked half of the time. You won’t be allowed to use you primal bursts out of berserker mode and you won’t be able to use your regular burst skills in berserker mode. Warrior is a binary class, you’re either in or out of berserker mode, So we definitely don’t need a second button for primal bursts which we won’t touch out of berserker mode when we can just have 1 button that changes according to which mode we’re in as we have now. The ability to leave berserker mode whenever you want is nice though.

Another valid point.

How about

F1 for burst/primal burst depending on if you’re in berserk mode
F2 for entering/leaving berserk mode

Yes, that would be ideal. Also why the heck are there so many people (excluding my 1 vote which somewhat I corrected for by voting again) strongly disapproving the proposal. It’s like people want no change but then they whine that warrior is kitten…make up your minds please. As I see it you don’t have to agree with the whole proposal, I know I don’t but I’d definitely take a majority of what’s in there over what we have currently.

Btw I was looking at defy pain and we should increase the health threshold. 10% on a berserker amulet is 1.9k HP, that’s really small. It’d proc off anything, we should increase the health threshold but also the duration by a bit, maybe double threshold and double duration, while increasing the CD accordingly.

People have different agendas and reasons.

Some are in support of these changes because they benefit warriors.

Others disagree because they fear warrior would be made too strong or too weak (in that case I would like to hear them so I could fix them),

or disagree because they have another idea of what warrior should be (e.g. stances made a warrior mechanic)

or just hate me (Like obama in politics, some people just hate him rather than his ideas. As I was developing this, I received a LOT of flak and disagreements and refused to gain my perspective on the changes. When I was making the guardian rework, someone vandalized my spreadsheet with unconstructive comments and instead opted to throw personal insults.. such as kitten munching monkey or something. People can get so sensitive sometimes)

(edited by TheBravery.9615)

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Posted by: Claudia De Anar.6304

Claudia De Anar.6304

GL with this, no snark, my only worry is that in my experience, going back to GW1, Anet has always over compensated in their changes, using a cleaver where a scalpel is needed.

Claudia de Anar: An Equal Oppertunity Massacre.

[Suggestion] Warrior Balance

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Posted by: TheBravery.9615

TheBravery.9615

GL with this, no snark, my only worry is that in my experience, going back to GW1, Anet has always over compensated in their changes, using a cleaver where a scalpel is needed.

Ty.

Ended the collection of feedback on Revision 1 (45 voters: 3.06/4 rating – B grade).
Updated the document to include the ability to end berserk mode early.

[Suggestion] Warrior Balance

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

What is the benefit to end berserker mode early?
Other than resetting the timer for when you can enter it.
Is it the desire to use the normal adrenal skills?

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

[Suggestion] Warrior Balance

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Posted by: Thelgar.7214

Thelgar.7214

Currently GS and S-WH with Zeal, Discipline and Berserker is a viable WvW build for havoc. Your changes shred the Zeal line and the Berserker line in regard to this, nerfing death from above, forceful greatsword and berserker’s power, the base berserker’s mechanic (by removing increased attack speed and adding a single stat bonus limiting the variety of builds it is useful on), eternal champion, dead or alive (150 seconds !?!?!), savage instinct and smash brawler. Did you consider WvW at all in making this?
It basically would eliminate build diversity, eliminating the Zerk and Berserker lines outside of roaming and leaving everyone else to run hammer zerg builds.

Also, the fast hands move to baseline is a huge nerf if you raise the cool down. It is better as it is than doing that.

(edited by Thelgar.7214)

[Suggestion] Warrior Balance

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Posted by: TheBravery.9615

TheBravery.9615

Currently GS and S-WH with Zeal, Discipline and Berserker is a viable WvW build for havoc. Your changes shred the Zeal line and the Berserker line in regard to this, nerfing death from above, forceful greatsword and berserker’s power, the base berserker’s mechanic (by removing increased attack speed and adding a single stat bonus limiting the variety of builds it is useful on), eternal champion, dead or alive (150 seconds !?!?!), savage instinct and smash brawler. Did you consider WvW at all in making this?
It basically would eliminate build diversity, eliminating the Zerk and Berserker lines outside of roaming and leaving everyone else to run hammer zerg builds.

Also, the fast hands move to baseline is a huge nerf if you raise the cool down. It is better as it is than doing that.

Zeal is a guardian specialization.

I have several threads discussing balance approaches including power-creep, nerf-bat, equalize, and meta-shift. Quite frankly, I am tired of these discussions and have accepted the fact that everyone has a different idea on how balance should be done. Your comment suggest that you’re vouching for power-creep, which I’m strongly against.

On the contrary, 90% of the time I play GW2 is spent in WvW.

[Suggestion] Warrior Balance

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Posted by: Thelgar.7214

Thelgar.7214

Currently GS and S-WH with Zeal, Discipline and Berserker is a viable WvW build for havoc. Your changes shred the Zeal line and the Berserker line in regard to this, nerfing death from above, forceful greatsword and berserker’s power, the base berserker’s mechanic (by removing increased attack speed and adding a single stat bonus limiting the variety of builds it is useful on), eternal champion, dead or alive (150 seconds !?!?!), savage instinct and smash brawler. Did you consider WvW at all in making this?
It basically would eliminate build diversity, eliminating the Zerk and Berserker lines outside of roaming and leaving everyone else to run hammer zerg builds.

Also, the fast hands move to baseline is a huge nerf if you raise the cool down. It is better as it is than doing that.

Zeal is a guardian specialization.

I have several threads discussing balance approaches including power-creep, nerf-bat, equalize, and meta-shift. Quite frankly, I am tired of these discussions and have accepted the fact that everyone has a different idea on how balance should be done. Your comment suggest that you’re vouching for power-creep, which I’m strongly against.

On the contrary, 90% of the time I play GW2 is spent in WvW.

Was rushed when I replied, meant Strength. I’m not sure how you could be playing in WvW and think there is some kind of power creep in regard to Warriors by bringing their weaker traits and skills up to par. Your changes take a class that is barely hanging on in WvW, in some cases organized groups are only running one warrior for banner, and making it wholly ineffective. Your changes seem to be premised on the idea that to make inadequate traits and skills adequate you need to balance it by making adequate skills inadequate. That isn’t true. It isn’t balancing anything, it is just eliminating some styles of play from the class in favor of others.

[Suggestion] Warrior Balance

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Posted by: emkelly.2371

emkelly.2371

Was rushed when I replied, meant Strength. I’m not sure how you could be playing in WvW and think there is some kind of power creep in regard to Warriors by bringing their weaker traits and skills up to par. Your changes take a class that is barely hanging on in WvW, in some cases organized groups are only running one warrior for banner, and making it wholly ineffective. Your changes seem to be premised on the idea that to make inadequate traits and skills adequate you need to balance it by making adequate skills inadequate. That isn’t true. It isn’t balancing anything, it is just eliminating some styles of play from the class in favor of others.

That’s probably a bit harsh. After all, The Bravery has been doing this for a long time, and he has gone out of his way to create balance changes that players want. He asks for feedback, uses the feedback to augment the changes, and carefully polls players of other professions to see how his suggestions stack up. Not all of his changes are going to be perfect, but he has never made a trait completly ineffective. The trait changes he makes, or mechanic changes he has made have all been carefully formulated to work with the warrior. you may look at one trait and see it has been changed in a direction you did not like, but that is likely because he has allowed it to work better with another trait, weapon, or mechanic better than it did before. So yeah, sorry but im going to have to disagree with you on all fronts.

PS: HEY TheBravery!

[Suggestion] Warrior Balance

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Posted by: ADTempys.6382

ADTempys.6382

Back to late 2014 early 2015 with PvE warrior being kitteneless banner bot, already told you why on reddit 2 months ago.

[Suggestion] Warrior Balance

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Posted by: TheBravery.9615

TheBravery.9615

So quarterly balance patch is coming up pretty soon.
What are the chances this will make it?
If this makes it, it'd motivate me to make the other professions

Also hi @ emkelly

@ADTempys
I appreciate your reddit commentary. This proposal draft hopefully brings more roles and functions to warrior than that.

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Posted by: emkelly.2371

emkelly.2371

The chances are low Bravery, but maybe they will take at least some stuff into consideration. It would be nice if we started to see a reversal in the trend of warriors being left behind.

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

My breath is not holding. But I am glad to see you in full strength still on here. I cannot say I will be around much longer if things continue on this track.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

[Suggestion] Warrior Balance

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Posted by: nicknamenick.2437

nicknamenick.2437

+1 to traits

Can you explain this one:
Defy pain – Activate endure pain for 1 second when you are hit for more than 10% of your maximum health. Does not break stun

I dont understand the use of this.

And about weapon skills:

-Brutal shot should be faster so you can really use it as an evade (its too slow now so the rollback is often too late)

-I prefer a 15sec rifle butt over a 25sec launch, but again also this skill should be faster.

-Gunflame/killshot/arcing slice not sure if i really like the DoT it does.. i prefer a 1 big hit over DoT that can be cleansed also (even when its not a real condition)

(edited by nicknamenick.2437)

[Suggestion] Warrior Balance

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Posted by: Ogre.3124

Ogre.3124

Regarding WvWvW:

Vigorous shouts – Removed adrenaline gain

Shouts do not give enough adrenaline to pop them for said adrenaline instead of timing for their effects. This should be buffed, not nerfed. The heal should be increased if anything. Otherwise every warrior will still be picking Phalanx Strength.

Quick breathing – Converts conditions into boons

Not to do with the trait but bring back max targets = 10. In WvW the counter to venom share bombs were warriors using warhorn 4 skill. Now you have to have a competent warrior in every single party-of-5. Let’s be real, not every group has organization and/or enough competent warriors to combat just one guy pressing 7-8-9-10 to force their guardians to pop Renewed Focus or die.

The skill requirement difference is absurd when warhorn skills were nerfed for warrior. Right now using warhorn instead of shield makes you individually much, much weaker. Warhorn needs to have enough use in a group to warrant people to use the off-hand. People only use this for personal condi removal, blast finishers, and keeping up swiftness out of fights. Warhorn is a death wish running solo or in an unskilled PUG group atm.

Merciless hammer – Hammer reach is increased and hammer skills are given special effects based on adrenaline level.

This is interesting

Resistant Concentration- Increase boon duration. Attempts to steal, rip, or corrupt your boons are reversed.

Good change. Just negating the boon strip is fine

Maguuma

(edited by Ogre.3124)

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Posted by: TheBravery.9615

TheBravery.9615

Regarding WvWvW:

Vigorous shouts – Removed adrenaline gain

Shouts do not give enough adrenaline to pop them for said adrenaline instead of timing for their effects. This should be buffed, not nerfed. The heal should be increased if anything. Otherwise every warrior will still be picking Phalanx Strength.

Quick breathing – Converts conditions into boons

Not to do with the trait but bring back max targets = 10. In WvW the counter to venom share bombs were warriors using warhorn 4 skill. Now you have to have a competent warrior in every single party-of-5. Let’s be real, not every group has organization and/or enough competent warriors to combat just one guy pressing 7-8-9-10 to force their guardians to pop Renewed Focus or die.

The skill requirement difference is absurd when warhorn skills were nerfed for warrior. Right now using warhorn instead of shield makes you individually much, much weaker. Warhorn needs to have enough use in a group to warrant people to use the off-hand. People only use this for personal condi removal, blast finishers, and keeping up swiftness out of fights. Warhorn is a death wish running solo or in an unskilled PUG group atm.

Merciless hammer – Hammer reach is increased and hammer skills are given special effects based on adrenaline level.

This is interesting

Resistant Concentration- Increase boon duration. Attempts to steal, rip, or corrupt your boons are reversed.

Good change. Just negating the boon strip is fine

You raise an interesting point about the warhorn, but on the flipside, increasing number of targets to 10 just diminishes the value and need of a warrior in your team. 5 is an acceptable spot (in my opinion) because it allows for better diversified team compositions (as opposed to something like 2 guardians and 2 necromancers and 1 revenant in each party with a token warrior for every 2 parties)

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Posted by: TheBravery.9615

TheBravery.9615

+1 to traits

Can you explain this one:
Defy pain – Activate endure pain for 1 second when you are hit for more than 10% of your maximum health. Does not break stun

I dont understand the use of this.

And about weapon skills:

-Brutal shot should be faster so you can really use it as an evade (its too slow now so the rollback is often too late)

-I prefer a 15sec rifle butt over a 25sec launch, but again also this skill should be faster.

-Gunflame/killshot/arcing slice not sure if i really like the DoT it does.. i prefer a 1 big hit over DoT that can be cleansed also (even when its not a real condition)

In regards with the defy pain change:
Current defy pain activates the stance at a dangerously low HP threshold (25%). At this time, you’ve done all you could and you are forced to retreat because taking further damage after the stance is up would mean the death of you. Furthermore, it’s on a 60 second cooldown so now your ability on the frontline is diminished in the event that your HP drops below 25% during the cooldown.

The change strives to enhance warrior’s tankiness on the battlefield by negating large spikes, even for just a second. (E.g. someone tries to spike you with a high damage move- you negate the damage and any subsequent damage for 1 second and the trait goes on a 15 second cooldown). The removal of the stun breaker is due to the consideration that a stun break every 15 seconds would be marginally over powered.

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Posted by: nicknamenick.2437

nicknamenick.2437

+1 to traits

Can you explain this one:
Defy pain – Activate endure pain for 1 second when you are hit for more than 10% of your maximum health. Does not break stun

I dont understand the use of this.

And about weapon skills:

-Brutal shot should be faster so you can really use it as an evade (its too slow now so the rollback is often too late)

-I prefer a 15sec rifle butt over a 25sec launch, but again also this skill should be faster.

-Gunflame/killshot/arcing slice not sure if i really like the DoT it does.. i prefer a 1 big hit over DoT that can be cleansed also (even when its not a real condition)

In regards with the defy pain change:
Current defy pain activates the stance at a dangerously low HP threshold (25%). At this time, you’ve done all you could and you are forced to retreat because taking further damage after the stance is up would mean the death of you. Furthermore, it’s on a 60 second cooldown so now your ability on the frontline is diminished in the event that your HP drops below 25% during the cooldown.

The change strives to enhance warrior’s tankiness on the battlefield by negating large spikes, even for just a second. (E.g. someone tries to spike you with a high damage move- you negate the damage and any subsequent damage for 1 second and the trait goes on a 15 second cooldown). The removal of the stun breaker is due to the consideration that a stun break every 15 seconds would be marginally over powered.

Woeps sorry i was confusing defy pain with endure pain.. but yeah something like this would be better on defy pain, agree.
I Always find the 25% tresshold very veeery low.. but your idea sounds nice

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Posted by: silentnight warrior.2714

silentnight warrior.2714

i just wonder how many changes were made based on this good post?

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Posted by: emkelly.2371

emkelly.2371

not really that many. but i bet TheBravery comes back to the game

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Posted by: TheBravery.9615

TheBravery.9615

Dual Shot: The damage of this skill has been increased by 33%.

Unneeded. already hits harder than rifle auto

Fan of Fire: Increased the burning duration from 2 seconds to 3 seconds. Physical damage has been increased by 10%.

Also unneeded. More condi spam yay.

Smoldering Arrow: The recharge time of this skill has been reduced from 15 seconds to 12 seconds.

More spam.

Pin Down: The damage of this skill has been increased by 10%.

Acceptable change.

Eviscerate: Updated this skill to not be affected by movement-impeding effects.

Good change.

Gun Flame: The physical damage of this skill has been reduced by 20%. Fixed an issue that allowed this skill to hit enemies twice. This skill no longer pierces but still delivers the area-of-effect attack. Fixed a bug that caused the tool tip to show a decrease in damage when the Burst Mastery trait was in use.

Now it’s garbage.

Dolyak Signet: The cooldown of this signet has been reduced from 60 seconds to 40 seconds.

Reasonable change.

Balanced Stance: This skill now periodically applies swiftness and two stacks of stability for 3 seconds every 3 seconds that the stance is active.

Reasonable change.

Throw Bolas: The cooldown of this skill has been reduced from 20 seconds to 16 seconds.

Acceptable, but needs more than that for it to have any priority over others.

Kick: The cooldown of this skill has been reduced from 20 seconds to 12 seconds.

Acceptable

Bull’s Charge: Increased the knockdown duration from 2 seconds to 3 seconds.

Acceptable

Stomp: This skill is now ground targeted and will move the warrior from a distance of 450 to a target area. This skill now grants 1 stack of stability for 5 seconds per target struck in addition to its own initial stack of stability, which has been increased from 1 second to 5 seconds. The cooldown of this skill has been reduced from 45 seconds to 40 seconds.

Actually a very good change. Damage still low though.

Thick Skin: The health threshold of this trait has been decreased from 90% to 75%. The toughness this trait applies has been increased from a maximum of 120 to 180.

Change is necessary, but not like this. Requires a rework because it doesn’t compliment the warrior’s “in your face bruiser” gameplay and concept

Dogged March: The regeneration duration applied by this trait has been increased from 3 seconds to 6 seconds.

Questionable change. Wasn’t really the change it needed, nor was it even needed.

Cull the Weak: Increased the health threshold for weakness application from 25% to 33%.

Still a garbage trait overshadowed by the likes of shield master and the new dogged march.

Defy Pain: The threshold for activating Endure Pain has been increased from 25% health to 50% health.

Questionable change, doesn’t resolve any sustainability problems of warrior.

Quick Breathing: Increased the number of conditions removed on warhorn-skill use from 1 to 2.

Passable, understandable. Perhaps better than boon conversion to limit the stupid boon spam

Burst Mastery: Fixed a bug that prevented this trait from appropriately increasing damage.

ok.

Adrenal Health: This trait has been reworked. For each level of adrenaline spent, the warrior will gain an instance of Adrenal Health that will heal over the course of 15 seconds. This effect stacks up to 3 times.

Went overboard with this, too strong of a minor trait now. Encourages burst spamming with no repercussions.

not really that many. but i bet TheBravery comes back to the game

No, I quit. I just lurk on forums now.

Nerfs are coming for a number of the problematic guild upgrades like cloaking waters, chilling fog and airship defense.

For cloaking waters, the stealth duration is getting reduced dramatically. We recognize that it’s possible that any amount of stealth is too strong, but changing a number is something we can do quickly and safely. Whereas changing the upgrade to do something entirely different requires significantly more time, both in terms of general development (design/implementation/testing) and also in large part because it would require updated text, which in turn needs to go through our long editing and localization process. As for removing the upgrade entirely, that also isn’t really an option, due to how it’s intertwined with the Scribing and Guild Halls systems.

This is the mantra arenanet follows.

edit/
While I am still critical of arenanet’s balance patches, I do commend them for actually improving this time around, and touching up on things that really do need fixing. (e.g. physical skills, sustainability, gunflame).. so yes. There is a light in the tunnel.

However, this is far from finished and is only the first step of many

(edited by TheBravery.9615)

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Posted by: emkelly.2371

emkelly.2371

I’m glad no one took me up on that met. Sorry to not see you in game anymore.

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Posted by: Tumult.2578

Tumult.2578

So Gunflame doesn’t make sense to me any more. Doesn’t it seem that the single weapon in the game most likely to pierce to it’s full range is the rifle?
Don’t magical attacks trigger when they hit, like do physical damage, explode, stun, stuff that doesn’t pierce.
Don’t melee weapons do all kinds of attacks, at short range?
So the bows and rifle and pistol should have the ability to pierce at range and the longbow is setup for aoe and the shortbow for quick condition damage, so the pistol should be able to project a bullet that can pierce and a rifle should be able to pierce farther.
Yet we now have a rifle that lost its projectile speed but still has exploding ammo?
I don’t get it. Most rifle skills should pierce first and foremost. With damage and other effects tied to cooldowns and supporting skills.

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in Warrior

Posted by: TheBravery.9615

TheBravery.9615

So Gunflame doesn’t make sense to me any more. Doesn’t it seem that the single weapon in the game most likely to pierce to it’s full range is the rifle?
Don’t magical attacks trigger when they hit, like do physical damage, explode, stun, stuff that doesn’t pierce.
Don’t melee weapons do all kinds of attacks, at short range?
So the bows and rifle and pistol should have the ability to pierce at range and the longbow is setup for aoe and the shortbow for quick condition damage, so the pistol should be able to project a bullet that can pierce and a rifle should be able to pierce farther.
Yet we now have a rifle that lost its projectile speed but still has exploding ammo?
I don’t get it. Most rifle skills should pierce first and foremost. With damage and other effects tied to cooldowns and supporting skills.

The problem with gunflame prior to the Q2 2016 patch was that of an identity conflict. It did things that killshot was supposed to do with added benefits. The Q2 patch only nerfed gunflame without addressing the identity issue of the skill, so now it’s a mediocre projectile attack in the shadow of other projectile attacks.