Warrior HoT Balance comprenhensive feedback
First things first!: All numbers would be subject to change, mechanics are what’s important here!
Note: This is mostly an effort from several warrior players across various servers. I’ve only been compiling the feedback and adding a few things on my own.
Note 2: Comments and explanations are in spoiler tags.
Weapon changes:
Rifle:
As it is, the rifle is not going to get any use besides some seldom clutch and selective occasions. The weapon is extremely underwhelming, we think this is universally known at this point.
In order to make a weapon desirable and fun, it has to have sinergies within itself, it has to feel rewarding to use. Each skill press has to feel meaningful. A weapon is considered bad when the skills associated with it are just filler attacks: Brutal Shot and Aimed Shot being two examples of this, you fire them and forget about them altogether (with the exception of Aimed Shot+Leg Specialist).
A clear, very simple example of a conditional attack with somewhat decent sinergy:
Fierce Shot: Fire a shot at your target, gaining bonus adrenaline against vulnerable foes.
Some selec rifle skills should pierce baseline, such as Fierce Shot, Volley, and Kill Shot(we feel it’s absolutely mandatory for rifle Warriors, specially with all the changes suggested below).
- Fierce Shot: Fire a piercing shot at your target, gaining bonus adrenaline against vulnerable foes.
-It now pierces baseline.
- Aimed Shot is now named Brutal shot: Fire a shot that cripples foes and makes them vulnerable.
-Cripple. 5s.
-6 stacks of Vulnerability. 8s.
-Cast time increased from ¼ s to ½ s.
-Recharge remains the same: 10s.
- Volley: Fire a volley of piercing shots at your foes.
-It now pierces baseline.
- Brutal Shot is now named Aimed shot: Fire a precise shot that reveals your foes and dazes them.
-2 seconds of Revealed.
-Daze duration: ¼ s.
-Cannot be blocked (Maybe? Maybe not?).
-Cast time reduced to ¼ s.
-Recharge remains. 15s.
- Rife Butt: Push your foe back with your rifle butt and perform an evasive manouver.
Shortly after pushing your foe back you perform a dodge roll to gain some distance, similar to Ranger’s Hornet Sting skill (distance gained would be a little shorter).
- Kill Shot: Fire a powerful shot. Cast time is reduced and has increased vulnerability application with inceased adrenaline levels.
-Level 1: 1 ¼ s cast time. 3 stacks of vulnerability.
-Level 2: 1s cast time. 6 stacks of vulnerability.
-Level 3: ¾ s cast time. 9 stacks of vulnerability.
-Pierces baseline.
Damage of the Kill Shot no longer varies depending on adrenaline levels.
Axe offhand:
- Dual Strike : Strike your foe with both weapons and reflect projectiles coming at you. Gain fury with each hit.
-Damage of this skill increased by 15%.
Now reflects projectiles coming in front of you during the ½ s animation. Damage of this skill increased by 15% becouse if felt too weak.
- Whirling Axe: Spin and attack your foes, making them vulnerable.
-10 stacks of vulnerability. 10s.
Now applies up to 10 stacks of vulnerability AoE during the animation. (it now competes with Mace’s off hand single target counterpart, Crushing Blow).
Whirling axe blocking or reflecting projectiles would have been too strong or it would have overshadowed Shield and Sword offhand very quickly.
Mace offhand:
- Crushing Blow: Crush your foes armor, leaving them weakened and vulnerable.
-10 stacks of Vulnerability: 10s.
-Weakness. 8s.
-Cast time reduced to ½ s.
In addition to its current effect, it now applies 8s of weakness.
It may be redundant with Main Hand Mace AA (Pulverize), but you will not always pair Mace Offhand with a Mace Mainhand, so as a stand alone weapon, it makes sense temathically and it needs it mechanically. The cast time feels really long, it’s now reduced to ½s