Warrior Nerf?
The passive got reduced by 8%
The passive got reduced by 8%
did they change their minds about increasing the active buff? I keep hearing about the 8% passive reduction but I recall talk about making the active heal stronger to give incentive to use it more rather then only its passive heals.
I think they are still thinking how to change the signet, in the meantime they nerfed it, though it will not stop people from whining.
I think they are still thinking how to change the signet, in the meantime they nerfed it, though it will not stop people from whining.
its not just the passive that is the problem. Its warriors as a whole.
Asura Ele- Sir Im afraid youre short. Why is it always short jokes. No, youre short on the bill.
I think they are still thinking how to change the signet, in the meantime they nerfed it, though it will not stop people from whining.
its not just the passive that is the problem. Its warriors as a whole.
oh warriors are perfect where they are, just like anet claims it is. Its the rest of the classes that needs to catch up.
I think they are still thinking how to change the signet, in the meantime they nerfed it, though it will not stop people from whining.
its not just the passive that is the problem. Its warriors as a whole.
so what should they nerf too in your opinion?
when the warrior class became from useless to OP?
Most of the whining i see on the forum are about HS e Cleansing Ire, now healing signet has been slightly nerfed, should they nerf also CI (maybe adding an internal cooldown) the warrior would be fine?
A lot of people also whine about the warrior stats (high HP, high toughness) but i don’t recall anyone saying anything about it when the warrior sucked, now apparently it became a huge issue.
oh warriors are perfect where they are, just like anet claims it is. Its the rest of the classes that needs to catch up.
Hehe, I think I remember ANET saying the same about Engineers, but I could be wrong.
The [IRON] Triangle – Desolation [EU]
Don’t worry, it is a very minor nerf. . . . unfortunately.
with the crit damage reduction it might turn out to be a buff
with the crit damage reduction it might turn out to be a buff
It will be a buff of +/- 10% to all heal skills in the game with the excpetion of HS.
Against direct critical damage HS will be 2% stronger (against the 10% to other heals) and it will be weaker 8% against conditions. (while other heals remains the same)
with the crit damage reduction it might turn out to be a buff
Shh, quiet down you, we don’t want people to realise that, right? It’s a nerf, nerf you hear me?
I think they are still thinking how to change the signet, in the meantime they nerfed it, though it will not stop people from whining.
its not just the passive that is the problem. Its warriors as a whole.
oh warriors are perfect where they are, just like anet claims it is. Its the rest of the classes that needs to catch up.
<- This thief agrees with this ^ warrior
with the crit damage reduction it might turn out to be a buff
Shh, quiet down you, we don’t want people to realise that, right? It’s a nerf, nerf you hear me?
Because other healing skill are unaffected by this change right?
with the crit damage reduction it might turn out to be a buff
Shh, quiet down you, we don’t want people to realise that, right? It’s a nerf, nerf you hear me?
Because other healing skill are unaffected by this change right?
Ok, I agree with your point, that all other heals will be unaffected, so in that sense it’s a nerf. However – HS + adrenal + regen from dogged was what made warrior sustain what other people considered “godly”. And this sustain was weak vs bursty zerker builds and poison. One of the 2 will be weaker after the patch.
I don’t understand at all how a nerf to critical damage is a buff to healing signet at all, when all other classes’ heals are not affected at all.
And what about condition damage? We will probably see slightly more condition builds in roaming and WvW.
I don’t understand at all how a nerf to critical damage is a buff to healing signet at all, when all other classes’ heals are not affected at all.
because healing signet is superior to any other heal in the game
I don’t understand at all how a nerf to critical damage is a buff to healing signet at all, when all other classes’ heals are not affected at all.
because healing signet is superior to any other heal in the game
Which doesn’t mean it actually got buffed with the new ferocity change, more so in relation to other heals.
I think they are still thinking how to change the signet, in the meantime they nerfed it, though it will not stop people from whining.
its not just the passive that is the problem. Its warriors as a whole.
oh warriors are perfect where they are, just like anet claims it is. Its the rest of the classes that needs to catch up.
Agreed
Ok, I agree with your point, that all other heals will be unaffected, so in that sense it’s a nerf. However – HS + adrenal + regen from dogged was what made warrior sustain what other people considered “godly”. And this sustain was weak vs bursty zerker builds and poison. One of the 2 will be weaker after the patch.
Yes warrior sustain is really good, still this change to HS is a nerf no matter how you see it.
I can say that due to the change in ferocity it will affect warrior survavibility less than expected but at the and of the day this is valid for every class and every healing skill.
I don’t understand at all how a nerf to critical damage is a buff to healing signet at all, when all other classes’ heals are not affected at all.
because healing signet is superior to any other heal in the game
Which doesn’t mean it actually got buffed with the new ferocity change, more so in relation to other heals.
It’s more about the increased unlikelyness of being able to outpace warrior passive regen, because there simply isn’t very much you can do about it.
After the patch, it will be slightly harder for non-zerkers to deal more damage than warriors can passively heal. This isn’t as much of an issue on other classes because there are more ways to prevent heals (interrupts, well-timed poisons instead of having to permapoison).
I don’t really think it’s that much of an issue, because the ferocity change won’t affect PvP and WvWvW balance is nonexistent anyway.
Sustaining in longer fights is what warriors are about we get no neat tricks like stealth ect. I for one think the passive nerf needs an active buff and if anything warriors need a damage nerf since I can go full tank and literally just never dodge take everything then Eviscerate for 10k.
Sustaining in longer fights is what warriors are about we get no neat tricks like stealth ect. I for one think the passive nerf needs an active buff and if anything warriors need a damage nerf since I can go full tank and literally just never dodge take everything then Eviscerate for 10k.
Warrior is already one of the lowest dps classes in the game something tells me you don’t even play one.
Berserker warriors do amazing damage and I apologize for not specifying that when I talk about tank warriors doing great damage i’m talking about spvp. Also when it comes to burst damage warriors are not “one of the lowest dps classes” by the by my main is warrior.
I don’t understand at all how a nerf to critical damage is a buff to healing signet at all, when all other classes’ heals are not affected at all.
because healing signet is superior to any other heal in the game
Which doesn’t mean it actually got buffed with the new ferocity change, more so in relation to other heals.
It’s more about the increased unlikelyness of being able to outpace warrior passive regen, because there simply isn’t very much you can do about it.
After the patch, it will be slightly harder for non-zerkers to deal more damage than warriors can passively heal. This isn’t as much of an issue on other classes because there are more ways to prevent heals (interrupts, well-timed poisons instead of having to permapoison).
I don’t really think it’s that much of an issue, because the ferocity change won’t affect PvP and WvWvW balance is nonexistent anyway.
there is a simple way to counter healing sig(any healing for that matter), you just apply poison, making it 33% less effictive, why wont you?
if you dont have a skill that does so (well its your problem) but you can get a sigil that gives it to you.
healing sig with poison is the worst heal in the game, compared to other heals with poison, since some first remove the poison and then heal you.
I don’t understand at all how a nerf to critical damage is a buff to healing signet at all, when all other classes’ heals are not affected at all.
because healing signet is superior to any other heal in the game
Which doesn’t mean it actually got buffed with the new ferocity change, more so in relation to other heals.
It’s more about the increased unlikelyness of being able to outpace warrior passive regen, because there simply isn’t very much you can do about it.
After the patch, it will be slightly harder for non-zerkers to deal more damage than warriors can passively heal. This isn’t as much of an issue on other classes because there are more ways to prevent heals (interrupts, well-timed poisons instead of having to permapoison).
I don’t really think it’s that much of an issue, because the ferocity change won’t affect PvP and WvWvW balance is nonexistent anyway.there is a simple way to counter healing sig(any healing for that matter), you just apply poison, making it 33% less effictive, why wont you?
if you dont have a skill that does so (well its your problem) but you can get a sigil that gives it to you.
healing sig with poison is the worst heal in the game, compared to other heals with poison, since some first remove the poison and then heal you.
Sighs
This has been so overdone.
1) There are multiple professions that are unable to poison (and it’s almost never practical to bring a poison sigil).
2) It is far easier to apply a well-timed poison on someone’s heal (or just when they’re low to prevent a heal) than it is to keep it permanently applied, even before considering cleansing ire and berserker stance (some of the strongest removal in the game, don’t forget).
Also, I didn’t say that there were no ways to prevent healsig. I didn’t even say that the one method that does exist is ineffective, though it is. I said that there are more ways to prevent heals for every other heal in the game, which makes healsig a specific offender in the overall damage nerf.
L2Read noob.
I don’t understand at all how a nerf to critical damage is a buff to healing signet at all, when all other classes’ heals are not affected at all.
because healing signet is superior to any other heal in the game
Which doesn’t mean it actually got buffed with the new ferocity change, more so in relation to other heals.
It’s more about the increased unlikelyness of being able to outpace warrior passive regen, because there simply isn’t very much you can do about it.
After the patch, it will be slightly harder for non-zerkers to deal more damage than warriors can passively heal. This isn’t as much of an issue on other classes because there are more ways to prevent heals (interrupts, well-timed poisons instead of having to permapoison).
I don’t really think it’s that much of an issue, because the ferocity change won’t affect PvP and WvWvW balance is nonexistent anyway.there is a simple way to counter healing sig(any healing for that matter), you just apply poison, making it 33% less effictive, why wont you?
if you dont have a skill that does so (well its your problem) but you can get a sigil that gives it to you.
healing sig with poison is the worst heal in the game, compared to other heals with poison, since some first remove the poison and then heal you.Sighs
This has been so overdone.
1) There are multiple professions that are unable to poison (and it’s almost never practical to bring a poison sigil).
2) It is far easier to apply a well-timed poison on someone’s heal (or just when they’re low to prevent a heal) than it is to keep it permanently applied, even before considering cleansing ire and berserker stance (some of the strongest removal in the game, don’t forget).Also, I didn’t say that there were no ways to prevent healsig. I didn’t even say that the one method that does exist is ineffective, though it is. I said that there are more ways to prevent heals for every other heal in the game, which makes healsig a specific offender in the overall damage nerf.
L2Read noob.
look poison is a hard counter to healsig, unlike condi removal heals which first remove poison.
there are things you dont have any counters to ta all:
thief stealth
mesmer moa transform
and others
the point is you can make the healsig 33 less effictive, if you dont have poison thats your own problem this is not a 1v1 roaming wvw run for you, to which you can take a buddy that has poison.
I don’t understand at all how a nerf to critical damage is a buff to healing signet at all, when all other classes’ heals are not affected at all.
because healing signet is superior to any other heal in the game
Which doesn’t mean it actually got buffed with the new ferocity change, more so in relation to other heals.
It’s more about the increased unlikelyness of being able to outpace warrior passive regen, because there simply isn’t very much you can do about it.
After the patch, it will be slightly harder for non-zerkers to deal more damage than warriors can passively heal. This isn’t as much of an issue on other classes because there are more ways to prevent heals (interrupts, well-timed poisons instead of having to permapoison).
I don’t really think it’s that much of an issue, because the ferocity change won’t affect PvP and WvWvW balance is nonexistent anyway.
Unless you go a conditions which seem to be unchanged in this next coming patch.
I think they are still thinking how to change the signet, in the meantime they nerfed it, though it will not stop people from whining.
its not just the passive that is the problem. Its warriors as a whole.
oh warriors are perfect where they are, just like anet claims it is. Its the rest of the classes that needs to catch up.
This is the dumbest excuse that I keep hearing over and over. Now you may or may not be being sarcastic, but I see people claiming this all the time. And to them I say, what makes more sense: nerfing one class or buffing seven? I’ll give you a hint: it’s the one that doesn’t cause massive power creep and myriad unpredictable side effects.
The anti-nerf bandwagon just makes no sense. I can imagine in real life when these peoples’ grass grows too long they complain that the whole neighborhood should grow their grass out to match so they don’t have to mow their lawn.
Endless Petrification Tonic
(edited by Jabberwock.9014)
I think they are still thinking how to change the signet, in the meantime they nerfed it, though it will not stop people from whining.
its not just the passive that is the problem. Its warriors as a whole.
oh warriors are perfect where they are, just like anet claims it is. Its the rest of the classes that needs to catch up.
This is the dumbest excuse that I keep hearing over and over. Now you may or may not be being sarcastic, but I see people claiming this all the time. And to them I say, what makes more sense: nerfing one class or buffing seven? I’ll give you a hint: it’s the one that doesn’t cause massive power creep and myriad unpredictable side effects.
The anti-nerf bandwagon just makes no sense. I can imagine in real life when these peoples’ grass grows too long they complain that the whole neighborhood should grow their grass out to match so they don’t have to mow their lawn.
Nope. Warriors struggled when we were the bottom feeders of GW2. The correct analogy is that we worked to make our house better than most in the whole neighborhood. Instead of complaining to break the house down, why do you not try to make yours better as well?
Back to the game, the anti-nerf bandwagon aims to improve GW2 as a whole. If all ANet does is to nerf, players will leave not out of spite but out of boredom. Do you think they will recommend the game to new players? Of course not.
Help GW2 become better and suggest ANet how your class can be improved further without becoming too strong.
I don’t understand at all how a nerf to critical damage is a buff to healing signet at all, when all other classes’ heals are not affected at all.
because healing signet is superior to any other heal in the game
Which doesn’t mean it actually got buffed with the new ferocity change, more so in relation to other heals.
It’s more about the increased unlikelyness of being able to outpace warrior passive regen, because there simply isn’t very much you can do about it.
After the patch, it will be slightly harder for non-zerkers to deal more damage than warriors can passively heal. This isn’t as much of an issue on other classes because there are more ways to prevent heals (interrupts, well-timed poisons instead of having to permapoison).
I don’t really think it’s that much of an issue, because the ferocity change won’t affect PvP and WvWvW balance is nonexistent anyway.Unless you go a conditions which seem to be unchanged in this next coming patch.
Yeah, but conditions are already pretty obnoxious. I’m more referring to the people who don’t go full on zerker or full on cleric, but try to get some survivability while still getting damage (not me, I go full direct damage 24/7). Those are the ones who will have a harder time with passive sustain after the patch, and will either have to spec further into damage as a result or just not face warriors.
Again, not something that affects me personally, but definitely something I could see being an issue.
I don’t understand at all how a nerf to critical damage is a buff to healing signet at all, when all other classes’ heals are not affected at all.
because healing signet is superior to any other heal in the game
Which doesn’t mean it actually got buffed with the new ferocity change, more so in relation to other heals.
It’s more about the increased unlikelyness of being able to outpace warrior passive regen, because there simply isn’t very much you can do about it.
After the patch, it will be slightly harder for non-zerkers to deal more damage than warriors can passively heal. This isn’t as much of an issue on other classes because there are more ways to prevent heals (interrupts, well-timed poisons instead of having to permapoison).
I don’t really think it’s that much of an issue, because the ferocity change won’t affect PvP and WvWvW balance is nonexistent anyway.Unless you go a conditions which seem to be unchanged in this next coming patch.
Yeah, but conditions are already pretty obnoxious. I’m more referring to the people who don’t go full on zerker or full on cleric, but try to get some survivability while still getting damage (not me, I go full direct damage 24/7). Those are the ones who will have a harder time with passive sustain after the patch, and will either have to spec further into damage as a result or just not face warriors.
Again, not something that affects me personally, but definitely something I could see being an issue.
Zerker warriors will be softer post patch because trinkets will go zerker as well. We “will either have to spec further into damage as a result or just not face <insert profession here>”. Warrior condition is not as dependable as other’s condi but we make do with what is given.
I don’t understand at all how a nerf to critical damage is a buff to healing signet at all, when all other classes’ heals are not affected at all.
because healing signet is superior to any other heal in the game
Which doesn’t mean it actually got buffed with the new ferocity change, more so in relation to other heals.
It’s more about the increased unlikelyness of being able to outpace warrior passive regen, because there simply isn’t very much you can do about it.
After the patch, it will be slightly harder for non-zerkers to deal more damage than warriors can passively heal. This isn’t as much of an issue on other classes because there are more ways to prevent heals (interrupts, well-timed poisons instead of having to permapoison).
I don’t really think it’s that much of an issue, because the ferocity change won’t affect PvP and WvWvW balance is nonexistent anyway.Unless you go a conditions which seem to be unchanged in this next coming patch.
Yeah, but conditions are already pretty obnoxious. I’m more referring to the people who don’t go full on zerker or full on cleric, but try to get some survivability while still getting damage (not me, I go full direct damage 24/7). Those are the ones who will have a harder time with passive sustain after the patch, and will either have to spec further into damage as a result or just not face warriors.
Again, not something that affects me personally, but definitely something I could see being an issue.
And as a result of this more people are going to go conditions.