Warrior adrenaline issues

Warrior adrenaline issues

in Warrior

Posted by: latinkuro.7304

latinkuro.7304

I understand why they changed adrenaline and all that jazz.

My issue is that:

* Adrenaline just depletes to quickly

It takes time building up adrenaline depending on your build of choice,
once you hit that max adrenaline level, you should have the option of either using it or keeping it for the next engagement, the latter is impossible because of how fast it depletes, even in WvW it is almost impossible to take it with you to the next fight even if that fight is literally 10 seconds away from you.

* My argument

- Thief: starts with full initiative.
- Revenant: starts with 50% energy.

- Necro: no life force, and locked out of some of it’s class skills
- Warrior: no adrenaline and locked out of some of it’s class skills.

General observations

Necro life force doesn’t deplete when out of combat and it is kept even if you port somewhere else, while we warriors seem to be drawing the short end of the stick because of QQers about our precious hammer leap fueled by adrenaline……

Man, this change has always made me so mad !!!
I understand the thought process behind it but the implementation is not quite ideal.

* My suggestion

How about starting us warriors and necros at 30&% of our adrenaline / life force so we can actually use our adrenaline / life force fueled skills……..

LOVE: Raids & Fractals.
HATE: Jumping puzzles.
DESPISE: TIME GATES, RNG & THE TRINITY !

(edited by latinkuro.7304)

Warrior adrenaline issues

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

* My argument

- Thief: starts with full initiative.

Thieves also need initiative to use any of their weapon skills. If they didn’t start with full initiative, they’d have to spam their autoattacks or something until their initiative built up. That’s hardly a viable playstyle for a bursty profession (even more so now that S/D got hit with the nerf bat during this patch). This comparison doesn’t really work, since Warriors aren’t dependent on adrenaline for any of their weapon or utility skills, only their burst skills.

- Revenant: starts with 50% energy.

Similar to Thief, Revenants need energy for all of their skills other than their autoattacks. If they didn’t start with some energy, they’d be stuck spamming 1 at the start of fights.

- Necro: no life force, and locked out of some of it’s class skills
- Warrior: no adrenaline and locked out of some of it’s class skills.

Unlike Thieves and Revenants, neither Necromancers nor Warriors depend on life force/adrenaline to use their normal weapon and/or utility skills.

General observations

Necro life force doesn’t deplete when out of combat and it is kept even if you port somewhere else, while we warriors seem to be drawing the short end of the stick because of QQers about our precious hammer leap fueled by adrenaline……

Necromancers don’t build life force as easily or as quickly as Warriors build adrenaline. Unlike Warriors, they don’t get their profession resource from all passive sources of damage.

Man, this change has always made me so mad !!!
I understand the thought process behind it but the implementation is not quite ideal.

* My suggestion

How about starting us warriors and necros at 30&% of our adrenaline / life force so we can actually use our adrenaline / life force fueled skills……..

If this were an argument for buffing Necromancers, I could sort of understand since they’ve been hit with a lot of nerfs lately and could use a break, plus Death Shroud is pretty much a full transform. However, for Warriors, this is really only talking about our two burst skills, and starting out at 30% adrenaline wouldn’t even be enough to pull off a level 1 burst anyways, so what’s the point? It doesn’t take all that long to build up a full adrenaline bar, otherwise Cleansing Ire + Combustive Shot wouldn’t be one of our most reliable sources of condition cleansing in PvP.

(edited by Torqiseknite.1380)

Warrior adrenaline issues

in Warrior

Posted by: latinkuro.7304

latinkuro.7304

if 30% is not enough for level one burst than they can do whatever the percent is for a level 1 burst……

My point is, it is impeding me from using a skill warriors were always able to use as a fight opener…..

I’m not saying give me full adrenaline !

I’m saying give me back the ability to use my skill, even if it is at level 1.

LOVE: Raids & Fractals.
HATE: Jumping puzzles.
DESPISE: TIME GATES, RNG & THE TRINITY !

Warrior adrenaline issues

in Warrior

Posted by: Dand.8231

Dand.8231

I more or less agree with the OPs general idea.

Adrenaline vanishes out of combat way too quickly. Instead of trying to compare warriors/apples and necros/oranges, lets just look at Adrenaline in a bubble.

IMHO, Adrenaline also decays too soon and too quickly once combat has ended.

Sometimes it even decays during a fight with a pesky thief or mes who’s kiting in stealth, and the game has just decided that the War is not in a battle. For all intents and purposes, the Warrior very much is still fighting.

Adrenaline should decay slower

Short delay before out-of-combat decay begins

The most important questions are as such:
Q1. Is it balanced?
Q2. Is it fitting for the class?
Q3. Is it fun?

A1. This is largely a QoL buff, and only a minor mechanical buff, that will not vastly alter the current balance or meta.

A2. I feel the current adrenaline loss rate is NOT fitting. Even a normal soldier would not calm down after a tough battle in just 7 seconds, but thats about how long it seems to take to go from 100% to 0% adrenaline. And certainly, someone who harnesses and channels his anger and rage, would not be so quick to settle down and discard his hard earned strength?

A3. This is the big one. NO. The current adrenaline loss rate is not fun. That much has been made clear from the various discussion that has taken place surrounding the mechanic. Based on the fact that there’s always a new thread popping up to decry the decay rate, and the responses I’ve read from both low and high ranked, new and vets warriors, the majority of those who have spoken up have asked for an improvement, possibly even a revert.

Warrior adrenaline issues

in Warrior

Posted by: DresdenAllblack.1249

DresdenAllblack.1249

I have no problem with the decay rate, just let it hang around for a longer period of time.

Angelina is free game again.
Crystal Desert

Warrior adrenaline issues

in Warrior

Posted by: Julie Yann.5379

Julie Yann.5379

A 2 or 3 second grace period before decay would pretty much fix it for me.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

Warrior adrenaline issues

in Warrior

Posted by: Crossaber.8934

Crossaber.8934

I will suggest a solid 3 sec grace period, that will be pretty much good enough.

Warrior adrenaline issues

in Warrior

Posted by: eksn.7264

eksn.7264

Noz