warrior nerf / detriment to the game.

warrior nerf / detriment to the game.

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Posted by: wildfang.9670

wildfang.9670

Before we begin I want to clarify that I have played maxed and very familer with most profession in gw2

warrior necro engi ele.

in this up coming update we will for the first time since post beta see the warrior mechanic adrenaline changed in a very unfair and truthfully negative way. that is adrenaline is lost on miss

the sad hard truth is that warrior do need adrenaline changed but in a way that encourages management which this update will be so far from. currently their is no such thing as ad management for warrior since ad just fuels our burst skills which can be good at times but still it’s a poor excuse.

as a necro you have to manage your life force it’s part of being a necro or more specifically a good one. as many think it’s a extra life bar they fail to realize just how good death shroud is. you can tell a good necro from a bad one in general as to when and how he uses his death shroud which possess a variety of skills all of which are good. this encourages necros to manage their life force carefully for when they can make the most of it. also life force is only depleted when you are in ds and even then it’s slowly (faster if you use life blast)

compared to warrior adrenaline warriors just do not compare. we get 1 burst no variety and in some cases extremely diffuclt to use. we should be thankful for the gs burst buff and the changes to riflies auto.

but it’s not just the necro lets also bring up thieves. I enjoy playing my theif from time to time and I need to be excused by have to ask. thieves are easy to kill? ik i’m about to get flamed and insulted by thieves the undisputed masters of stealth is only a EASY kill if he refuses to pick his battle intelligently (not a insult everyone messes up once in a while) or lets himself be killed.

dagger off hand and pistol off hand both allow for the theif to stealth himself making him the aggressor and dictating the terms of the battle not his opponent. this is not counting his skills or traits both which can apply stealth. they also have pretty good cleanse (not nearly as much as war admittedly.)

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Posted by: wildfang.9670

wildfang.9670

a commonly said complaint is warriors have too much health too much armor and to much mobility trying to bring real world logic to a game which is in it’self unlogicial.

if any profession other then war had his health pool and armor he would be the undisputed champion of the world!!!!! and yet with this health pool and with this armor we were the under dogs at one point.

thieves (or i’m guessing thieves) claim that warriors need to lose armor or health because they have to much thieves can hit very high numbers but have to give up something. so let me as this if warirors could stealth repeatedly at will maintain the high lvl of damage and high defense stats how would you win.

simple you wouldn’t while it’s true that thieves can not take a hit as good as a warrior it’s also true that warriors can not use the ultimate defense stealth. hell warrior’s can’t even gain protection. we do gain a block or two on a 20 / 25 sec cd that last all of 3 seconds and endure pain that take 60 seconds to come off cd.

these do not compare to the thieves stealth do not delude your self into believing they do.

however we also here talk of how warrior has the highest dps highest health pool and highest mobility as if NOTHING compares. allow me to burn that opinion here.

don’t believe me allow me to prove it with MATH

protection = .33 to armor
light armor = 967 ascended
heavy = 1267

with 20 into aracane the ele can pick up elemental attunement which is a 50% uptime of protection and regen. with the math finshed we get 1286 armor for a LIGHT armor profession with protection. now add in the bonus of rock barrier which adds another 250 (50 per rock for 5 rocks) which will also inflict nice damage if it’s skill seq throw is used.

warrior do have some traits and skills that will boost it’s toughness but they are all vital or short lived. i.e. 100 toughness while above 90% health or doly sig which is a stun break and a stable both of which are likely to be needed during a fight. dps ele are the undisputed kings assuming your willing to be squishy for it. but ironically we also here complaints of I GOT one shot with kill shot. you built squishy…. how is it the fault of a squishy high dps build that he killed another squishy high dps build simple IT"S NOT.

back on track of the warrior mechanic
when you look at the mechanics of every single profession we get something that looks like this.

warrior 10 sec cd + ad
necro life force + cool down minus life blast which does great dps for powermancher’s.
theif stealth has a large cd 40 seconds but makes up for it with cool downless stealthed skills (or 5 seconds because of reveal your call)
Mesmer is probably the only ONLY profession that may have a legit complaint in this department as it skils consume it’s clones / phantasms and have cool downs as well however even then clones are also much more useful then adrenaline when played right.
engi only has cool downs on it’s tool belt skills which vary depending on the skill.
ele ele…. 15 seconds to swap to a diff attunement not that much higher then our own burst recharge but with 4x the skills.

warrior nerf / detriment to the game.

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Posted by: wildfang.9670

wildfang.9670

I have to be utterly honest the impale nerf makes very little sense. I ask you think of this.

warrior have to be up close to use sword’s bleeds. all of them and yet we profession who can do this from a far can do this quicker and at ranged. we get a 2 second advantage but at a MUCH SLOWER RATE.

yet we see the exact opposite with impale a skill that is being nerfed by a large margin 33% when it was already made that it could be easier to counter by adding the torment quicker. I can not understand the logic of making a skill easier to counter impale then weakening it by so much only 3 spot’s infliclt damaging condtions 1 of which (riposte) will only work if you time your block on a melee (still avoidable) and utterly useless on a ranged target (for bleeds anyway). now i’m not saying it won’t be viable but to loose so much that really feels like it shouldn’t had been messed with in the first place that is upsetting.

this is ironically the opposite of how it should be. melee puts your in more danger which should be where the damage is highest at.

the state of the warrior will be this post patch.

our adrenaline will still act as a vice with no advantages to really having it other then burst skills many of which have been nerfed and I fear nerfed again. as well as preventing high lvl play between player’s making warrior’s a hindrance.

(edited by wildfang.9670)

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Posted by: wildfang.9670

wildfang.9670

now how is this a detriment to the game. look simple instead of fixing what is wrong with professions.

i.e. stable / stun breaks for a necro.

we are getting nerf’s this has been since the beginning how things are handled and if you look at the necro and theif fourms you’ll understand what I mean nerfing a class that can do everything effectively instead forcing professions to play a specific style or have specific weakness is just simply going to anger players.

Nerf’s minus overtly huge ones will make no change between a good player and a bad player if your losing because of a l2p issue much of the argument vs a warrior is. your going to be upset til the class is broken.

let me point out something on behalf of the necros out there. why did so much get changed for dhumm fire then why when dhumm fire got changed did many of those nerf’s still stay.

this wouldn’t be as much of a problem if balancing was done more often but once every 4 months it can take a year or longer to fix a problem or problem caused by balancing.

thieves have been hit incredibly rough to the point that their is simply no excuse for it in spvp. longer reveal check stealth reduces the control of the point check. so thieves are forced out of their big advantage and …. punished horribly for it in spvp.

necros are simply helpless in the face of control for the most part ingeneral getting tossed around all game because your facing a engi and getting hit with a treb in kylo castle is not fun. foot in the grave is not a decent answer either. don’t want tossed around k take this 3 second stable skill and keep in and out of death shroud. they need a reliable source of stable they get jack.

hell if we want to talk about broken what about engi’s non cd tool kits. ele needs to wait 15 seconds ore less (depending on your aracane invest) to do the exact same thing yet this allows engis to control and combo you down in a flash.

theif stable is almost as bad you (in a different way) get it after revealed is applied giving you a slight breather after say a back stab but 1 second or 1.5 second. why give it at all if it’s going to be that minute.

this game is loaded with traits that need fixing and need more variety what we are getting is LESS.

I main a warrior I won’t deny it and I won’t deny it’s the upcoming warrior changes that broke the camels back. however i’m speaking not of a war prob but a prob in general.

(edited by wildfang.9670)

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Posted by: wildfang.9670

wildfang.9670

the idea behind said thieve trait is that after a back stab your safe from cc but think about this what does that extra time do ironically many control moves take 3/4 to more. even with the change will it change much. auto 1 auto 2 control.

hell brawler recovery was utterly useless til this balance great I weapon swap no blind or I used a auto attack great no blind and not stuck in a weapon set!!!!

ele’s rol got nerfed I agree I think it shouldn’t been as good as it was but 40 seconds… that just too much reduce the range to 1200 keep the time 25 remove the aoe aspect and maybe slash some dps great no more issue.

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Posted by: Cygnus.6903

Cygnus.6903

If you really want to adress these issues, you might want to make smaller posts.

I only state my opinion unless stated otherwise.
Hulk Roaming Montages/Build Vids
I always rage but never quit.

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Posted by: kodesh.2851

kodesh.2851

This is not a huge deal imo. Target the ground with combustive shot, you won’t miss and will always get your condi clear. I always thought it was kinda silly that we could miss a burst, and just swap weaps and try a different burst with a full adrenaline bar.

Sizzap – Asura Mesmer, Dragonbrand

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Posted by: Cygnus.6903

Cygnus.6903

This is not a huge deal imo. Target the ground with combustive shot, you won’t miss and will always get your condi clear. I always thought it was kinda silly that we could miss a burst, and just swap weaps and try a different burst with a full adrenaline bar.

Most people feel that way, myself included.

The problem is that Anet has tied the success of a warrior solely to our burst skill. Thus, I think this change will have more effect then some might predict.

I only state my opinion unless stated otherwise.
Hulk Roaming Montages/Build Vids
I always rage but never quit.

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Posted by: kodesh.2851

kodesh.2851

Most people feel that way, myself included.

The problem is that Anet has tied the success of a warrior solely to our burst skill. Thus, I think this change will have more effect then some might predict.

Yeah, I think the “fix” should have been putting burst abilities on a shared cooldown between weaps on a miss, so you can at least keep your adrenal health/zerker’s power etc.

Sizzap – Asura Mesmer, Dragonbrand

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Posted by: adozu.6398

adozu.6398

impale nerf is fine, that skill can nearly 1hit a thief in pvp, 8 sec is still a pretty long time.

agreed on adrenaline nerf being a bit severe, imho it will make specs that rely on bursts (other than combustive shot) way less reliable.

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Posted by: Purple Miku.7032

Purple Miku.7032

As for the adrenaline nerf I honestly think that it would be perfectly fine if we didn’t lose our adrenaline the moment we left combat.

That way, they wouldn’t be nerfing warriors so hard in PvE. I know that plenty of the people here are strictly PvP players but consider it from the perspective of somebody like me, who doesn’t do PvP. There’s no other viable trait when you have the option of a 15% damage modifier here.

Despite how unhappy I am with the frequent nerfs on warrior, it’s still not as terrible as what they’re doing to elementalists. Such a shame, to destroy burning speed AND burning retreat. What nimrods.

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Posted by: Cygnus.6903

Cygnus.6903

As for the adrenaline nerf I honestly think that it would be perfectly fine if we didn’t lose our adrenaline the moment we left combat.

That way, they wouldn’t be nerfing warriors so hard in PvE. I know that plenty of the people here are strictly PvP players but consider it from the perspective of somebody like me, who doesn’t do PvP. There’s no other viable trait when you have the option of a 15% damage modifier here.

Despite how unhappy I am with the frequent nerfs on warrior, it’s still not as terrible as what they’re doing to elementalists. Such a shame, to destroy burning speed AND burning retreat. What nimrods.

I feel for you, even though I don’t play PvE ever. Anet is not discriminating between PvE and PvP players, and that’s a shame.

Do you think you will be able to subdue the nerf slightly by using Healing Surge/Signet of Fury?

I only state my opinion unless stated otherwise.
Hulk Roaming Montages/Build Vids
I always rage but never quit.

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Posted by: JorneMormel.9850

JorneMormel.9850

When I first started playing the game as a veteran Guild Wars player, the thing that shunned me away from making a Warrior was the fact that the adrenaline mechanic had changed so much compared to the first game. The lack of risk when spending adrenaline and the relative ease to gain it made the profession seem easy to master, and rightfully so.

While I am not sure how the patch will turn out in terms of balance, I am somewhat looking forward to it because it will immensely raise the class’ skill ceiling. I am not going to cry wolf at the first sign of trouble or imbalance, instead I look forward to seeing how it turns out.

I suppose that I am lucky to have little experience playing the profession. That makes it rather easy to adapt and learn. So do take my point of view with a grain of salt, I am just saying that it will be harder to play well. And to me that is a good thing.

Mysterious Old Geek
Co-founder of Flying Pink Unicorns [PWNY], Ring of Fire

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Posted by: Finaldeath.1059

Finaldeath.1059

Just watched the video listing all the changes to skills and all the classes were getting buff after buff then when he got to the warrior it was absolutely nothing but nerfs. Made me cry.

warrior nerf / detriment to the game.

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Posted by: Purple Miku.7032

Purple Miku.7032

As for the adrenaline nerf I honestly think that it would be perfectly fine if we didn’t lose our adrenaline the moment we left combat.

That way, they wouldn’t be nerfing warriors so hard in PvE. I know that plenty of the people here are strictly PvP players but consider it from the perspective of somebody like me, who doesn’t do PvP. There’s no other viable trait when you have the option of a 15% damage modifier here.

Despite how unhappy I am with the frequent nerfs on warrior, it’s still not as terrible as what they’re doing to elementalists. Such a shame, to destroy burning speed AND burning retreat. What nimrods.

I feel for you, even though I don’t play PvE ever. Anet is not discriminating between PvE and PvP players, and that’s a shame.

Do you think you will be able to subdue the nerf slightly by using Healing Surge/Signet of Fury?

Healing surge not only interrupts combat, but has an aftercast so as long as you use it during combat you will have lower DPS. Signet of Fury is needed for the precision, if you use it then you’ll lose out on DPS there as well (only for the first segment of a fight).

Point is, no matter what way you look at it… DPS nerfs. It’s annoying.

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Posted by: fellyn.5083

fellyn.5083

Just watched the video listing all the changes to skills and all the classes were getting buff after buff then when he got to the warrior it was absolutely nothing but nerfs. Made me cry.

I felt the same way.

And to the people saying “well this is how it was in GW1…”. I’m not sure if you noticed this by now but GW2 is a completely different game from GW1.

Everything about is different. The simple fact of the matter is that there are more ways to prevent a warrior from hitting his burst skill than there are for a warrior to land his burst skill. And conditions are so easily spammable, with blind being one of the most spammable conditions in the game.

Sure the changes might raise the skill ceiling for warriors, but where is the same changes for other classes that were already on par now matter how much people want to say warriors are OP.

I very much fear that these changes are going to undo all the good (aside from burst skill nerfs) that anet has done for the warrior over the last year. That we’ll go back to being bottom tier like we were for the first 1.5 years of the games life.

And for the love of God if they have to make these changes revert some of the burst skill nerfs. They’re so easy to dodge or inhibit in some way.