Showing Posts For Flux.7250:
@ OP:
Those changes all look very well thought out. I feel Flurry needs some special attention though. Its damage is too low for a burst skill.
Right now, it deals about twice the damage of a Sever Artery (not calculating condition removal). Imo, that could be doubled to 4x a Sever Artery (or maybe even tripled, but I’m not sure about that). It IS a burst skill, after all. It needs to do more DPS than auto-attacking.
Yeah the direct damage on flurry feels like its kind of trying to support power builds but its way too negligible, it should have low base dmg so its not op for condie builds but then let it scale well with power so its a viable option for power builds to apply good aoe pressure. I’m not saying it should be 100b dmg but you’re right, it should be significantly better than auto attacks.
No, 2 condies removed on an 8s cd would not be op seeing as you’d usually sacrifice the block and most warr builds nowadays can atleast remove 3 condies on an 8s cd (15 points in disc) due to cleansire ire. Cleansing ire seems to be the band aid that anet gave to warrs for their lack of condie removal, the problem is it works with some weapons much better than others i.e. hammer, bow and sword whilst mace got the short end of the stick due to blinds and snares preventing mace f1 usage. If you want bunker builds to be used in spvp then the class definitely needs a bit more condie removal, I’m only giving suggestions for weapons but maybe you can suggest something in utilities or traits to be changed instead? Also, it was the main idea I had for replacing the mace 2 block’s adrenaline gain ability with something more interesting and useful, what would you add instead?
You should know that my post is directed towards mainly tpvp, its up to the devs which changes to add to specific game modes. You’re right pve is lowest priority atm for warrior but vuln. stacking is nowhere near as effective for a warrior in pvp compared to pve. You forget these attacks require melee while alot of other classes can stack more from range (e.g. engie or thief), were not going to get several rotations on moving pvp targets so the more stacks for the time you’re on them the better (sure reduce the duration if its too op), ‘bursty’ vuln. like thief’s pistol is better than what we have atm. Also no competitive warrior takes ‘on my mark’ in tpvp, both axe 2 and mace 4 need a buff to their vuln. imo their effects may be powerful in pve but they’re so mediocre in pvp especially with all the condie removal going around.
i might be the only one who misses the original berserkers stance. this latest patch brought a lot of new changes that for the most part i really like.
but being able to lay down massive fire fields almost effortlessly in small man groups in WvW was incredibly nice. now i have to be a lot more discriminatory about my gift of flame.
all in all though i feel like i got a lot more then i lost.
SoR passive + burst mastery + 30 points in disc. (+ berseker’s might potentially) can pretty much let you do this every 7 secs, its still very possible imo especially with 5 strikes of adrenaline on weapon swap.
They need to make Sure Footed increase the stance duration by 50% or reduce the cd of stances as well as the current 25% duration increase, it just isn’t attractive as it is.
Anyone have any critiques of my suggestions? I know its very long sorry about that lol (maybe just check out your favourite set?). I just wanted to give anet some more solid feedback instead of the usual qq found here
Flux, Wow mate I am REALLY impressed with these weapon suggestions. I love every single one of them (except kill shot might be to strong). Seriously though +1 well thought out, and exactly what we need with our weapons, utility and damage as we don’t get the luxury of teleports, evade spam, blinds chills and cripples.
Like them all except for one thing, the hammer is amazing but it really needs some sort of defense against blinds, how about either adding a blind to number 3 (to try and mitigate incoming blinds) or adding earthshaker (or another skill) also makes the warrior immune to blind for 3-4 seconds afterwards. It’s just completely shut down by being kited and blind, especially without a movement skill, same with mace.
Thanks for the feedback, I added the unblockable effect because I feel like its very hard to land kill shot with blinds and with the long and easy to spot animation, so I thought it’d be better to remove atleast another obstacle from the list which is aegis/blocks. Also it gives the rifle the potential niche of sniping bunkers in a boon hate build possibly. Just a way to differentiate the skill so that it wasn’t a ranged eviscerate haha, how do you think the skill should be modified or would you just leave it the same?
Sped up animations would definitely help against blinds for both hammer and mace as would being able to be mobile with all hammer abilities against kiting. I actually really like your idea of blind on the cripple shockwave, it gives the hammer extra survivability which I pretty much neglected. Another potential change is to give earthshaker a secondary aoe shockwave for little damage after the first that applies a 2s cripple so that the warrior isn’t completely punished for missing and can still stay on target(s) a bit better.
Mace and hammer should be lacking in the mobility department imo, they’re meant to be hard to get in with but then annoying as hell when you catch on to them especially without stability. The lack of mobility should be compensated by other sets like sword, it gives the weapon sets their unique niches
HAMMER: I think this is one of our more solid weapons but all the animations should be sped up slightly imo, too easy to avoid atm. Apart from that the 3 and 4 skills should be mobile when using them, they feel too clunky
RIFLE: F1- too simplistic again, i think it should have slightly reduced cast time and an added effect of being unblockable, it would be more fitting of the name, being able to ‘kill’ :p
1- slightly buff the damage
3- let volley have the ability to pierce so the weapon has better aoe capabilities
4- double the damage of this move mainly to give the rifle more sustained dmg instead of the usual volley kill shot burst, also add blind to this move, it fits the picture and gives rifle much needed surviability
5- add a 2 or 3s cripple to this ability it feels too underwhelming when the enemy can just run back to you as most of the time aimed shot is on cd to prevent the target from getting to you in the first place or controlling them etc also it makes it better for stopping stomps/resses when enemies have to limp back to their/your teammate
LONGBOW: this is probably one of our best weapon sets, it doesn’t really need changes and is lowest priority.
GREATSWORD: F1- there may be too much fury given to warrior, i personally think this move should give 2,4,6 secs of retal instead, again this would add more situational surv to the warrior without adding more dps to the set as its already very strong in that regard
1- auto is fine though the vuln could be increased to 2 on the 2nd attack so that it feels more useful instead of filler inbetween 100b
2- ah 100b is a tough one, some people wanna see less damage for being able to move but i personally like it the way it is, even though gw2 doesnt always do this, the idea of this skill is to reward skilled play, i.e. waiting out the opponents dodges, ccing them first etc this general concept is why warr is my favourite class and i wish more abilities in gw2 did this
3- dont’ let it be affected by slows, allows the warrior to have easier time moving around especially as i think rush should still be affected by them (hear me out :P )
4- I always thought bladetrail should’ve been more like the rangers gs block, again it gives the warr more surv while still retaining the bladetrail part by activating without blocking. The first part should be like sword OH 5 but when attacked in melee it should do a frontal aoe horizontal slash that blinds enemies (maybe give it a theme of slashing their eyes)
5- the two changes to rush should be ofc the animation problems, maybe just end it in an aoe or give the last hit more range so you dont have to be dry humping your target for the hit to work. I also think it should have a 4s cripple similar to savage leap so its easier to engage as well as save the proposed no.4 block. I still think it should be snarable as i dont like the idea of a 1200 range disengage being very hard to stop, it makes it too hard to counter, if they were to make it unaffected by slows theyd have to lower the range imo (a’la savage leap or guardian gs leap). It should be the same for all 1200 range moves like rtl (although i believe the range was nerfed?) and ranger gs swoop. It may not seem op if warrior was in its current state but people would complain about the easy disengaging if warrs became competitive similar to ele bunkers.
On a side note, I also think teleports shouldn’t be stun breakers (too easy to disengage), which i think anet is aiming for with the nerf to thief mh sword and ele flash, i hope they carry on in this way (i.e. mesmer blink)
SWORD: F1- flurry is a solid move that works well with the lockdown and utility vision of warrior but if anet wants this to be a hybrid weapon then they should make this ability scale with power so that power builds can use it for more than just the immob.
1) I’m a fan of the faster chain and sword revamp in general (just needs a few tweaks), maybe just work on the animation
2)solid move, its fine
3)reduce the cd to 10 secs and let the move do 50% more damage on people under 75% health. FT does the same dmg as an evis so i think the slow animation is reasonable especially if we can lockdown enemies but the cd is too punishing for a miss and it would be nice to have more options for the damage scaling with health so it doesnt feel like we have no 3 ability for the first half of the fight
4)NEW: The rip animation should be faster and along with the stack of bleeds i think this move should also stack on TORMENT, anet added this condition to buff up the condie builds and unused weapons of other classes and i personally think it would fit perfectly here for warrior and it helps with lockdown again as it punishes people for walking away from you. Also condie builds are weak for warrior and needs more conditions to apply, im not sure why anet didnt do anything to build diversity for warrs in this regard.
5) first part is fine not too sure about 2nd activated part if not attacked, perhaps change it in to a melee attack that applies a few stacks of confusion (3-5 stacks).
SHIELD: generally a good OH but I think the cd should be reduced to 25 secs atleast seeing as engie’s tool kit block is 20s cd UNtraited. Maybe reduce the cd on shield bash to 20 secs but it may not be needed.
WARHORN: the only change I think it should get is that charge applies 10s of vigor instead of call to arms and instead cta gives 10s of regen, it makes charge and cta more consistent with their theme of mobility and survivability respectively, the regen also adds more passive survivability for bunker builds.
AXE: F1: I think evis should either 1) have its ranged doubled so we can stick to the target better as 300 range is negligible atm or 2) evade attacks during the ‘spin’ motion at the beggining of the animation so that it has more than one use of simplistic high dmg.
1 – the nerfed autoattack will be fine if we can stay on the target
2- this skill first of all needs to apply more vuln. its too little compared to other classes, I think at least 6 (maybe even 8 ) would be more appropriate.
NEW: add an evade mechanic for the duration of this move, it encourages skillfull play and gives mh axe more survivability as it is a weapon that inevitably has to be close with no ways of getting out.
3- not bad i’d say just give it a piercing property so it carries on through your main target
4- not too certain with dual strike but one idea is to let it give vigor for the same duration as the fury, it gives more survivability that axe needs
5- give whirling axe a 1 or 2 sec cripple on hit, with leg specialist this can easily help with aoe lockdown and lets the warrior be able to hit targets with more hits. Also I dont see why the buff to this ability didn’t go to other modes of the game.
MACE: F1- its fine
1- speed up the autoattack, weakness is good but its too hard to land the last hit
2- let the block function like sword 5 if it doesnt atm, then get rid of adrenaline gain secondary function and instead replace it with remove 2 conditions if the skill is activated again, mace has potential for bunker builds but it’ll need more condie removal to be viable especially as blind screws cleansing ire with skull crack
3- let this hit aoe, I feel like it should seeing as its only one sec
4- either you 1)double the vuln and the damage of the move and add cripple or 2)double the vuln and give the move a remove one/two boon effects, with DotE this can work well in a boon hate build potentially
5-fine
This is a copy and paste from my thread in the warrior forums.
As many have said in previous threads, warrior feels like its in a different game to other classes, it just feels as if this class is way too simplistic and was made way before the other classes, anyone who played during the betas will most likely agree (the other classes were not fleshed out back then).
This is why I’m going to suggest an overhaul to a lot of the weapon skills that warrior has as they feel ‘outdated’ an example is the warriors block moves that have no secondary effect apart from ‘gain small amount of adrenaline’ on all of them or the plain weakness of some skills (hello mace 4 and axe 2). I know utilities and traits need to be looked at too but thats for another time.
I feel like Anet is very fixed on making sure classes don’t all have the same tools, i.e. protection, aegis and stealth for warriors, so to increase the chances of these suggestions being taken in to account I will try to not just give these tools to the warrior because believe it or not new tools can cause balance problems (necro’s controversial dhuumfire).
The 3 main things that I will try to achieve with an update to these skills are:
1) The ability to stay in the fray of the fight – high armor just doesnt cut it in the game and even though warriors spend a lot of their time in the middle of everything they simply can’t survive with all the aoe flying around and their lack of evasion.
2) Increasing the utility of weapon sets – some just feel completely unused like OH sword and need something new imo to be worth using
3) Sharing a common theme of lockdown, Anet have said in the past that they have struggled to find a role for the warrior, imo lockdown is what it should be whether its roaming or bunkering, it is currently what we do (or used to do with unnerfed leg specialist) best. I believe our weakness should be kiting but once we do get to the target the class needs to have more ‘grip’ so that classes cant just get away from us once we do reach them and hence make the warriors more scary.
Lets begin.
Exactly the same problem as the above two posters. The problem with the warrior class is their lack of focus, we do a few things well but only if we trait exclusively for it, PVE Warriors are great but in WvW and PvP we are just lacking in all aspects. We barely buff our allies, we can’t heal well even as a shout heal warrior, we take a ton of damage and our output is lackluster at best unless we’re full zerker which comes with its own problems as we are going to die almost immediately to any sustained damage, our crowd control is ok but we’re annoying at best not full on lockdown masters.
The lack of focus of the class is attributed to anet’s difficulty finding a niche for it in tpvp, thats why I suggested making us the lockdown class as a warrior is meant to be scary when they get to you, I understand were not the best at it but we could be with some buffs.
The lack of a support build is also another problem (although banners and shouts are decent they just need a little bit more), my suggestions for warhorn slightly helps but this is perhaps where traits and utilities need to be looked at for this. Do you have any suggestions that could allow for warriors to become viable for support?
warrior’s are suppose to be masters of armed combat. i’ve noticed since the patch that my damage has really gone downhill. so i altered my spec many many times. seems like now all you can do is full zerker or nothing since warrior’s now get completely crushed no matter how much armor you have. ill put it simple a warrior wears PLATE armor we should not be hit for 5-6k by thiefs from there backstab. i understand anet doesnt want warrior’s to be tankish like guards, but really we need some type of defense. i suggest adding to the adrenaline. basiclly once a warrior got there adrenaline maxed they should be going completely psycho, doing a ton of damage and since there going all out adrenaline pumping they would feel less pain. here i suggest warrior’s should be taking about 20% less damage from all sources (melee, magic and condition) when there adrenaline bar is maxed out. this would help warrior’s immensely in wvw/pvp allowing them to carry on the fight. yes it will make them more tankish but theres supposedly no aggro in the game right? so it shouldn’t matter (even though i seem to hold aggro pretty well). oh and it would be pretty nice to see some two-handed axes added to the game as well. on a last note a system like this shouldn’t be something thats traited, it should be something that all warrior’s have thats just naturally connected to there adrenaline bar, period.
Heavy armour doesn’t compensate enough for our lack of other defenses. Absolutely right. But I really don’t think giving us more passive defense is the way to go about boosting us, especially things that encourages us to hoard our adrenaline. It just makes the class more simple even though people like myself and Rivan want more complexity. The class already has plenty of simplistic things about it. This is why I suggested adding skilled and active ways to increase our survivability; more blocks, more evades, blinds, vigor, better disengages etc. This is why I like the idea of cleansing ire, it encourages the active use of our adrenaline to survive.
As stated above, I agree warrior is very limited to dps and with zerker gear, my suggestions try to rectify that by making condie builds and bunker builds more viable by buffing sword MH/OH, mace, warhorn etc check them out and tell me what you think.
Also at this point Anet definitely should add 2h axe down the road, every warrior and their dog wants one!
Anyone have any critiques of my suggestions? I know its very long sorry about that lol (maybe just check out your favourite set?). I just wanted to give anet some more solid feedback instead of the usual qq found here
SWORD: F1- flurry is a solid move that works well with the lockdown and utility vision of warrior but if anet wants this to be a hybrid weapon then they should make this ability scale with power so that power builds can use it for more than just the immob.
May I suggest a little quality of life improvement? Might we be able to cancel Flurry by just pressing another skill? So we can do Flurry -> Final Thrust more easily.
This would be nice instead of having to sheath weapon but I think this is more to do with the game engine in general and doesn’t only affect the warrior class.
Anet have said in the past that they have struggled to find a role for the warrior, imo lockdown is what it should be whether its roaming or bunkering, it is currently what we do (or used to do with unnerfed leg specialist) best.
While I agree that warrior is and always has been lacking, I dont think this game needs an increase in lockdown mechanics. It’s the most frustrating mechanic possible, even worse than stealth, to be locked out of combat even for just 2 seconds.
Lockdown doesn’t have to necessarily be hard cc it can be things like immob, confusion or even torment, basically ‘gripping’ on to the target once you get to them and giving them a hard time to get away via offensive (e.g. stuns) and defensive (e.g. retal). Also I do agree hard cc can be annoying but it depends what class you’re playing tbh, if someone plays a necro then they’re gonna have a harder time against it but I think there’s a good abundance of stability that it isnt too much of a problem atm. I also don’t think we need more HARD cc hence why none of my suggestions adds any of it.
1) The ability to stay in the fray of the fight – high armor just doesnt cut it in the game and even though warriors spend a lot of their time in the middle of everything they simply can’t survive with all the aoe flying around and their lack of evasion.
The last update have showed how strong the conditions are, to a class that is in need for a babysitter, to keep him clean. The reason is that warriors(as you pointed out), in order to be effective, need to see, to move around freely, to stay on their feet, to bypass enemy block and (of course) to actually hit. Warriors can be rendered entirely useless by the blind and often cripple conditions. But the difference between GW1 and GW2 is that was a dedicated healer class called “Monk”.
Since there is no dedicated healer class in GW2, they should give the warrior, the means to deal with it, passively. Or they could simply introduce a life sacrifice element to spamming skills or to some OP skills from other classes. Take as an example GW1 such as necro : Plague Sending. By doing that, they could eliminate condition spamming, and will force the player to use it´s skills strategical.
2) Increasing the utility of weapon sets – some just feel completely unused like OH sword and need something new imo to be worth using
Yes, i agree. For example, the role of the warrior in GW1 was to either pressure or spike. Depends of the team build. Sometimes you could do both. As an example they could rework some of our weapon skills, and add conditions that can be applied, that actually would contribute to it´s role as a warrior. For example : Axe was a choice of weapon, as they contain an easier one-hit Deep Wound action in addition to their spike-based skills (i.e ,Eviscerate, Dismember etc.) or Interupt skills, like Disrupting Chop.
So all in all, i surely hope that they will rework the warrior. Because simply, after 9 months it´s not fun anymore to be a warrior.
PS:" Sorry for my poor english."
Regards
Seed
Thanks for replying. All very good points, I agree the warrior hasn’t got enough tools to punish people for smacking them and kiting them around all day without a care in the world, thats why i suggested adding confusion and torment to the warrior arsenal as well as more blocks/block effects.
I really do think anet needs to give the warrior several buffs like this, with the benefit of having a large variety of weapons to choose from we’ve also been cursed with a lot more sets that are no where near being viable. Ofc traits and utilities being tweaked can also increase our viability but I intended to only suggest how to make the weapons more fun due to their apparent outdatedness (is that a real word?), I’m hoping changes like these can overall make the warrior less of a damage bot like it is now sporting zerker gear all the time and actually give it more variety not only in tpvp but in all aspects of the game.
My suggestion..
Extra ranged weapon slot (rifle,longbow). 2 basic melee sets + rifle/longbow in 3rd.
Its an interesting idea but people might argue that it would make the class a bit too similar to eles (maybe engie) but instead of attunements or kits just swap it with weapon sets. I’m personally more a fan of the idea of giving warriors stances (offensive one and defensive option) in addition to our burst skills but these F1-F4 revamps would most likely only happen in an expansion I would imagine.
HAMMER: I think this is one of our more solid weapons but all the animations should be sped up slightly imo, too easy to avoid atm. Apart from that the 3 and 4 skills should be mobile when using them, they feel too clunky
RIFLE: F1- too simplistic again, i think it should have slightly reduced cast time and an added effect of being unblockable, it would be more fitting of the name, being able to ‘kill’ :p
1- slightly buff the damage
3- let volley have the ability to pierce so the weapon has better aoe capabilities
4- double the damage of this move mainly to give the rifle more sustained dmg instead of the usual volley kill shot burst, also add blind to this move, it fits the picture and gives rifle much needed surviability
5- add a 2 or 3s cripple to this ability it feels too underwhelming when the enemy can just run back to you as most of the time aimed shot is on cd to prevent the target from getting to you in the first place or controlling them etc also it makes it better for stopping stomps/resses when enemies have to limp back to their/your teammate
LONGBOW: this is probably one of our best weapon sets, it doesn’t really need changes and is lowest priority.
GREATSWORD: F1- there may be too much fury given to warrior, i personally think this move should give 2,4,6 secs of retal instead, again this would add more situational surv to the warrior without adding more dps to the set as its already very strong in that regard
1- auto is fine though the vuln could be increased to 2 on the 2nd attack so that it feels more useful instead of filler inbetween 100b
2- ah 100b is a tough one, some people wanna see less damage for being able to move but i personally like it the way it is, even though gw2 doesnt always do this, the idea of this skill is to reward skilled play, i.e. waiting out the opponents dodges, ccing them first etc this general concept is why warr is my favourite class and i wish more abilities in gw2 did this
3- dont’ let it be affected by slows, allows the warrior to have easier time moving around especially as i think rush should still be affected by them (hear me out :P )
4- I always thought bladetrail should’ve been more like the rangers gs block, again it gives the warr more surv while still retaining the bladetrail part by activating without blocking. The first part should be like sword OH 5 but when attacked in melee it should do a frontal aoe horizontal slash that blinds enemies (maybe give it a theme of slashing their eyes)
5- the two changes to rush should be ofc the animation problems, maybe just end it in an aoe or give the last hit more range so you dont have to be dry humping your target for the hit to work. I also think it should have a 4s cripple similar to savage leap so its easier to engage as well as save the proposed no.4 block. I still think it should be snarable as i dont like the idea of a 1200 range disengage being very hard to stop, it makes it too hard to counter, if they were to make it unaffected by slows theyd have to lower the range imo (a’la savage leap or guardian gs leap). It should be the same for all 1200 range moves like rtl (although i believe the range was nerfed?) and ranger gs swoop. It may not seem op if warrior was in its current state but people would complain about the easy disengaging if warrs became competitive similar to ele bunkers.
On a side note, I also think teleports shouldn’t be stun breakers (too easy to disengage), which i think anet is aiming for with the nerf to thief mh sword and ele flash, i hope they carry on in this way (i.e. mesmer blink)
SWORD: F1- flurry is a solid move that works well with the lockdown and utility vision of warrior but if anet wants this to be a hybrid weapon then they should make this ability scale with power so that power builds can use it for more than just the immob.
1) I’m a fan of the faster chain and sword revamp in general (just needs a few tweaks), maybe just work on the animation
2)solid move, its fine
3)reduce the cd to 10 secs and let the move do 50% more damage on people under 75% health. FT does the same dmg as an evis so i think the slow animation is reasonable especially if we can lockdown enemies but the cd is too punishing for a miss and it would be nice to have more options for the damage scaling with health so it doesnt feel like we have no 3 ability for the first half of the fight
4)NEW: The rip animation should be faster and along with the stack of bleeds i think this move should also stack on TORMENT, anet added this condition to buff up the condie builds and unused weapons of other classes and i personally think it would fit perfectly here for warrior and it helps with lockdown again as it punishes people for walking away from you. Also condie builds are weak for warrior and needs more conditions to apply, im not sure why anet didnt do anything to build diversity for warrs in this regard.
5) first part is fine not too sure about 2nd activated part if not attacked, perhaps change it in to a melee attack that applies a few stacks of confusion (3-5 stacks).
SHIELD: generally a good OH but I think the cd should be reduced to 25 secs atleast seeing as engie’s tool kit block is 20s cd UNtraited. Maybe reduce the cd on shield bash to 20 secs but it may not be needed.
WARHORN: the only change I think it should get is that charge applies 10s of vigor instead of call to arms and instead cta gives 10s of regen, it makes charge and cta more consistent with their theme of mobility and survivability respectively, the regen also adds more passive survivability for bunker builds.
AXE: F1: I think evis should either 1) have its ranged doubled so we can stick to the target better as 300 range is negligible atm or 2) evade attacks during the ‘spin’ motion at the beggining of the animation so that it has more than one use of simplistic high dmg.
1 – the nerfed autoattack will be fine if we can stay on the target
2- this skill first of all needs to apply more vuln. its too little compared to other classes, I think at least 6 (maybe even 8 ) would be more appropriate.
NEW: add an evade mechanic for the duration of this move, it encourages skillfull play and gives mh axe more survivability as it is a weapon that inevitably has to be close with no ways of getting out.
3- not bad i’d say just give it a piercing property so it carries on through your main target
4- not too certain with dual strike but one idea is to let it give vigor for the same duration as the fury, it gives more survivability that axe needs
5- give whirling axe a 1 or 2 sec cripple on hit, with leg specialist this can easily help with aoe lockdown and lets the warrior be able to hit targets with more hits. Also I dont see why the buff to this ability didn’t go to other modes of the game.
MACE: F1- its fine
1- speed up the autoattack, weakness is good but its too hard to land the last hit
2- let the block function like sword 5 if it doesnt atm, then get rid of adrenaline gain secondary function and instead replace it with remove 2 conditions if the skill is activated again, mace has potential for bunker builds but it’ll need more condie removal to be viable especially as blind screws cleansing ire with skull crack
3- let this hit aoe, I feel like it should seeing as its only one sec
4- either you 1)double the vuln and the damage of the move and add cripple or 2)double the vuln and give the move a remove one/two boon effects, with DotE this can work well in a boon hate build potentially
5-fine
This thread is mainly regarding sPvP but it can apply to other modes too.
As many have said in previous threads, warrior feels like its in a different game to other classes, it just feels as if this class is way too simplistic and was made way before the other classes, anyone who played during the betas will most likely agree (the other classes were not fleshed out back then).
This is why I’m going to suggest an overhaul to a lot of the weapon skills that warrior has as they feel ‘outdated’ an example is the warriors block moves that have no secondary effect apart from ‘gain small amount of adrenaline’ on all of them or the plain weakness of some skills (hello mace 4 and axe 2). I know utilities and traits need to be looked at too but thats for another time.
I feel like Anet is very fixed on making sure classes don’t all have the same tools, i.e. protection, aegis and stealth for warriors, so to increase the chances of these suggestions being taken in to account I will try to not just give these tools to the warrior because believe it or not new tools can cause balance problems (necro’s controversial dhuumfire).
The 3 main things that I will try to achieve with an update to these skills are:
1) The ability to stay in the fray of the fight – high armor just doesnt cut it in the game and even though warriors spend a lot of their time in the middle of everything they simply can’t survive with all the aoe flying around and their lack of evasion.
2) Increasing the utility of weapon sets – some just feel completely unused like OH sword and need something new imo to be worth using
3) Sharing a common theme of lockdown, Anet have said in the past that they have struggled to find a role for the warrior, imo lockdown is what it should be whether its roaming or bunkering, it is currently what we do (or used to do with unnerfed leg specialist) best. I believe our weakness should be kiting but once we do get to the target the class needs to have more ‘grip’ so that classes cant just get away from us once we do reach them and hence make the warriors more scary.
Lets begin.
I was wondering when is the pvp in this game going to get a ranking system? I enjoy this mode quite a lot (despite the excessive condition and dodge spam) but I feel like there’s not enough to aim for.
I know there’s leaderboards but they aren’t the same tbh, especially as you cant see them in game. I’m personally a fan of ratings like in WoW or LoL. Only problem I can see is whether or not GW2 can do it atm with its current matchmaking and lack of a proper que system.
The game definitely needs a bit of a revamp in terms of its non gameplay aspects imo. I know the devs said more skins are on their way but i also think titles for certain rankings like in WoW should be there. I also think the glory system should be scrapped/overhauled, it doesnt seem popular in general, its gets grindy, it has no decay system so any bad player can eventually reach a certain rank and encourages ‘zergy’ tactics in hotjoin.
If anyone has any other ideas to give pvp players more incentive, please discuss.