Showing Posts For Girth.9731:
I’ve read some posts recently complaining about warriors having too much sustain (mostly via Adrenal Health) in sPvP. I’d like to suggest that it’s okay for warriors to have great, even the best sustain in the game. While every class should be able to fill multiple roles (a core tenant of Guild Wars 2) its also true that each class should have something it is the best at. After so long of having the warrior be a jack of all trades master of none, why is it bad for warriors to have the best sustain? Warriors don’t have the best raw damage, they don’t have the best AOE, they don’t have the best mobility, they don’t have the best support, why not give them the best sustain? I like the theme of a warrior having the advantage in a long drawn out fight, using their adrenaline to push out damage and slug off blows. If warrior does actually need to be nerfed (which I’m not convinced of) then I hope Anet keeps with this theme that they have been trying to establish for the warrior.
tl;dr warriors need something to be the best at in spvp and it should be sustain
I’ll start by saying that overall I’ve had a very positive experience with the matchmaking in Ranked. I’m generally paired with people around my skill level who have an interest in playing their best to win the game. I’ve noticed, however, an unacceptable number of players way below my skill level both on my team and on my opponents’ team. Upon PMing a few of the newbies, I found out that many were bronze and silver (they did not fare well in a game full of platinum players). This creates a negative experience both for the new player and for the experienced one; the new players are relentlessly annihilated unaware they are playing in a skill bracket way above their own while the experienced players can’t fully experience the fair and competitive game they queued for. I’ve been told I’m not the only player to experience this but I’m unsure why players with such varied skill levels are being placed in the same game. Has anyone else experienced this? Has ANET said anything on the matter? Thanks.
In my opinion, these two weapons, both seeing almost no play anywhere in the game, really need to be redesigned.
Let’s start with hammer.
Oh how hammer has fallen. Once a feared weapon in sPvP, the hammer was a great weapon for CCing multiple targets on point while at the same time doing respectable damage. With the release of HoT however, nearly every class now has access to plenty of stability and stun breaks. This, combined with the laughably bad skill Rupturing Smash, has made hammer almost unless in sPvP.
Even more painful yet, the sword.
The most iconic weapon of the warrior is ironically the most underwhelming one. The autoattack chain is pathetic, savage leap is essentially irrelevant since cripple is not nearly as useful as it once was, and final thrust, while powerful, is clunky and feels totally out of place. Don’t even get me started on the sword’s burst skills… cough no damage cough
In short, I know that these weapons aren’t totally unplayable, I just find them very lackluster since HoT’s release. I hope Anet takes the time to rethink and rework these weapons as to make them more playable and fun.
Strange, I’ve had the exact opposite experience, OP. Thieves and engis? I find them extremely easy to take down in duels. Mesmers at the moment, however, are a different story. While the build is slightly outdated, try running cele axe/sword bow with runes of the undead. I find this build to be one of the strongest and most underrated for dueling.
Well I’m glad to hear that. Hopefully Anet will take notice
While the new elite specialization coming soon looks very fun to play, I know many people worry it won’t find a place in the pvp or pve meta. In my opinion, this isn’t the result of the berserker specialization being weak, but rather a general lack of variability in warrior builds, particularly in spvp. I feel the main cause of this is the necessity of taking the Discipline trait line in order to get Fast Hands. Because so many warrior builds rely on the weapon swap cooldown reduction, not choosing is often not an option. Making the trait a baseline for the class would, in my opinion, greatly expand the number of viable and fun warrior builds, particularly in spvp. Of course, this would require some re balancing but nothing too extreme. Does anyone else feel the same?