Showing Posts For GrackFields.7805:
I don’t think you convincing anyone with your stance of:
Your not familiar with the game, I want greater rewards for playing the game in my own little eco system and anyone who doesn’t conform to that deserves to be punished.
Please make a compelling arguement about why rewards should be reduced for playing outside of a zerg and when doing so consider cascading effects.
For example, if a person is casually playing wvw for rewards, is not a fan of zerging, and prefers to run around near their spawn, recap camps, sentries, and fight off people trying to take them. If you inhibit their ability to gain rewards by doing so they are faced with several options. Accept reduced rewards, leave the game mode in favour of a place giving greater rewards, or join the zerg, as it appears you want everyone to do.
None of these options are favourable. It is not anets objective to drive people away from the game mode nor is it their objective to perscribe how people play within the game mode. That is the precise reason there are many different ways to gain participation.
This is an incredibly short sighted idea. Why do you want to limit participation? You want to eliminate rewards to only things that benefit you? You want to solve the issue of people sitting around waiting to cap camps and not helping out elsewhere? Why do you think people are sitting around?
This is a game mode problem, not a rewards problem. Eliminate rewards or make them harder to get and less people will show up to play. The rewards are the dangling carrot to get people there. The fun of the game mode is what is supposed to get them to stay. The unfortunate problem is that for a lot of people the game mode lacks things which people find fun. There still needs to be the rewards which bring people there in the first place. Marking participation harder to obtain and maintain is just shooting yourself in the foot.
I am someone who had all but quit the game before the pips were implemented. I played once a week on Saturdays doing casual guild wvw raid, we sucked but it was a social event.
Pips were implemented and were the dangling carrot, I was doing diamond on multiple accounts. I have made some legendary armor and just last week completed warbringer. When I completed warbringer it finally hit me, I wasn’t playing because it was fun, I was playing for the rewards. So then I quit again.
IMO you are focusing your attention in the wrong direction. wvw needs new ideas to make it fresh and fun. That and better class balance. I’m sure some people find condi fun but their inability to balance condi is what ultimately killed the game for me. Splitting WvW balance completely separate from PvE would allow them to do this but it appears to be something they are against doing.
Skills are only split for spvp. Everything else falls under one category.
There was recently a reddit post with over 500 post about how necros suck, basically. I never read much of it because I couldn’t comprehend the arguments being made. A necro catches you off guard in WvW and you can be near insta dead if you don’t have big condi removal at your disposal. Not even your resistance is safe. I think necros have been very strong for a while.
(edited by GrackFields.7805)
Im always surprised how people complain over EVERYthing
Ticket acquisition just got majorly buffed, be happy and shut up.
You know part of the lure is being first. There is likely a correlation between people having a desire to be first and having already completed diamond before the patch. The patch PERMANENTLY took away the ability to be first. While I am happy to get more tickets I am aggrevated by the fact that the most dedicated players were punished.
Further, they kind of had a solution through a bug which allowed diamond rewards to be re-earned. Even with this bug only the most extreme player would be able to pass what the current 375 ticket cap is, I am talking playing in excess of full time job hours. This bug fit the narrative of allowing players to continue to work towards being first. Instead of leaving the bug in to weeks end they removed it further aggrevating players working towards their rewards.
Can we get backpay on our tickets or something. I was at 5/6 diamond when the update hit. So i had earned 140 tickets, completed the 6th rank for 20 for a total of 160 on the week. This is less then I would have earned before the ticket increase and less than half what is possible to be earned in the week.
In the grand scheme of things it only sets me back a week but people who play a lot and were already done diamond do so in part because they want to be first. With the update you have ripped that away and are punishing the most dedicated players. Your diamond bug that allowed tickets to be re earned at 70 per completion of diamond track would have worked to remedy this but you chose to take that away. So you took the tickets away and took away the opportunity to re-earn what was lost.
I was never confused by the description before the patch so I don’t know why they changed it but all they are saying is it can’t be a torch, shield, or warhorn which are considered off-hand weapons.
Main hand is just any weapon which can be equipped in your main hand, so axe, sword, and mace currently.
There will be no buff that shows up that you are getting 20% attack speed, the trait is passive and will not show anywhere. If you want to see the difference in speed just go auto attack something with the trait on and off.
From a WvW perspective on a core account (no access to HoT gear or specialization).
The core warrior is in a better position after the patch. I am finding good success with axe/shield & greatsword. I can put up a good fight vs almost anyone. That isn’t to say that a good Thief or Mesmer will not stomp me, but very few of the players I come across are of the tier where they are able to counter everything I am trying to do as a warrior.
I would say warrior is a B tier roamer. They are good, but there are better options. But if what you are looking for is to try something new and have fun, then there is no reason not to try a warrior.
For zerging I would place the Warrior bottom tier. Whatever they can do someone else can do better. You are basically there for a war banner and nothing else. I suppose they could maybe be a mercy resbot now with the change to tactics line?
You need HoT for PvE legendary armor too. I think Gliding should be free too but at the same time it’s 20$ and you get so much content, support the game for pete’s sake.
I have 3 paid accounts. I purchased HoT on one of them and I absolutely hated everything about the expansion. It was literally forced torture playing it when I wanted to unlock specific runes time gated behind stuff I didn’t want to do. Thank god they changed it so that some of it is able to be unlocked from a vendor. So no, the expansion is not worth $20 to me, if anything it feels a bit pay to win how they have new gear locked behind the expansions. It doesn’t cost them any development time to add trailblazer gear or durability runes to the game, but they have decided you have to pay for it. There is no reason they cannot offer this and other gear to people without HoT. I get that they want people to purchase the expansion so they do these things, but it doesn’t change the fact that it adds a pay to win aspect.
As for the legendary armor, I don’t really care as much that I cannot get it on a core account as it provides no statistical advantage, just quality of life, unless of course they would allow all stat combinations to a core account. I will still complain but it is less of an issue to me.
The skill does not grant fury on use of burst skills.
This needed to happen, warriors were broken in wvw and couldn’t be killed in a 1v1 against most classes.
While they could do well in a 1v1 I would have easily placed daredevil, chrono, and dragon hunter a class above them.
Core warrior got buffed. Zerker got weaker. Core warrior is probably unquestionably better than zerker now. Will still be very weak to condi though as the survivability depends on landing a burst skill which can be difficult vs a good player.
Axe mastery and zerker power can be used together now. It makes for a hard hitting combo that generates a lot if adrenaline. Seems very playable to me in wvw, can’t really see it making it into spvp meta though.
The short of it.
It works in PvE where survivability is less of an issue but is crap everywhere else.
4 is nice but a slow attack and harder to hit on a moving target.
5 can build adrenaline but does less damage than aa chain. If you are hitting 5 targets then it is obviously more as aa only hits 3. It also does not move you 50% faster. A person with swiftness can easily kite you.
So in the end it lacks shutdown, lacks mobilty, lacks defense, and may do less damage depending on your use case, and is susceptible to retaliation. But you can spin, so that is cool?
I sometimes use offhand axe just for fun and a change of pace but I pair it with mainhand sword. You get some mobility and control from sword and final trust is a half substitute for eviscerate. You still benefit from axe mastery with it. The animation of final thrust can also be hidden in whirling axe.
For the other weapon set I use axe/shield or gs.
It ticks every second, even if has an instant trigger when reapplied that is only 165 (x1-3) health with base healing, not 1,000.
(edited by GrackFields.7805)
More than anything else I would just like to see hammer become a fluid weapon. The coding for it seems to be ancient and never improved. The skills sometimes lag for no apparent reason, mostly earthshaker, which is supper annoying. I feel like at lot could be gained if the skills simply worked as intended, but that is probably harder to fix than just buffing.
I would really like to see a 1/2 second of stability added to earthshaker. It is almost comical, in a sad kind of way, how it has a huge slow animation that is easy to blind, dodge, stun, fear, etc.
Honestly roaming is in a pretty sad state in wvw. So many people are playing trap dragon hunters and daredevils. Warrior use to be a mobility king but now these classes can easily out kite you.
The power creep can be pretty frustrating to deal with having only the core game … There was a time when solo roaming was fun and you didn’t know what you would run into.
The short answer is no, even more so to daredevil. They can power burst or condi burst you and then get away. You have ep and resistance to survive it once or twice but they just repeat and you are dead.
PPF gear isn’t even the problem, infact it would probably be preferred in smaller fights as it gives a chance to fight back (that or a condi build).
As a warrior roaming in WvW equipping the skill and actually using it triples my camp clear time and put me on the losing ends of 1v1’s until the skill runs out. Under no circumstances could I fathom equipping the skill on my bar.
For the most part, if I equipped the skill on my bar I would do better by never using it. The only time I would consider using it is for trying to run into a portal. If this is what you consider in a good spot I have no words for it.
The -20% incoming damage and -33% impairment conditions are irrelevant. Conditions will last longer because you cannot use cleansing ire and you take more damage because you cannot use other skills on warrior that help you mitigate damage (hammer cc, greatsword 3, 5, sword 5, shield 5, or whatever you are using). You also take more damage because the overall pressure you apply is less which lets your opponent have their way with you.
The skill is perhaps the worst skill in the game, not just elite skills, any skill.
IMO rampage needs to replace utility skills instead of weapon skills. Perhaps replace the heal skill, 3 utility, and elite skills with different items on the bar. The skills would have to be reworded as to not make them overpowered.
I have tried rampage and I always feel severely kitten when i used it because it takes away my weapon sets and provide little in return. Basically I feel like I just turned myself into a giant moa bird.
While I still like warrior there are very real issues that make the class a lot less fun to play. Some of these issues are easy fixes and some appear to be issues with underlying symptoms that are difficult to address. These are from my point of view and some people may not take issue with things I take issue to.
1) Utility skills which are buggy or not interesting.
What are the primary utility skills warriors take?
- Balanced stance / Dolyak Signet
- Endure pain
- berserker stance / signet of stamina
- Banners (pve)
- Bulls Charge
- Bolas
The only “fun” skills listed are bulls charge and Bolas but both these suffer from bugs which cause them to miss for no apparent reason. All the other skills are extremely boring.
2) Healing skills (PvP/WvW)
Basically healing signet is the only viable healing skill. The other ones are inferior 99% of them time and equipping a different one essentially gimps the warrior. Healing signet if boring because you put it on your bar and pretty much forget about it. If used it is usually by accident.
The sustained healing that healing signet provides is required due to how the warrior was designed. They have very little damage mitigation but have a high armor and health pool. The heals the other skills provide might be viable on other classes due to them having more effective ways to mitigate damage. With warrior they don’t work because the heals simply are not enough because of lack of damage mitigation.
3) Elite skills (PvP/WvW)
Basically the only the only thing that gets equipped is signet of rage. This isn’t done because signet of rage is some dope skill but because everything else sucks (War Banner is viable if you are in an organized group, but otherwise I don’t think it is useful). Signet of Rage is good, I don’t think it needed a nerf but it still works. No other elite skills provide anything to the class.
Rampage actually makes you worse. While the skill directly provides damage reduction, I have found in my short time using it that I do less damage, take more damage, and provide way less pressure then I would in normal warrior form.
Signet of rage is once again an uninteresting skill as it give you 3 boons and then you can forget about it for a minute. The passive is useless so there is no reason not to use it on recharge.
4) Adrenaline, Traits, and burst skills
With adrenaline being reworked with no changes to traits and burst skills the entire trait system is king of borked. There are many traits which are absolutely useless. With adrenaline being lost of use a lot of the burst skills risk/reward is to high. I am not saying adrenaline should not be lost if a burst skill misses but there were countless nerfs to burst skills previously that now need to be reworked and this has not been addressed.
5) Conditions
This is linked with the adrenaline notes above. Everyone know warriors have decent condition clear through cleansing ire. Outside of that nothing is really effective (I don’t know why but signet of stamina has never been effective for me fighting condition builds, I find berserk stance much more effective even though it is condition immunity for 8/60 rather than removal).
Mending though it provides decent condition clear it not usable because of the requirement of healing signet mentioned above. Because you never want to use healing signet the strength trait where a healing skill removes an a condition is also not usable.
What this requires is warriors to always spec 4 into defense to get cleansing ire or play a glass build where its you blow me up or I blow you up. It further pushes warriors into playing long bow so that condition clear is more reliable.
6) Adrenaline decay
When this was released it was paired with loss of adrenaline on miss. Their reasoning was that they wanted adrenaline skills to be used more “wisely” and not being able to carry adrenaline from battle to battle.
These two philosophies counteract each other. With the decay it is “use it before you lose it” which is counter productive to “using it wisely”. If adrenaline would not instantly decay outside of combat there could be some synergy between them, but as it stands now they counteract each other.
Conclusion:
While warrior is not a completely trash class, I feel like it sits in the middle of the pack, kind of good at everything but master at nothing. Warrior has become less interesting to play because many of the update seem to be forcing specific builds, play styles, and trait set-ups. The class is in need of updates that make it more fun to play. I have always found the weapon mechanics of warriors to be fairly engaging and fast paced but everything else seems to be passive and boring.
(edited by GrackFields.7805)
I don’t think you understand. Every sever except the 1st/2nd place and last/second last place sever has match-up where they are favorites and where they are underdogs. If rewards are based upon the match-up then it doesn’t promote sever stacking as the sever that got 1st place in the T8 match-up gets the same rewards as the sever that got 1st place in their T1 match-up.
If anything it could be easier to complete WvW objectives on lower populated servers. I think (I could be wrong) keeps, camps, and tower flip more often on them because there is coverage gaps and overall less people to defend, stuff that gets upgraded is easier to flip.
Hell, I have solo flipped keeps more times then I have captured SMC.
Need to get first this week so I can get 3 more bonus chests said no one ever.
Tying rewards to personal participation would be the best way to do it to avoid any sever stacking and gives people a reason to play even if they are losing.
Would be nice to see something from the outnumbered buff that allows people to defend easier without actually giving them a combat advantage. some examples would be:
- All yaks deliver double supply when outnumbered.
- Upgrades build at 2x normal speed when outnumbered.
More bandwagoning to overstacked servers will happen if this idea gets through.
Why? All you need to be is the top of your 3 man group. Say for example you are the 22nd place sever. You are going to be facing 23 and 24 a lot. You will also face higher servers but you will also get a lot of 1st places. This will be true all the way to the top of the ranks. Even then there is some fluctuation at the top ranks in terms of who ends up winning.
The rewards would also have to be higher. it would take a month of first places just to be able to afford a single WvW infusion.
Literally the exact same build will work as s/s. It is probably even better since off-hand axe provides next to nothing for the build except for some faster adrenaline gain (unless you are in sPvP where axe 5 has increased damage).
Off hand sword is better because it has a block on 15 second cooldown and impale. Although it is a power build there are 6 points in arms and condition fool and utility are being used (to increase duration of immobilize). This makes impale condition damage not completely useless, gives a ranged attack, and the rip from impale does decent damage for a power build, which this is.