Showing Posts For Torqiseknite.1380:

Message to Dave Beetlestone

in Guild Wars 2 Discussion

Posted by: Torqiseknite.1380

Torqiseknite.1380

Suggestion: Unsplit Mending from PvP

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

In the recent balance patch, many skills had their PvP-only effects and cooldowns unsplit to also apply to PvE and WvW. However, Mending is one that did not receive this treatment, and retains its 20-second cooldown in those game modes.

Given the continued popularity of Healing Signet across all game types, I think it’s clear that Mending probably won’t surpass it even with a 15-second cooldown. However, my hope is that the buff can offer more options for warriors to play around with, particularly in regards to Berserkers that require methods for condi removal to replace level 3 Cleansing Ire.

You're Welcome

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

Warrior. The class that has more Sustain, Stability, Gap closers/creators, Stuns, Damage and Condi Clears then every class in the game. Vs a Warrior I would rather run then fight it because it will not be a fight it will be aaaaaaaaalot of stuns, not being able to cc them because stab is up 100% of the time, and dying shortly after to it’s way too high damg for the amount of bs (all the skills listed at the beginning of the paraghraph) that a warrior has at once.

I am only posting these because it is quite obvious that the people working on combat don’t play this game at all and if they do they are probably all Warrior and like to win a “fight” as easily as possible.

Hoping ANet will make the game fun again.

Attachments:

just Soooo Slow (ruins the gameplay)

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

Welcome to the world of core warrior.

Might need to actually stow cast and bait defenses again, the horror.

[sugestion]Warrior bow need improvement

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

They can be reflected because they function as projectiles during travel (although they don’t actually proc projectile finishers). The same applies to stuff like Symbol of Energy on DH longbow. Just aim them so that the center of the aoe doesn’t overlap the reflecting entity and they’ll land just fine.

There are plenty of reasons to choose longbow over rifle. It works on condition builds – heck, macebow was meta for a couple of seasons – and its burst skill automatically procs all traits that activate on landing a burst (Adrenal Health, Cleansing Ire, Berserker’s Power, etc.), making it a lot easier to maintain uptime on those effects. Reflects are actually one of the few methods of countering it. Additionally, warrior has plenty of cc, so it’s not too hard to stun, daze, or immob the target before using Arcing Arrow if you can’t predict where the enemy is moving.

Help!? Character Glitching

in Players Helping Players

Posted by: Torqiseknite.1380

Torqiseknite.1380

To me that just looks like the visual effect for the Quickness boon.

Try checking whether you have Heightened Focus or Sigils of Rage / Agility equipped.

The broken "run away" warrior roamer

in WvW

Posted by: Torqiseknite.1380

Torqiseknite.1380

Ok, I think there needs some clarifications about the first post.

I was trying to outline the warrior has so may strengths that they have no weaknesses.

Outrage,Stun breaks, Stability, Invulnerability, Last Stand,Berserker,Eternal Champion, and Healing Signet are fine, and I don’t think they should be changed.

The problem is that they have these, and have a large amount of mobility too.

Mobility is what needs the nerf on warriors, more specifically their ability to escape.

Warriors should be an “honorable” type class where you bring heavy damage, and heavy defense into a fight but know you will either win or die.

Just preventing the leaps being used to escape would fix the problem.

So wait, you’ve listed a bunch of warrior’s current strengths, many of which weren’t implemented until the expansion. But rather than toning down the massive expansion powercreep, you want to nerf its mobility, which has been in the game for years without any issues? And you want to do this because…thematics? What? Where in the game is it stated that warriors are meant to be honorable? Isn’t that description supposed to suit guardians, which have an actual traitline named Honor, and by design remain the only profession without access to passive +25 movespeed in traits and utility skills? Even the description for warrior’s pvp title achievement just says “Getting the job done.” I really don’t know where you’re getting the idea that warriors shouldn’t be able to disengage.

Moreover, nerfing warrior’s mobility skills to always require a target would only serve to make the profession even more simplistic and braindead. No more using Rush to move just out of range of a melee skill, then retargeting it to turn around and smack the person in the face. No more Savage Leaps across obstacles and gaps in terrain. And why do warrior’s leap skills suddenly have to function differently from those of every other profession in the game? Oh yeah, because for some reason they’re supposed to be “honorable.” Huh.

P.S.: This would also make core warrior even less viable than it currently is, since it doesn’t have the numerous stunbreaks and defensive tools available to Berserker and thus has to rely on positioning to avoid all the aoe spam. Great, more enforced vertical progression.

The broken "run away" warrior roamer

in WvW

Posted by: Torqiseknite.1380

Torqiseknite.1380

Almost every single class has an option for escape though, whether through stealth, speed or a mix. The only ones that don’t are Necros and Guardians- and even then, Guardians can cover some impressive ground.

This is kinda what I’m saying. Necro, Guardians and Warriors are supposed to be high survival but poor escaping. That’s the trade-off hence why Necro’s and Warriors have the highest hp in the game, and guardians can boonspam/heal like crazy.

Warriors are the only one who can both high survival AND High Escape.

Unfortunately I think this is the result of the profession being balanced around a different game mode. In pvp some other professions are actually more mobile than warrior due to their ability to take advantage of z-axis teleports, whereas warrior’s leaps mostly just allow it to stick to targets in fights. In wvw roaming most of the action takes place on open terrain without any ledges or capture points to worry about, so the primary factor is the range of mobility skills. That being said, warrior wouldn’t have nearly as much sustain as guardian without its ability to kite using leaps. Necromancer’s “survivability” (more like lack thereof) amply demonstrates that a high health pool isn’t nearly enough in the current meta.

The broken "run away" warrior roamer

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Posted by: Torqiseknite.1380

Torqiseknite.1380

I’m inclined to agree with the OP in that the combination of stuff like Outrage, Headbutt, Savage Instinct, Last Stand, and Eternal Champion is pretty cheesy. It’s basically near-complete immunity to hard cc without any effort unless the opponent happens to have a bunch of boonstrips handy. If some of these traits and skills were toned down, there would at least be more of a window to cc the warrior before it got away. As for the leaps, they’ve been around since long before the expansion. The only reason they’re viable now is because of powercreep in other areas to make up for the loss in offensive potential.

Warrior Ultimate - Head butt please rework

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

What, so base warriors wouldn’t be able to use Bull’s Charge without taking berserker? No thanks, Bull’s Charge is a useful skill on base warrior with all the recent buffs to it, whereas Headbutt isn’t nearly as good without access to Outrage. If you don’t like the flavor of the skill, just don’t use it.

I agree with you except for the part about headbut not being useful without outrage berserk mode can break stun, so you can headbut, berserk mode, and never miss a beat.

Oh yeah, forgot to include that since I don’t usually slot Savage Instinct myself. It’s definitely a very solid combo.

Warrior Ultimate - Head butt please rework

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

What, so base warriors wouldn’t be able to use Bull’s Charge without taking berserker? No thanks, Bull’s Charge is a useful skill on base warrior with all the recent buffs to it, whereas Headbutt isn’t nearly as good without access to Outrage. If you don’t like the flavor of the skill, just don’t use it.

Some warrior feedback

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

In addition I’d like to give a couple suggestions that would make gameplay better, either in form of traits, or otherwise:
-100blades on the move for 10% less dmg if you move or at 80% of movementspeed.
-200blades (yes)
-rifle 4 doesn’t knock you back, instead knocks target back.
-axe 2 swap with axe 5, make axe 5 to throw axe on chain and pull target.
-hammer 3 remove cooldown, make it do much lower dmg, easy tagging!
-hammer 2/4/5 less cast time
-Would love to be able to use bow on power builds as well, not for it’s burning but for it’s dmg compontent, give it a rifle 3 move maybe? (ranger lb 2 style?) wouldn’t mind if it was the burst skill or had access to it via trait.
-Sword offhand is just miserable. Remaking it as a whole, and a valid option for Power wouldn’t be bad idea. Warrior and sword would go hand-in-hand not be the least used weapon.
-banners feel bland and boring to use. Sure, they are effective, but they are the least interesting abilities to use. Maybe make them auras to the warrior so everyone around the warrior has the buff? like a shout every 5seconds for 30seconds (adjust cd accrordingly), and every time you shout you make a blast finisher? That’d be fun to hear.
-physical skills are unattractive to pick, signets and stances always seem a superior option. Maybe buff across the board? Even a bullcharge that did double dmg, People still wouldn’t pick over precision signet for example, or even power signet.

Looking forward to your replies,
Thnx for reading.

-Mobile 100b has been suggested many times, but its damage would probably get nerfed in the process and people would still just dodge out of it. I’d rather keep this skill as high risk/high reward since greatsword is already quite strong.
-What?
-Rifle already has a knockback, the 4 works as a defensive repositioning option that isn’t negated by enemy stability.
-The pull sounds fun, but wouldn’t it be more suited for axe 3 that already throws an axe?
-Yeah, because tagging stuff is more important than killing people, I guess. Lootstick 2.0?
-No argument with this one, hammer needs some love.
-I use longbow on a power build. It deals decent non-condi damage and also has good utility. Not everything needs to have a pewpew skill.
-Offhand sword is indeed pretty meh. Not sure about changing everything to pure power damage though, I hear people still use it on celestial builds.
-Lots of existing suggestions about this one as well, but how is an aura that passively pulses blast finishers a more interesting mechanic? Is it a banner or a stick of dynamite?
-Bull’s Charge is decent, I’d take it over the offensive signets if the build needed more CC. Otherwise yeah, most of them are pretty mediocre.

Although I disagree with many of your specific points, overall I concur that berserker was pretty boring and didn’t deviate much from core warrior in terms of gameplay (aside from having lower cooldowns). It’d be nice if the next elite specialization had more depth and a higher skill cap.

Smarter Dueling

in WvW

Posted by: Torqiseknite.1380

Torqiseknite.1380

To my knowledge, people use the Inferno’s Needle spot because it’s roughly equidistant from the three spawns (OG sort of gets the short end of the stick here), isn’t situated behind any walls or gates, and has plenty of escape routes/visibility to flee from incoming zergs. The areas under the middle of the map are either too cramped or have sentry npcs that would get in the way of duels, plus the lack of accessibility would actually be a drawback if a zerg ever did come through.

An open-world dueling option would be great, but I doubt it’ll ever be implemented due to complaints that it would cause flaming/trolling in PvE maps. Personally, I think the easiest solution would be to just make OS a megaserver-ish map like EotM so that people in different tiers could fight each other there.

[Sugg.] Make Head Butt a Rage/Physical skill?

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Posted by: Torqiseknite.1380

Torqiseknite.1380

There’s already a trait for Rage skills, and Head Butt is already a Rage Skill. Also, even if Head Butt were a Physical skill, it wouldn’t really make sense to use it with the current iteration of Peak Performance, because the latter gives additional damage based on adrenaline level whereas Head Butt fills adrenaline upon hitting (and thus you wouldn’t want to use it when you’re already full adrenaline).

The other part of the trait, 20% reduced cooldown, probably shouldn’t apply to Head Butt either considering that ArenaNet already nerfed the skill’s cooldown from 20 to 25 seconds in PvP. Although I understand wanting to maintain thematic consistency, when the entirety of a trait isn’t suitable for a skill it’s probably best not to alter it. I’d rather they didn’t nerf Peak Performance’s cooldown reduction since it’s the only thing keeping some of the comparatively weak Physical skills (aforementioned Bull’s Charge, Rampage, etc.) semi-useful.

Warriors' Shield is Underwhelming

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Posted by: Torqiseknite.1380

Torqiseknite.1380

Guardian Comparison

‘Shield of Judgement’ provides a block and applies both Protection and Aegis to you and up to five allies. For the same cooldown time, ‘Shield Bash’ does meagre damage and stuns for 2s.

‘Shield of Absorbtion’ pushes enemies back and absorbs projectiles, and heals allies upon second cast. ‘Shield Stance’ simply blocks incoming attacks for 3s.

Shield of Judgment and Shield Bash have the same damage coefficient. Shield of Judgment doesn’t provide any block other than its aegis application.

Shield of Absorption only activates a knockback on activation, meaning that it’s possible to just walk into the dome afterwards and land any non-projectile skill. Unlike Shield Stance, the dome doesn’t block non-projectile ranged skills (e.g. GS 1 on mesmers).

Revenant Comparison

‘Envoy of Exuberence’ is probably the silliest one, it has 10s less cooldown than ‘Shield Bash’, the Warrior equivalent, and yet has a heal and repeated Protection application. Once again, ‘Shield Bash’ does meagre damage and stuns for 2s.

‘Crystal Hibernation’ is downright insulting in my opinion, having the exact same cooldown time and Block duration as ‘Shield Stance’ and yet also providing Regeneration on top of this? What’s with that?

Both Envoy of Exuberance and Crystal Hibernation have energy costs in addition to their cooldowns. Crystal Hibernation roots the player in place for the duration of the skill. Revenants don’t have access to cooldown reduction for their shield skills via trait.

It’s also worth noting that both the Guardian and Revenant shield traits are generally either comparable to or worse than Warrior’s in most respects. Stalwart Defender provides +240 toughness while the shield is equipped and 20% reduced cooldown on shield skills. Soothing Bastion provides a channeled stationary block that procs uncontrollably at 25% health and increases boon duration by 2 seconds on shield skill activation. Shield Master provides might on block (no internal cooldown), projectile reflection while blocking, and 20% reduced cooldown on shield skills.

Shield is fine, it doesn’t need buffs.

can we talk about skills and traits

in PvP

Posted by: Torqiseknite.1380

Torqiseknite.1380

I met a guy a while back who was using kick as cc to land eviscerate. It actually worked pretty well for a core build.

But yeah, there are definitely niche or underperforming skills/traits across all professions. I think it’s mainly because certain skills have been reworked since the expansion dropped whereas others were nerfed or just forgotten. Unfortunately, the more decent skill options a profession has, the harder it is to balance, so I’m not sure if that will ever change.

Who's still running power warr in PvP?

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

I’m still playing a core gs/lb build, although condi warrior is definitely stronger. People run whatever they enjoy most, I just don’t find spamming primal bursts all that fun. With that said, I can’t really begrudge anyone for taking condizerker in a competitive setting, especially since warrior as a whole wasn’t particularly viable until the recent patches.

I’m mostly just sad that it looks like everyone’s getting on the nerf train for condi warrior now, and knowing ArenaNet’s balance team, whatever “fixes” they apply will probably quash core warrior back into oblivion too (RIP moa). Oh well, it’ll be fun being viable for one season…

Suggestion: Change endure pain

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

Well, you have several points here, so I’ll just address them one by one. I don’t really agree that there’s zero skill involved with using the present version of Endure Pain. One of the crucial abilities of the core warrior is its ability to trade hits with enemies; this is why the recent Adrenal Health change has been such a buff, because now our sustain is high enough to withstand a few hits and dish out our own damage in turn. This can also be seen in the profession’s naturally high health pool, consistent regeneration mechanics, and usage of heavy armor. Warriors don’t have as many active defenses as most other professions, but are instead more innately durable (something which starts out as an advantage at low skill levels, but gradually turns into a drawback against more competent opponents). Endure Pain currently creates a brief window in which the warrior can trade damage with an opponent at reduced or even no cost against power builds. This means that in order to get the full value out of the skill, you have to use it at the correct time – getting chilled and kited will just waste Endure Pain, for example, as will getting cc-locked for its duration. Ideally it should be used in combination with a crucial skill or burst to ensure that it lands without suffering overly-detrimental consequences. Even then, Endure Pain still only gives immunity to direct damage, meaning that any condi specs won’t really have much trouble tearing through it. We could discuss the combo of Endure Pain + Berserker Stance, but I think popping two utilities that both have sixty second cooldowns just to get four seconds of full damage immunity is unsustainable enough to be a minimal problem at best (and even then it remains vulnerable to cc, unless you toss in Balanced Stance too, in which case there are still boon corrupts).

Moving on to your skill change suggestion, I actually think this would make Endure Pain more powerful, not less. Why? Because most other professions don’t have damage skills that last for an entire four seconds (or three and a half, in the case of Hundred Blades). Two seconds would be more than sufficient to nullify the entirety of, say, a power mesmer’s burst – and would doing this be any more skillful than using the current version of Endure Pain? Well, not really. Sure, you can pop the four second version early in hopes that it will last long enough to block the burst, but any decent mesmer will just stow weapon and wait out the effect. Two seconds of direct damage immunity is still quite sufficient, in my opinion, to qualify as a “panic button” skill – and putting it on a thirty or thirty-five second cooldown would be just a bit too strong.

Now, on the topic of chaining invulnerabilities – here I think you have a point. Endure Pain on its own isn’t all that obnoxious, but combine that with Defy Pain and possibly the shield block and I can see where it starts to get a little annoying. I still wouldn’t call it overpowered, since other professions and elite specializations have demonstrated far greater levels of sustain through their active defenses, and there are ways to bypass both Endure Pain and the block, but it’s not what I would consider the most interesting set of mechanics in the world. With that in mind, my suggestion would be to just rework Defy Pain to do something else other than giving flat out direct damage immunity – perhaps some kind of stacking effect that gives bonus toughness upon hitting a foe, for example. Its current version is indeed rather boring and isn’t really even that useful in terms of trading damage, since it relies on the opponent to proc it, so I wouldn’t mind seeing a more active version of the trait implemented in the future.

Is Warrior Losing its Flavor?

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

While I do agree, thematically, with what you’ve proposed, I don’t think that this would necessarily be a healthy change simply because in non-1v1 scenarios, it would be all too easy for a druid or a tempest to constantly top off the warrior’s health as it’s taking far less damage than before. It might still be balanced in duels, with the damage reduction from the new trait replacing the regeneration from Adrenal Health, but unless said trait somehow also reduces incoming healing (which I would consider equally unflavorful and possibly tedious to implement), it would probably offer a significant advantage in teamfights, since you get both the damage reduction and the incoming healing as opposed to two sources of healing that cease stacking as soon as the warrior hits max health. On the flip side, if the new trait was toned down to be balanced in teamfights, it would be underwhelming in 1v1s compared to what we have currently.

As for your Defy Pain suggestion, I think it’s a good idea in theory, but we already have so many effects tied burst skills that it seems somewhat excessive to keep piling more of them on. At a certain point we’d just have warriors spamming longbow F1 for numerous guaranteed buffs as opposed to trying to set up the less reliable bursts.

(edited by Torqiseknite.1380)

GW2 PvP: A new player's perspective

in PvP

Posted by: Torqiseknite.1380

Torqiseknite.1380

Generally speaking, I find dueling to be the best way to improve, at least for a solo player. You can find duel servers pretty easily in the custom arenas, and there are almost always some people there running some of the more popular builds. It’s not really necessary to make one of every profession (though it’s not a bad idea, either) when you can just duel people repeatedly to learn what their builds do and improve your familiarity with the mechanics at the same time. Ultimately there aren’t really any shortcuts though, just the accumulation of experience.

Is Beserker Warrior too OP for the pvp?

in PvP

Posted by: Torqiseknite.1380

Torqiseknite.1380

It is really easy to tell who didn’t actually read through this thread, got completely trolled by op, and rushed to the bottom to leave an angry “l2p!” comment. Lol.

Someone didn’t read the L2P post closely enough.

Funny, I don’t recall quoting any specific post. Maybe someone shouldn’t make assumptions eh? ;-P

Ah, yes. Surely it could have been any of the countless posts at the bottom containing the phrase “L2P.” There were so many of them; how could I possibly know which one was being referenced? A veritable needle in a haystack, as it were.

Go back and read my post very carefully. ;-P

Hint: To make a post in this thread that is not a reply, one needs to scroll to the bottom where the text box is to type it in. Also, one does not need to literally type “l2p” to make a post in that context.

Now that you have been educated, you’re welcome. Take your newfound knowledge of how to read and try to locate the posts I was referring to. Surely I do not need to spell that out for you as well do I?

Indubitably, your post about people saying “L2P” was completely unrelated to the preceding post containing the phrase “L2P”! I am enlightened, and must therefore concede before your incredible powers of reading comprehension and superior reasoning. Clearly, I should have spent more time scrolling down in order to create a reply that was not formatted as a reply.

Is Beserker Warrior too OP for the pvp?

in PvP

Posted by: Torqiseknite.1380

Torqiseknite.1380

It is really easy to tell who didn’t actually read through this thread, got completely trolled by op, and rushed to the bottom to leave an angry “l2p!” comment. Lol.

Someone didn’t read the L2P post closely enough.

Funny, I don’t recall quoting any specific post. Maybe someone shouldn’t make assumptions eh? ;-P

Ah, yes. Surely it could have been any of the countless posts at the bottom containing the phrase “L2P.” There were so many of them; how could I possibly know which one was being referenced? A veritable needle in a haystack, as it were.

Is Beserker Warrior too OP for the pvp?

in PvP

Posted by: Torqiseknite.1380

Torqiseknite.1380

It is really easy to tell who didn’t actually read through this thread, got completely trolled by op, and rushed to the bottom to leave an angry “l2p!” comment. Lol.

Someone didn’t read the L2P post closely enough.

Anyways, I too have witnessed the overpowered Berserker Warriors in action. I once saw two of them dueling, and one of them used Decapitate at the same time the other activated Head Butt. The former’s axe sent the second Berserker’s head flying mid-lunge, but the severed head just kept going and pulverized the axe-wielder’s cranium. Needless to say, both of them popped Endure Pain and were fine. For all I know, they’re still locked in combat to this day.

[PvP]Adrenal Health & Warrior Design

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

There appears to be a general consensus in this forum that the Defense minor trait Adrenal Health could use a rework. More specifically, the trait promotes building up adrenaline and not using it in order to gain a small buff in sustain, despite the fact that most warrior builds now require the damage or cc that burst skills provide. In some ways, this resembles the old mesmer phantasm-based builds, which disincentivized shattering illusions (their main profession mechanic) in order to maintain damage uptime. Although mesmers have now received a “fix” for their dilemma in the form of Chronophantasma, warriors are still stuck with a trait that conflicts with their profession mechanic. While most people seem to agree that Adrenal Health should be changed to heal while spending adrenaline, I don’t think anyone has really bothered to hammer out what they think the new functionality of the trait should be, which is what I will be attempting here. My general idea is as follows:

Adrenal Health:
Gain health based on adrenaline level when you hit with a burst skill.
Adrenaline level 1 healing: 1000 (0.05)
Adrenaline level 2 healing: 2000 (0.10)
Adrenaline level 3 healing: 3000 (0.15)

Assuming that someone uses a level 3 burst skill roughly every fifteen seconds or so (since they generally aren’t spammed off cooldown), this would average out to about 200 health per second without healing power, which seems reasonable to me given that it’s only a minor trait. This would already surpass the 117 health per second that the skill’s current iteration offers at max adrenaline without using burst skills.

Of course, there one clause in the suggestion that might seem rather iffy to a lot of people, which is the fact that the healing occurs “on hit” (much like Berserker’s Power and Cleansing Ire) rather than upon simply spending the adrenaline. In my opinion, this type of limitation is necessary in order to promote better profession design. As I see it, warrior should be a profession that promotes and rewards strategic gameplay. One of the warrior’s main limitations has always been that its skills are visible and highly telegraphed; it’s “fair” in that an opponent will always be able to see what’s coming. Therefore, skilled warriors can distinguish themselves from inexperienced ones by baiting out defenses and executing cc chains that enable them to finally land their key skills. I don’t think that warrior should be the “noob” profession which is simply carried by hefty numbers and passive skill effects, as the devs implied when they first revealed the Berserker. If the profession is designed in such a way that anyone can just pick it up and use it with equal effectiveness regardless of their skill or experience, it will either be completely unviable (because it simply isn’t rewarding no matter how skilled the player is) or completely faceroll (in which case people will get it nerfed). Warrior’s present inadequate state can be attributed to the fact that it’s too unrewarding even when played well. Sure, maybe you landed that 7k eviscerate or that well-timed pin down, but so what? The new elite specializations can just shrug off that piddling amount of damage (or better yet, evade/invuln/block it entirely) or break that immobilize at the press of a button. If core warrior is going to remain somewhat competitive in the post-HoT environment and the subsequent metas going forward, it needs to shift away from being a profession of ineffectual passive traits (of which the current Adrenal Health is one) to one that distinguishes between its skilled and unskilled players and rewards/punishes them accordingly.

So, with that all in mind, my proposed version of Adrenal Health has the healing take place on hit because I don’t think a player should be rewarded for missing with a burst skill. Besides, let’s be real: if it did heal on adrenaline spent, there would be some kind of cheese build that just relied on blindly spamming burst skills off cooldown for the extra healing (that might be possible regardless with Combustive Shot, but at least a warrior that only camps longbow and self-heals isn’t doing anything useful).

This isn’t to say that there are no problems that might arise with this mechanic. It’s still very easy for other professions to repeatedly prevent key warrior skills from landing (via blind spam, evade spam, whatever) in a manner that allows for little counterplay. Yes, warrior still needs to be given the tools necessary to connect with its offensive skills without sacrificing most or all of its defenses. However, I don’t think that we should rely on a minor trait in the Defense line to solve these issues, nor do I think our traits should be balanced around our skills missing half the time.

Anyways, those are my thought. This post primarily addresses the pvp side of things; I don’t have as much experience in pve, though I will say that I think toning down some of our passive buffs in favor of more active mechanics might also help with the constant powercreep the profession has been undergoing in the latter gamemode. Any feedback or criticism is welcome.

(edited by Torqiseknite.1380)

Yet Another Physical Rework Thread

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Posted by: Torqiseknite.1380

Torqiseknite.1380

A bit of buffs to the overall functionality is needed, but what we need is something else added to them. Kick is never going to be as useful as Stances, because all it is a single hit small telegraphed hit, which is going to fail most of the time.

In my opinion, Rampage should just deal 20% more damage and Peak Performance needs to change to add something to Physicals. E.g. make them restore Endurance, heal you, remove condis etc.

I agree that Peak Performance could use a change. The increased damage is useful only with respect to Rampage, since no one really uses the others for damage anyways. (30% more damage on bolas? Really?)

With that said, I have my doubts as to whether ArenaNet will actually invest the time to rework physical skills to the point of competing with stances. If that does happen, great, but at this point I’d be happy if they just adequately fulfilled their old role as 100B cc in the current post-expansion meta.

Yet Another Physical Rework Thread

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Posted by: Torqiseknite.1380

Torqiseknite.1380

Maybe it’ll happen eventually, right?

Kick – change the knockback into a 2 second knockdown.

Stomp – give it the functionality of Seismic Leap.

Throw Bolas – make the projectile unblockable. If it’s going to be buggy on uneven terrain, easy to dodge, and easy to break for most elite specializations (Daredevil dash, Dragonhunter F2, etc.) at least let it bypass some of the now-numerous projectile blocks in the game.

Bull’s Charge – replace the knockdown with a 3 second stun.

Oh, and make Mending a physical skill.

(edited by Torqiseknite.1380)

GW2 and Teamplay...

in Guild Wars 2 Discussion

Posted by: Torqiseknite.1380

Torqiseknite.1380

If you want a group for running around and doing story missions, try listing a party under the Open World Content category of the LFG tool. Even if it’s not for a dungeon or raid, there are usually some helpful (or bored) players willing to take the time to join newbies and play through old content.

If that doesn’t work, feel free to add me (if you’re on NA servers) and I’ll be happy to group up with you whenever I’m free. You could also try going to the Looking for… section of the forums to find a guild.

Best of luck!

Fireball, whaaaaat!?

in Elementalist

Posted by: Torqiseknite.1380

Torqiseknite.1380

I don’t even play Elementalist anymore, but I think this could be reverted. It’s slightly pitiful to watch people lobbing tiny flaming ping pong balls.

Base Warrior WvsW: I Need Help Surviving HoT

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

Well, some thoughts regarding your build:
-I wouldn’t recommend running Magi stats on the warhorn. The healing power is a pretty worthless investment, and 85 vitality won’t make any difference in most situations.

-You don’t need so much precision. 50% is easily sufficient for triggering on-crit effects, the additional 10% precision isn’t really worth sacrificing a sigil and a rune slot.

-Aside from the one that cleanses a condition, the sigils aren’t great. As you noted in your post, warriors don’t have great sustain compared to a lot of other professions, so we basically rely on bursting the other guy down before we run out of cooldowns. Sigils that just give flat stat bonuses may offer more damage over time, but they won’t be as helpful for burst.

-The runes also aren’t great. You don’t need the extra precision, and ferocity is basically a less reliable version of power. In my experience, runes with power as the main stat tend to be more consistently effective.

-I’m not sure that going full Berserker stats on the gear is the best idea right now in WvW. It’s fine for PvE since AI is stupid, but against players you’ll probably need to trade some hits in order to get your damage in. However, other professions tend to have more ways of mitigating damage than we do, so you should expect to take more hits than you dish out.

-Sword/warhorn isn’t useful in duels. The set has basically no damage or sustain, and is really only good for stacking swiftness and running away. If you just want the mobility, I suggest keeping them in your inventory and swapping them out between fights.

-Your build has no condition cleanse other than Brawler’s Recovery and the sigil. Warrior’s Sprint will get you out of immobilize easily enough (especially with all your leaps), but that won’t help against condition bursts.

-You don’t have much gear that boosts toughness, but you’re running Armored Attack. Defy Pain tends to be the better choice here; the stun break at low health can be a lifesaver, offering room to kite around a bit and heal up, and will also let you trade some hits if your opponent is also getting low.

-Bull’s Charge tends to be buggy on uneven terrain and can easily miss; it’s also pretty telegraphed when used from range and has a far longer cooldown than Hundred Blades. Most roamers have stunbreaks, so it’s pretty easy for any decent player to avoid the burst.

-Death From Above is kind of gimmicky, but I can see where it might be useful when you’re fighting near a bunch of cliffs. For a build with any physical skills, though, I’d rather just take Peak Performance for the reduced cooldown.

With all that in mind, here are my suggested changes:
-Drop the sword and warhorn. Swap them in from your inventory if you need the mobility, but otherwise they aren’t really worth it for solo roaming. Some good alternatives are axe/shield, hammer, or longbow. Axe/shield has access to a block and a stun as well as high damage on the burst skill (though it can be tricky to land). Hammer has excellent access to hard CC, though its skills are highly telegraphed. Longbow is useful because the F1 can be used to reliably proc traits whose effects take place when using a burst skill (e.g. Cleansing Ire and Berserker’s Power).

-Change the sigils to any combination of air/fire/blood on your damaging weapon set(s) for more burst, and an energy sigil for more sustain (the extra dodge can really help).

-Get a full set of Hoelbrak runes. The reduced incoming condition duration is excellent for fighting cheesy condition roamer builds, and the extra might duration works well with the Forceful Greatsword trait. Also, more power never hurts.

-Consider taking Cleansing Ire for decent condition cleansing against the aforementioned cheesy condition builds. Last Stand is also good for retroactive defense against hard CC. Rousing Resilience isn’t great when you only have one stunbreak on a long cooldown.

-Consider swapping out some of your armor for Knight’s stats.

-Try using stances. Berserker Stance is an invaluable offensive tool that lets you ignore stuff like blind spam while simultaneously building up adrenaline. Balanced Stance has a shorter cooldown than Dolyak Signet, and it’s pretty unlikely that you’ll be CCed more than five times in eight seconds while roaming anyways.

-If you want to use a physical skill, Throw Bolas has half the cooldown of Bull’s Charge and offers a 4-second immobilize as opposed to a 2-second knockdown. Learning to land it takes some practice, and it’s generally more reliable when used in melee range. Even if you miss it, though, you still have twice as many chances to use it compared to Bull’s Charge.

For reference, this is the build I’m roaming with at the moment. The ascended gear, infusions, and food aren’t mandatory, though every bit of stats helps. I prefer longbow in the current patch due to all the new stuff that can smash face at close range (Scrapper, Reaper, Dragonhunter) which can make going all melee fatal.

Newbie looking pointers

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

For leveling, I’d suggest taking a greatsword for the mobility and cleaves. Its 3 skill contains evade frames, so it can be used for both offense and defense. Also, the burst skill (F1) has 20 more range than its auto attack, hits in a circle, and can be used while moving.

As for a ranged weapon, longbow is generally better than rifle – it has access to a large fire field, a blast finisher with decent damage, a blind, and an immobilize. The latter can be useful for landing the 2 skill on greatsword.

Healing Signet is generally our best heal, and for the most part the passive effect is superior to the active.

Warrior isn’t one of the top professions at the moment, but it still has fairly decent damage and mobility while being moderately durable. Unfortunately, the elite specialization is basically junk, but the core profession is still viable in all game modes (though it could definitely use some tuning).

Inb4 someone calls me a Dragonhunter main or something:

Attachments:

Warrior LongBow burst skill is buged, fix pls

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

Just tested it after the patch – still not fixed. Hopefully they get around to it before PvP leagues start.

Physical skills

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

Combustive Shot Bugged

in Bugs: Game, Forum, Website

Posted by: Torqiseknite.1380

Torqiseknite.1380

The AoE damage component of Combustive Shot (Warrior longbow F1) currently doesn’t scale up with adrenaline level. Enemies standing in the outer radius of the fire field won’t take damage or burning stacks. This bug is present in both PvP and PvE (haven’t tested it in WvW yet).

Attachments:

I Support Moa Against MM's

in Necromancer

Posted by: Torqiseknite.1380

Torqiseknite.1380

If minions in their current capacity are too strong, they should be adjusted through actual game mechanics, not gimmicky things like bad AI or unintended skill functionality. With that being said, I’m not sure that I understand the OP’s point about them always being there – isn’t that what distinguishes them from relatively useless summons like spirit weapons or elementals? The fact that they’re always present (unless killed) makes it possible to integrate them into an actual build that plays around them, instead of constantly waiting for the summon skills to come off cooldown.

Also, I’m pretty certain that most minion masters take Consume Conditions over Blood Fiend and thus have only four same-category skills. Some other effective builds that run four of the same skill type include cantrip staff elementalists (not affected by the upcoming nerfs to fire magic), meditation guardians, and survival rangers.

Edit: Are you saying that minions differ from other heal/utility/elite skills in that they’re permanently available and providing passive support, as opposed to more conventional skills that need to be activated for immediate short-term benefits? If so, I think that’s a valid distinction, but you also have to take into account the drawback that minion masters can be locked out of their utility/elite skills by randomly cleaving them down (I’m not actually sure if it’s optimal to run with full minions – some of the more bunker-y builds I’ve fought took Well of Darkness to help sustain their minions on point). It’s also more difficult for minion masters to turn around losing fights or escape disadvantageous situations – whereas more active builds might be able to pull off those clutch invulnerabilities or blinks, minion masters are stuck with out-sustaining enemies. If they lose too many minions, they’re essentially kittened.

(edited by Torqiseknite.1380)

PvP in One Sentience

in PvP

Posted by: Torqiseknite.1380

Torqiseknite.1380

Queue Wars 2.

Mordremoth GROWS commanders?

in Guild Wars 2: Heart of Thorns

Posted by: Torqiseknite.1380

Torqiseknite.1380

Mordremoth’s triumvirate of evil:
1. Trahearne
2. Scarlet
3. The sylvari that keeps spamming “More violets I say, less violence.”

Berserker Rifle Burst seems broken.

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

From this thread:

The intent on Burst Mastery is to restore 30% of the adrenaline spent when you use a burst skill, so it will restore 3 adrenaline when you use a primal burst. Sorry, no free lunch with this trait

Demolishin the Lazy "Scrub" Argument

in PvP

Posted by: Torqiseknite.1380

Torqiseknite.1380

This is objectively false. God does not want us to use “any means necessary to win”. Now because god is merciful, he won’t cancel your account if you use a small OP mechanic deliberately. But if it’s big enough, he will.

The so called “scrub” is merely someone trying to get god to listen to their opinion of what is intended and what isn’t. The “scrub” is merely calling the attention of god to something they feel is wrong. In the real world, this would be naive. In the game world, there is a very real god who often listens via the prayers known as the “forum”.

And sometimes, god listens.

Your argument would be more plausible if top-tier players (such as the ones in the recent WTS) weren’t already using so-called “exploits” in paid tournaments sanctioned by ArenaNet. If you watch the matches, it’s blatantly apparent that the participants used “unintended” mechanics such as jump dodges and stow casts frequently throughout their games. Nowhere in-game is there a tutorial on how to jump dodge or stow cast, nor are they mentioned on the official wiki or website. However, does ArenaNet (“god”) punish players for taking advantage of them? No, instead those players receive cash prizes and various item rewards.

In fact, the developers did apply a balance patch to a skill (Lightning Whip) because it was too strong in combination with stowed casts, but instead of removing the stow cast mechanic entirely (the logical response to an unacceptable exploit) they simply altered the skill itself in order to remedy the issue. This would seem to indicate that these “exploits” have been acknowledged as legitimate tactics, in spite of your implications to the contrary.

What keeps you going at end game?

in Players Helping Players

Posted by: Torqiseknite.1380

Torqiseknite.1380

For guilds, you can try browsing through or making a post in the Looking for… section of the forums. Other than that, there are usually a few guilds advertising in the major cities (mostly Lion’s Arch).

Rifle: Artificially Buffed?

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

After trying out the build, it was definitely performing better than it was before the patch, but rifle still seems like a pretty gimmicky weapon in general. I found that it really excelled at downing distracted people in teamfights so that I could cleave them with greatsword, but in 1v1s against good players (particularly ones with access to blind, stealth, or cc) it was much more iffy. Overall I think it’s a decently fun build for farming pugs in unranked, but not useful for much beyond that.

Greatsword/longbow isn’t doing as well as it was before the patch due to everyone taking more cleanses to deal with the new influx of condition builds, with burn stacking becoming more powerful and fire/air sigils getting stealth nerfed. Longbow is still a good defensive weapon, offering blinds, point control, and reliable CI/BP procs, but the lack of consistent burst hurts the weapon set as a whole. With that said, I have had some success running it with Signet of Rage for the added adrenaline instead of Rampage – the latter’s recent nerf combined with the fact that everyone’s learning to read its animations/kite away have made it somewhat less effective in smaller fights. Although I never really noticed it before swapping back from Rampage, the free adrenaline from Signet of Rage contributes fairly significantly to using/maintaining the longbow’s fire fields.

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)

lets talk about burst precision

in PvP

Posted by: Torqiseknite.1380

Torqiseknite.1380

If warrior would be oneshotting teamfights with autoattacks from the other side of the map this guy would still be asking for buffs.

Breakdown of GS5: Rush

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

Reducing the cast time would fix it, yeah. Back before the patch, Rush had a travel rate of about 750 units per second (1200 / 2 * 1.25) but now it’s sitting at 600 units per second, which is a significant enough change to feel sluggish for many players. Lowering the cast time to 1.5 seconds would put it back up at 800 units per second. In my opinion, though, “soft limits” like the one you’ve proposed to split the skill’s behavior between engaging and disengaging would be unintuitive and probably tedious to implement (meaning that ArenaNet is unlikely to do it). One of the justifications for the change to movement skills is that their behavior is now consistent under all circumstances, and adding more hidden functionality would defeat that purpose. Overall, I think it’d be better if they just increased its base cooldown to 25 seconds, which wouldn’t be too long if you’re using it to engage (most fights don’t last under half a minute). With the trait, it’d be back at 20 seconds, which is what most Warriors were running with prior to the patch.

This Mobility Nerf...

in Guild Wars 2 Discussion

Posted by: Torqiseknite.1380

Torqiseknite.1380

Being in combat gives a movement speed debuff of ~28% (294 units/second out of combat, 210 units/second in combat).

Did you test this yourself? I’m curious, as I’m too lazy to myself tbh.

I did, though this was a long time ago, before the patch. The combat speed reduction also interacted with movement speed buffs like swiftness or the +25% traits; since those in turn used to affect movement skills, it had a moderately noticeable effect on in-combat mobility. It’s no longer possible to reproduce it, though, and I hadn’t tested it immediately before the patch, so my data could be off.

As for everyone feeling slower, I think most Warriors have been testing their movement skills out of combat rather than in combat; Whirlwind Attack and Rush were also often used as initial gap-closers, and they’re significantly worse at those roles now due to being slower out-of-combat. This is just conjecture, however, so it’s entirely possible that I’m the one that’s wrong.

Either way, I also dislike this change, as it removes some counterplay for movement skills (especially for professions which lack consistent gap-closers of their own, and have to rely on things like chill or cripple to slow down fleeing opponents) and has been equally bad on the quality-of-life side, making out-of-combat movement that much more tedious.

This Mobility Nerf...

in Guild Wars 2 Discussion

Posted by: Torqiseknite.1380

Torqiseknite.1380

To the people saying that it’s a nerf to specs that kited around a lot and ran away, this change doesn’t really alter the inherent in-combat mobility granted by movement skills at all. Being in combat gives a movement speed debuff of ~28% (294 units/second out of combat, 210 units/second in combat). When movement skills were affected by movement speed buffs and debuffs, this effectively negated the effects of swiftness and other common buffs (from traits and the like) anyways. Now that they always travel a set distance, the in-combat speed debuff is negated and it’s pretty much the same as before, except that now movement skills also ignore conditions like chill and cripple. So, that Nike Warrior that was running circles around your camp and laughing? Yeah, he’s still going to get away, except now you can’t even slow him down with conditions. Go figure.

Suggestion: Giving more 'Revealed'

in Guild Wars 2 Discussion

Posted by: Torqiseknite.1380

Torqiseknite.1380

I think this change might be acceptable, but only if they reworked Thieves to be less reliant on the stealth mechanic. With the Acrobatics trait line getting nerfed in the recent patch, Thieves are more dependent upon stealth as their primary means of damage “mitigation” than ever (it’s still possible to hit them in stealth). Giving everyone ready access to revealed without any other changes would just be a direct nerf and do little to improve game balance or build variety for Thieves. Although stealth suffers from limited counterplay, Thieves are currently in a place where a major nerf to stealth (in the form of added counterplay) would just break the class in competitive settings and remove one of their major tools for disengaging.

Mesmers would likely be less impacted by your proposal, since most of their builds don’t really rely entirely on stealth for survivability. However, that’s not to say that they wouldn’t be affected at all, and I think all of the professions with access to skills that grant stealth would need to be looked at before implementing the change.

new armored attack +150 toughness

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

Do you ever make threads for any reason other than to ask for random buffs?

P.S.: Clearly the extra toughness should go to the minor Thick Skin, giving us an additional +150 toughness when over 90% health. This would be an incredibly thoughtful change that would cause the trait to have a meaningful impact on our build choices. /s

New Smarter AI vs 100b?!

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

War 100b: 1.37 partial(7/8), 1.51 full combo, x 1047 Exo GS Power = 1434 partial(7/8), 1581 full
Ranger RF: 1.5 coefficient, x 1000 Exo Longbow Power = 1500
Guard Spin: 1.71, x 1047 Exo GS Power = 1790
Mes BF: 0.96, x 952 Exo Sword Power = 914
Nec GC: 1.28 × 952 Exo Axe Power = 1219

This isn’t how damage coefficients or DPS calculations work. Also, Hundred Blades actually has 9 hits – the first 8 have an overall damage coefficient of 4.21, whereas the last has a damage coefficient of 1.1. Since we’re talking DPS, though, let’s calculate the actual damage numbers. I’ll be assuming that the player has a total of 2000 power, fighting against an opponent in heavy armor, with standard weapon strengths.

Hundred Blades: (1047.5 * 2000 * 4.21) / 1211 + (1047.5 * 2000 * 1.1) / 1211 = 9185 / 3.5 s = 2624 DPS

Rapid Fire: (1000 * 2000 * 3.75) / 1211 = 6193 /2.5s = 2477 DPS

Whirling Wrath: (1047.5 * 2000 * 2.8) / 1211 + (1047.5 * 2000 * 0.15) / 1211 = 5102 / 0.75s = 6802 DPS; as we’re assuming a third of these land, 6802 / 3 = 2267 DPS

Blurred Frenzy: (952.5 * 2000 * 2.4) / 1211 = 3775 / 2 s = 1887 DPS; note that the tooltip for this is currently bugged, as the skill only contains four strikes, not eight, and the casting time is 2 seconds, not half a second

Ghastly Claws: (952.5 * 2000 * 2.88) / 1211 = 4530 / 2.25s = 2013 DPS

Guardian greatsword auto attack: (1047.5 * 2000 * 0.8) / 1211 + (1047.5 * 2000 * 0.8) / 1211 + (1047.5 * 2000 * 1.2) / 1211 = 4841 / 2.5 = 1936 DPS

Also, as a side note, the claim that guards have no CC isnt true, Binding Blade pulls allow for a partial Whirl with no difficulty, mean they dont even need to swap to set up their hits. I’m not calling guard OP or cheap, just refuting your claims.

Anyway, why is it okay to assume that a Warrior MUST bring other skills JUST to set up 100b, but it’s fine that Ranger can just unload with RF, or Guard can Bind/Whirl without switching weapons? It’s great that they have ways to set up, but it should not be a 100% requirement that you set up, it should be a bonus. Backloading the DPS to the final hit already provides this bonus to land the entire chain. That does not mean that it should ONLY be usable following a setup.

Binding Blade is easily negated by dodging when the Guardian activated the pull, causing it to only move you a short distance. Also, it doesn’t actually immobilize the enemy, meaning that they don’t even have to use a cleanse or stunbreak to dodge away.

I think it’s fine to assume that a Warrior should bring other skills to land full Hundred Blades channels, because skills aren’t balanced in a vacuum. If Guardians suddenly gained access to Throw Bolas, they would suddenly find it much easier to land Whirling Wrath, and the skill would probably need to be rebalanced. Rapid Fire was already subjected to an update to make its animation more obvious after people complained about how strong it was. Note also that Warrior greatsword is not the same as Guardian greatsword or Ranger longbow. Weapon skills should be balanced in accordance to their full weapon sets, rather than by individual skills.

New Smarter AI vs 100b?!

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

If people feel Hundred Blades is not currently high reward enough, then I imagine we can all agree that a proper (and the simplest) solution is just a numbers tweak on its damage.

There’s obviously a lot of split opinions on this. I feel the 100b reward-vs-risk equation is just off a bit. Making 100b mobile in the form of walking (like whirling wrath) would grant it additional usefulness and versatility, as well as a QoL buff, but not directly up its numbers. I REALLY dont see how it would end up as overpowered.

Lets look at a few channeled skills and compare them (this is NOT a comprehensive list):

Warrior Flurry: self roots, immobs target, frontal cone, tracks targets, melee
Warrior Volley: mobile, tracks targets, ranged
Ranger Rapid Fire: mobile, tracks targets, ranged
Mesmer Blurred Fury: self roots, tracks targets, melee, evade frames
Guard Whirling Wrath: 1/2 mobile, 360 radius
War(and thief) Whirling Axe: 1/2 mobile, 360 radius
Necro Ghastly Claws: mobile, melee

Warrior 100b: self roots, melee

See the disparity? All the other self root skills also track targets. It makes sense because expecting someone to stand in a channeled skill is absurd, especially one with a backloaded damage spike. The skills that do not track are mobile. And most of the channeled skills also provide some additional effect as well. Flurry immobs targets to ensure it hits, or forces a condi break, Blurred Fury evades, etc.

Furthermore, even if 100b does gain 1/2 mobility (walking speed) it wont put it above the rest of the self root and 1/2 melee skills, the defense against it remains the same: Dodge out of melee.

Flurry, Volley, and Ghastly Claws all deal significantly less damage than Hundred Blades. People do tend to complain about Rapid Fire, but it has a clear animation and is fairly easy to evade, dodge, or LoS, and it’s honestly the only thing making the Ranger longbow decent, whereas all of the skills on Warrior greatsword are useful. Blurred Frenzy also deals less damage, requires melee range on a profession that relies on positioning to survive, and is primarily used as a survival tool rather than a real burst. Whirling Wrath deals less damage than Hundred Blades, needs to be inside the target hitbox to land full damage, and exists on a profession that lacks the cc to prevent people from dodging out.

Don’t believe me? Let’s look at the skill damage coefficients:
Hundred Blades: 4.21 (first 8 strikes), 1.10 (final strike)
Rapid Fire: 3.75
Volley: 3.0
Ghastly Claws: 2.88
Whirling Wrath: 2.8 (7 melee strikes), 0.15 (7 projectiles)
Blurred Frenzy: 2.40
Flurry: 1.039

Even with the damage nerf, Hundred Blades still comes out on top, and also has a shorter cooldown than 4/5 of the other skills on the list. This isn’t to say that it’s necessarily better than the other skills, or even a good skill in and of itself, but it is clearly superior in terms of damage. If it became mobile, it would pretty much be strictly better than Whirling Wrath and Ghastly Claws. Also, I really don’t see your points about the melee skills tracking targets; as you said, any decent player will just dodge backwards out of melee range, so how does a skill tracking out-of-range targets change anything? Hundred Blades already has a large enough cleave area to hit anything in front of you.

The reason I don’t support walking Hundred Blades isn’t necessarily because I think it would be overpowered, but rather because it’s flatly unnecessary. You called it a QoL buff, but really what it would do is make the skill far easier to use, requiring much less setup, while still maintaining a higher damage coefficient than every other skill of its kind. Furthermore, let’s look at it in the context of professions: Warrior is one of the few professions that has enough cc to disable a target for long enough to plausibly land a full channeled melee skill. The argument “but they can stunbreak or cleanse it” applies to every kind of cc; Warrior isn’t an exception, and it shouldn’t be. People tend to compare Hundred Blades to Whirling Wrath, but they forget that Guardians have no way to prevent targets from dodging out of melee, and even with the skill’s mobility, it’s practically impossible to ever land the full damage.

Making Hundred Blades mobile would remove one of the strategic aspects of using it, and add an unneeded buff to an already-excellent weapon set. I found your original justification for this buff quite strange; if mobs do dodge out of Hundred Blades, try immobilizing them? Knocking them down? Maybe even using one of the other four skills available on greatsword? How forgiving does one weapon set have to be?

New Smarter AI vs 100b?!

in Warrior

Posted by: Torqiseknite.1380

Torqiseknite.1380

Any major buff to Hundred Blades would just draw more people from other forums to complain about Warrior and get it nerfed again, probably leaving us worse off than before.

Oh, the fear mongering.

“If Dobby asks for more, Dobby might get moar. The others will hate Dobby and master will punishes us!”

I’ve played way too many mmo’s and I’ve seen that limited thinking time and again.
It goes something like, “Don’t complain or it might get buffed and then nerfed to insanity!”

But I’ve never seen it happen to that degree, ever.

If you want a recent example, look at Engineer turrets. There were numerous threads complaining about them in the PvP subforum, and after their recent nerf, the majority of them are essentially unviable in just about every single game mode, since they die extremely fast even when fully traited for. The only ones people still use are Healing Turret, since everyone just explodes it for the blast finisher anyways, and the free turrets from Supply Crate. While turrets did need a nerf, the one they received didn’t just balance them, it rendered most of the turrets practically useless.

I’m not saying that we shouldn’t ask for buffs and changes if they’re actually justified. However, repeatedly requesting unwarranted buffs (such as the one suggested in this thread) will eventually result in overbuffing, and the inevitable nerfs that follow.