https://twitter.com/TalathionEQ2
https://twitter.com/TalathionEQ2
Sylvari don’t look at other when they target something… however my human does.
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Just allow rangers to tame warriors as pet.
Well in roleplay, some warrior norns can already be tamed by cute human rangers.
https://twitter.com/TalathionEQ2
Pistol.
3 (4 Initiative.) Repeater
Blast your foe with rapid fire from your pistol, does more damage the closer you are.
Damage at 400 distance: (x5) 810
Damage at 900 distance: (x5) 505
Combo Finisher: Physical Projectile (20% chance)
Range: 900
4 (3 Initiative.) Opportunist’s Shot.
Damage: 303 + 101 (Per Condition.)
Combo Finisher: Physical Projectile
Range: 900
5 (6 Initiative.) Dirty Fighting.
Kick your foe in the… Knocking down your foe.
Damage: 554
Knockdown: 2 s
Predictable: 15 s
Range: 130
Tooltip: (Predictable, your foe blocks this attack if used again.)
(This skill has no cooldown, but you cannot use it on the same target twice, you must wait 15 seconds, however you can switch to another target and do the same to him.)
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Hilarious thread, a player coming to complain about a warrior who uses a pretty common build by now. It is especially funny because the OP gives completely wrong weapons for what he is describing the warrior of doing
The warrior has a mace and sword mainhand, a shield offhand, a longbow and a greatsword.
https://twitter.com/TalathionEQ2
Don’t change anything you’ve added already, if something is OP, add new skills to other classes that are on-par, then add new skills to those classes beyond that.
Don’t play Whack-A-Mole and ruin current abilities please..
https://twitter.com/TalathionEQ2
We still have low damage.
We still have poor sustain (can be easilly kited/killed.)
We are still one of the hardest classes to play.This is lulzy coming from the highest damage, and one of the highest sustain class. It’s also the class that is widely considered to be ez-mode and faceroll.
Gaurdians/Rangers/Engineers/Thieves all have higher sustain.
Rangers have higher sustained damage, Guardians have higher Sustained Damage, Thieves have higher burst damage.
Please go back to your own forums.
Since when do thieves have higher sustain? If they’re in stealth they can’t do anything except regen health which is still lower than healing signet PASSIVE…
Warrior is widely regarded to do the most DPS, a lot more than ranger and guardian for sure. As far as burst DPS, warrior wins with hundred blades. Nothing can touch that.
0/0/30/0/0 Shadow Arts is an amazing tree, stealth means you can still be hurt but if you know your class and others you can avoid damage easilly.
Hundred Blades is the easiest attack to avoid in the entire game to any class.
If your dieing to it, AS A THIEF.. then I suggest getting a new pair of hands. The counter to hundred blades is moving out of the way, with a class that has multiple teleports and ways to escape this is easy. I’ve never died to 100b on my thief, even with the prenerf bullsrush+quickness+100b combo, it is SO easy to see it coming.
A guardian has Whirling Wrath, which is a hard to avoid attack unlike hundred blades because you can move and combo with it to pull foes to you, you can also use it to cleanse conditions as well (things that would prevent it from hurting your target.) Whirling Wrath is better in every way because it has MOBILITY.
Stop looking at big numbers, in PVP its mobility that matters.
https://twitter.com/TalathionEQ2
The problem is this….
WvW (Roaming) – Average
WvW (Zerging) – The current OP class
sPvP – Average
PvE/Dungeons – Really strongSo, how do you improve WvW roaming and sPvP without making WvW zerging and PvE completely OP?
Roaming: Horrible, almost every class does it better.
Zerging: Average, every class is good at Zerging. Warriors are a missile, however they don’t bring nearly the crowd control a necromancer/elementalist can in Zergs. Unfortunately Hammer warriors lead the fight, however they die very quickly and are very squishy.
Spvp: Horrible, i’d rather bring a ranger’s pet, more damage+more survivability.
PvE/Dungeons: Average, they are good in old content (CoF Path 1.) and horrible at new content (Karka.)
You should see the video of a warrior trying to solo a Karka, wheras every other class can solo them, warriors cannot without luck+lots and lots of skill, one mistake = instant death.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Indomitable
To make this trait, combine “Missile Deflection” and “Shield Mastery” into a single trait. Just call that “Shield Mastery” and move that down.
Indomitable:
Each time you get a bar of adrenaline, you convert one condition into a boon.
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Reason why people play Asura:
1 Cute.
2 Hard to see animations.
3 Cute.
4 Small.
5 Cute.
6 Hard to see.
7 Cute.
8 Blends with the environment better.
9 Cute.
10 I love Asura.
https://twitter.com/TalathionEQ2
Who in their right minds doesn’t want their character to get more powerful? So what, you have to farm a little for better gear, big whoop. It’s not like you have a lot to do after finishing most of the content. And the gear upgrade comes naturally by exploring the new content. As long as it’s not a few months grind like in other popular titles, I don’t see the problem.
A few days of playing for better gear and stronger character triggers 124 pages of complains? You people are sad. Especially given that the ring will drop/be obtainable by simply exploring the new dungeon..I’m missing the logic in all the arguments.
I have followed everything that ANet said about the game prior to it’s release and I don’t remember ever seeing anything about there not being any kind of character progression in the following years.
If that is the case and my characters stay the same for the entire life of the game, with all my love for GW I will drop it in a couple of months. I truly hope there will be more of a gear progression than this, , given that exotic gear is a joke to get.
Stop patting just the casuals on the head, give something for the more hardcore players too.
And can you actually say that you even need exotic gear to enjoy the content of the game? Hell, you can do all the dungeons and PVE in green gear just fine.
I don’t know when people have turn into big whiners.
It bothers me too that they promised that there will be no grinding and most of the game is grinding. But it doesn’t bother me because of the grind itself. I had the pleasure to grind for a legendary and I can say it was 99% a huge grind. No, it bothers me that they lied about it, that they didn’t live up to their promises.But better gear? Hell yea.
I would rather have more traits, more fixes, runes to add to your character to make you stronger, ANYTHING but gear.
https://twitter.com/TalathionEQ2
In an earlier SOTG you guys said you would be looking at Sigils and reworking them so all of them would be useful and not just a few of em.
There are also runes that could use a total rework as well.
https://twitter.com/TalathionEQ2
I will try to be respectful since you seem to be someone important.
The warrior class in the current meta is trash, your post does nothing but whine about whining, you offer no constructive comments about the class and your pretty much just telling us all to L2P.
Your attitude about it seems immature, almost as if you dislike us for it, however I am sorry we did not master the secret of the class like you did and struggle in pvp.
In SPvP I main a necromancer (I played it way before these buffs.), even before the update to my conditions, the warrior was a trash class in spvp, in fact most of the time all they did was help me spread my conditions around using epidemic and destroyed their own team because they could not remove their conditions fast enough.
Even though you run tournament play, I really don’t feel that you’ve grasped the entire reason why the warrior is so bad and I urge you to look at other classes and then retype what you said.
https://twitter.com/TalathionEQ2
PvP Dailys are hard to do.
https://twitter.com/TalathionEQ2
A healing signet warrior has higher regen than a guardian with clerics set, all the while doing substantially more damage. I feel the problem is that healing signet scales too well without cleric gear. It should hit 400+ hp when a warrior is decked out with healing power.
Otherwise its much too strong.
Yet Guardians are still the best bunkers in the game
My point is warrior can go full damage and still out heal guardian without the need to go healing power.
How is that balanced? There is no choice to give up damage for better regen. They get damage and regen without sacrifice.
/\
|| Here someone that no want balanced game.Warrior has only 400 hp/s, while another classes have 2, 3, 4 or more heals + teleport + stealth + summons + protection + + + + …
The true is that warrior need better sustain and traits.
- Warriors still being the easier class to kill.This has already been discussed on the guardian forums, apparently other guardians thought the same thing.
In reality there is only a maximum of three health regenerations a class can have access to, if they are lucky. In the case of guardian and warrior it is as follows:
Guardian: Virtue of resolve, regen and writ of the merciful
Warrior: Healing signet, regen and adrenal healthRegen would have the same healing capability regardless of class, as long as they have the same amount of healing power (not counting duration). So lets look at the base numbers of the non regen boon heals with no healing power.
Virtue of Resolve: 86hp per second, with absolute resolution Its around 113hp per sec
Writ of the Merciful: 107 hp per secondHealing signet: 392 per second
Adrenal health: 360 per three seconds, so around 120 per sec?The difference is substantial. In order for guardian to come close to warrior’s passive regeneration they MUST go full cleric, healing traits and absolute resolution. In the process the ability to do damage is gone.
Its impossible for guardian go dps and retain their healing ability. Warrior however can retain a massive amount of healing while doing damage. Even when guardian goes dps they can not come close to warrior’s damage output while giving up all defense.
Uhh.. HS is a #6 Healing Skill, not a trait or a passive class skill.
Give Warriors more Block, Invulnerability, Passive no-skill condition removal, Perma Vigor, Protection, Aegis, Blind, The Next Three Attacks deal no damage, Heal for 2k for you AND nearby allies when dodge and I will agree. However Warrior only has high regen, they also have access to 1 blind. Not Spammable Aegis/Protection/100% Vigor/Spammable Blind.
Also I would agree with you if Healing Signet was a Grandmaster Trait it would be extremely overpowered, however your comparing a Healing skill to a Trait.
A Guardian’s Healing Skill can heal and Block all damage/cannot be interrupted, that damage you absorb when you make yourself Invulnerable which can block conditions/all damage that could probably be more then what you could of healed with Healing Signet… PLUS a heal. Guardians also deal more damage going Tanky then Warriors do, do to the fact there main survivability tree has 30% Critical Damage.
Learn to play please.
___________________________
P.S. Give Warriors Perma-Vigor/Blind/Perma-Protection/A Healing Trait that heals for at least 150 per second with Adrenal Health and i’m fine with any nerfs.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Shield Mastery
Shield skills recharge 20% faster.
Reflect missiles whenever you are blocking.
Block attacks while channeling healing abilities. Only while using a shield.
This allows a unique thing for shield warriors, shields have been underused for a good while because they don’t really offer any unique effects, this would allow shield warriors to be protected when using healing spells.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Armor (Toughness) becomes pretty much worthless after 2750 (33%) and by that point the protection (Also 33%) is like having an extra set of armor.
Honestly, protection needs nerfed to 15% of all damage. Toughness needs increased by double what it is now. Weakness needs to be -50% to Critical Bonus/Condition Damage.
Everyones health needs to be more normalized and everyone needs ways to sustain themselves better. (More healing, this game HAS no healers.)
We also need an absorb mechanic (elementalists / guardians / warriors maybe?) that absorbs damage directly so we don’t have to rely on dodges so much.
The point is, Toughness Sucks, Heavy Armor does not matter much at all!
https://twitter.com/TalathionEQ2
And change the 33% cap to 50%.
Adding movement speed to the game on traits and such will make the game a bit better for the better!
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Please add more hair and faces please. ty.
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Elementalist is the highest ranged DPS glass in the game, and probably the best tank.
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Suggestion forum, where things go to die.
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3% Burst Damage is very very weak.
I think it needs to be changed to Adrenaline gain, or CC Reduction.
-1.5% Condition Duration per point would be very viable, since warriors are terrible against conditions.
This way, 30 points would give the Warrior -45% Condition Duration, which would be very good for Warriors, because we are terrible against CC, most classes have passive ways to remove conditions, but we do not, this would not have us remove them, but be very viable against them.
Or another one.
100% Adrenaline Gain.
(3.3% Per Point.)
https://twitter.com/TalathionEQ2
Can we please add new dagger skins or make current daggers bigger/smaller?
in Suggestions
Posted by: Daecollo.9578
I have never run across a good looking dagger except the ones that are WAY to big to be considered daggers, or way too small to be considered them…
I cannot find a good dagger skin tbh, and the only one I find that I like is one from hall of monuments which I cannot get.
https://twitter.com/TalathionEQ2
I believe olba is correct you the problem with the signets is that they offer things we already can get through traits for the most part. Signet of Rage and Stamina are probably our best signets. I don’t think Stamina needs a change if anything a slight boost to the endurance regen maybe 40%.
Signet of Rage active is awesome the passive not so much but when you look at the passive the problem comes in when you take signet mastery which alot of people do. The passive really doesn’t take effect most times unless your not paying attention.
I am kind of on the fence about SOR passive I think maybe a trade off would be better. Like you get the equivalent of the 175 power (5 might stacks) for the passive so you always have that extra damage. If you want the fury and swiftness you activate. Then it kind makes signet of might useless.
Thats pretty much the main problem with the signets is the overlap. Dolyak signet doesnt get used because balance stance is way better and no one really cares about the +90 toughness you get from dolyak. Maybe a boost to dolyak for +175 tougness would be more appealing.
I understand Daecollo intent is to make the signets more attractive.
Lets take two untraited utility skills and compare them stat by stat in a group situation!
Dolyak Signet: +90 toughness.
Banner of Defense: 850 Toughness, 850 Vitality.
Whats better?
Signet of Fury: +90 Precision
Banner of Discipline: +850 Precision, +75% Critical Damage.
Whats better?
This is why Signets need a significant improvement, there is NO reason to take signets for what they are meant to be for, there passives. Actives are something you use in an emergency.
Now lets compare a fully traited banner (not even the best one.) to a fully traited Healing Signet.
Healing Signet: +40 precision, 200 healing per second.
Banner of Tactics: +850 Healing Power, 755 healing per second.
(151 heals per second, 170 healing power alone.)
Banner of Tactics is a BETTER healing spell then the ‘6’ Ability!
Signets need buffed, this alone shows you that they do. Significantly.
One fully traited Banner of Discipline banner is better then having ALL ‘5’ Signets. Isn’t that rather pathetic?
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(edited by Daecollo.9578)
More Sustain, More survivability…
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Can’t really find a way to play nerfed warrior over new improved guardian, they got a huge DPS increase.
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Vital Shot, Increase base damage to 165, increase refire rate by 25%. (from 134. +31 damage.)
Body shot, Increase base damage to 457, increase refire rate by 25%. (from 168. +289 damage.)
Unload, Increase base damage to 1060, increase refire rate by 25%. (from 808, +252 damage.)
Head Shot, Increase base damage to 507, increase refire rate by 25%. (from 87, +420 damage.)
Black Powder, Increase base damage to 256, increase refire rate by 25%. (from 87, +169 damage.)
Black Powder should do at least 25% more damage then autoattack, but mostly a utility skill.
Head Shot should do decent damage, it costs a lot of initiative.
Body Shot now does 15% less damage then heartseeker, but has a little more range then it as well.
Unload does 12% less damage then warrior’s volley.
P/P is fixed, it now actually hurts people instead of being a nerf gun like all other weapons in the game.
Head Shot/Bodyshot/Black Powder not dealing damage is stupid, your shooting someone with a gun, it should hurt, and its not like they have much range difference between Infiltrator’s Strike and Heartseeker.
Black Powder is pretty much a melee attack, but has 87 damage? What are you smoking, you know how much it hurts blasting someone point blank with a gun, filled with black EXPLOSIVE powder?
Fun Fact:
Warrior Rifle has a 0.50 Refire Rate.
Pistol has a 0.75 Refire Rate.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Thieves need some revamp of useless traits that only effect one attack.
Every other profession has a “Sword Trait.” that either improves critical chance or damage, thief needs this trait, we have no sword traits.
Pistol Whip needs a damage increase otherwise.
Dual Skill Traits need improved, 5% Critical for ONE skill? … meanwhile in the same areas other classes get “10% damage if using X weapon in main or offhand.”, or “15% critical chance if using X weapon in main or offhand.”.
Backstab needs a damage nerf, but after that, daggers need better dagger traits to make up for the loss of burst damage and add more passive damage.
The only thing saving us is our really good traits, but all classes have them and more, we don’t have many builds like other classes do, and venom and traps remain to be kind of worthless.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Tactical Strike should be a knockdown behind, IMO.
https://twitter.com/TalathionEQ2
Why can’t i just chose everything I want to take for a certain build? Why are minor traits locked? Why do i see phantasm skills in a shatter tree? Stop making gem store garbage and rework your whole trait system before people get bored of running same things and quit your game.
Agreed, it feels like the game was released early and the developers care more about living story stuff and e-sports and tournaments and not about making the current game-play system and current story fun.
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100b is basicly a crutch, it needs to be toned down in damage and made a bit more mobile and faster channel.
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Did you know Blood Fiend out heals healing Signet?
Healing: 926 (Attacks every 2 seconds.)
= 463 every second!
That is 71 more then Healing Signet!
Also! Monk’s Focus is a trait and not a heal! and it procs twice now!
https://twitter.com/TalathionEQ2
Allow us to pick between all our available 5/15/25 traits we have now.
https://twitter.com/TalathionEQ2
I don’t know how to beat one. I need help with this so I can finally learn how to counter one.
Heres how you counter a P/D Thief, press esc and “rush” away with your greatsword. (make sure to have swiftness.)
You will win every encounter.
https://twitter.com/TalathionEQ2
Some classes don’t have the option for 2 builds. So its not fair.
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Night could be ALOT more dangerous.
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Rending Strikes
100% chance to cause vulnerability on critical hits.
Grants 1 stack of vulnerability for 5 seconds.
https://twitter.com/TalathionEQ2
Heals should be made with base health in mind. As well as how much active damage reduction a class can get. Warriors have some of the worst damage reduction options, therefore should have probably the highest heal gain. They should have a strong able body.
https://twitter.com/TalathionEQ2
Blasting Staff
Area attacks with staff are larger, wielding a Staff in your main hand grants 10% additional damage and up to 280 power (based on level).
https://twitter.com/TalathionEQ2
One of my favorite weapons in the game is the hammer, but as a warrior it has a couple problems… its big, slow and there really isn’t a reason to use it above the mace, the mace is just better in every single way.
Increase the recovery time of hammer attacks, hammer should be a little faster and more dangerous.
B Earthshaker
Jump to the targeted location and slam your hammer down, damaging and stunning foes.
Damage: 344
Level 1 stun: 1 s
Level 2 stun: 1½ s
Level 3 stun: 2 s
Radius: 240
Combo Finisher: Blast
Range: 1200
1-1 Hammer Swing (½)
Bash your foe.
Damage: 333
Range: 150
1-2 Hammer Bash (½)
Bash your foe again, causing more damage and crippling your foe.
Damage: 444
Cripple: 1 s
Range: 150
1-3 Hammer Smash (¾)
Smash the ground and damage nearby foes.
Damage: 555
Combo Finisher: Blast
Range: 150
2 Fierce Blow (½, 8 second cooldown.)
Weaken your foe with a fierce blow.
Damage: 518
Weakness: 8 s
Range: 150
3 Hammer Shock (½, 10 second cooldown.)
Smash the ground and send out a crippling wave.
Damage: 333
Crippled: 5 s
Range: 1200
4 Staggering Scream (Instant, 15 second cool-down.)
Push back and chill nearby foes with a Staggering Scream.
Damage: 481
Knockback: 180
Chill: 5 s
Range: 600
5 Backbreaker (1, 20 second cool-down.)\
Knock down all foes in-front of you.
Damage: 554
Knockdown: 2 s
Range: 150
I think the hammer should have slightly more damage, a lot more mobility and a lot more utility. The chill on the scream will help a lot with getting enemies off you when you need them to be off.
Although I like stuns, I feel that Earthshaker should be more utility, a leap that suprises the enemy.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
RIFT level of class customization! :P
https://twitter.com/TalathionEQ2
Everyone should be able to use everyones armor! The armors are restrictive enough already.
https://twitter.com/TalathionEQ2
Scrap Powerful Banners… replace with POWERFUL SHOUTS!
Powerful Shouts
Shouts do damage and daze when using a shout.
Damage: Same as Powerful banners
Daze: ¼ s
Range: 600
https://twitter.com/TalathionEQ2
So my thief just downed a ranger.
After almost downing it, the rangers pet interrupts me, then starts chasing me around as I try and kill it. Then downs me with a 6k hit.
Then it proceeds to rez the downed ranger, then they both destroy me.
Fun fun fun!
https://twitter.com/TalathionEQ2
yeah, gain health with our opponents death. Is that a joke? I mean, how is that an attrition class. How can you outlast someone if you only gain health when they die. To top things off, 5 seconds after the opponent goes down, you start regenning health big time anyways, with the game mechanics. SO that 200 health i got when the enemy went down, IS A JOKE when i rapid heal to 25k hps a few seconds later.
It’s not so useful in a one on one sPvP fight, to be sure. But it’s pretty useful in PvE, especially dungeons that spawn a lot of weak monsters to try and swarm the players.
Edit – As for the actual topic: Dark Armor actually only works with a small subset of our abilities: Life Siphon, Ghastly Claws, Life Transfer, and none of our underwater abilities. Plus, 400 toughness is a drop in the bucket at 80, and the toughness scales down with effective level. So I’m not sure it’s really a good candidate for the slot, as much as it’s “anything that isn’t reanimator”.
Shrouded Removal works a little bit against the basic principle of underwater Death Shroud’s Life Blast. That is, to shoot your conditions back at your foes. I’m not sure how concerned about that I am even in this context, but I thought I should bring it up. I was also going to say it might be a bit too strong as well, but you’re upgrading an Adept Major to a Master Minor, so the power trade might work out there.
Yeah, i’ve always thought that trait was a bit strong for a minor one, so I moved it to 15, making it a major trait.
The problem is, they don’t have to transfer conditions immediately, the necromancer could gain another one even after they enter DS and transfer it.
https://twitter.com/TalathionEQ2
Once you steal you should gain all ‘3’ of your enemies utility slots, they would be one-time use. (Once you use them they go grey, have no cool-down but one time use only).
F2=Utility Slot 1.
F3=Utility Slot 2.
F4=Utility Slot 3.
For example, if I stole from a trap ranger and they had three traps on there utility bar, I would gain all three of those traps ‘1’ time until I stole from them again.
http://wiki.guildwars2.com/wiki/Improvisation
Allows you to use the utility slots once again after 10 seconds. (gives them a second use and a 10 second cool-down.)
When you use steal again, it steals a new set of utility slots to use.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
I would like Hair Design Competitions as well. It would be amazing. You would be suprised how big this kind of thing could be.
https://twitter.com/TalathionEQ2
This is an amazing picture someone made of the current OP warrior.
https://twitter.com/TalathionEQ2
Every class should have a way to be anything, otherwise there is no point of having offensive/defensive trees.
https://twitter.com/TalathionEQ2
All I got have to say to the dev team is PLEASE do not give in to all the people crying for nerfs on thieves.
I played a thief and I want them to be nerfed. Thieves are killing this game.
do we hit hard?yes.
is it unavoidable?no.
no need to nerf.
Do you hit hard? Yes.
Is it unavoidable? No.
Can you escape if you were doing bad and get away with it, only to return 4 seconds later? Yes.
2:20 seconds for those who just wish to skip ahead.
I just agree to disagree :P
Link to a video where nobody is focusing on the thief… :/
https://twitter.com/TalathionEQ2
