Showing Posts Upvoted By Juba.8406:

SUGGESTION: Healing Signet change

in Profession Balance

Posted by: Simon.3794

Simon.3794

As for blocks/blind/stealth/etc, it is no different that a warrior having stances, perma vigor, blocks/reflects, gap openers, cc, etc. .

you simply don’t understand the fact that one skill on focus of ele is more powerful then 3 stances combined together, nor like you understand how good are instant cast able blocks. nor like you understand how teleportation is better then any gap closer or disengage warrior has, nor like you understand how good is protection, nor like you understand evade is the closes thing to invulnerability, nor like you understand how much benefit you get from having 15+ more skills or skills without CD and a handful of soft CC available to you and etc. these are the things that balance with warrior’s extra health, less so the healing skills. The higher the % of your HP pool a healing skill heals, the more valuable it is. not the amount it heals, also the lower the CD the better cuz sustain, really just a ratio between CD and % heal, but i guess you understand non of these, because you probably only play thieves and have little multi class pvp experience. really, you can go play a mending or healing surge warrior against anything non-noob, you will notice how the healing skill which has the most burst heal(10k hp with 30 CD and 5.5k hp with 15 CD)are part of the worst heal in the game.

and you clearly did not read what OP posted in his thread, i like how you just assume i was talking to you without me quoting you. really funny of your part.

(edited by Simon.3794)

[WARRIOR] FIX Bull charge, Rush & Savage Leap

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Posted by: BurrTheKing.8571

BurrTheKing.8571

110% agree. I was rather excited to bring a GS build but doing so all but requires Bull’s Charge as a setup for 100b. There are other ways but they are subpar. It’s really annoying because if it did hit reliably then I could see GS + Axe with 0/4/4/0/6 using the new Brawler’s Recovery and taking Frenzy for an old school Bull’s + 100b + Evis being pretty kitten strong. However when you only connect 1 out of 10 times or when you do connect you fly past or they randomly teleport a few feet over (not from anything they did) it’s impossible to tell.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

[PvP/WvW]The only thing that is truely OP...

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Posted by: coglin.1867

coglin.1867

This is what we always called “throwing logic at an illogical situation”.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

Brawler's Recovery needs an ICD!

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Posted by: Zefrost.3425

Zefrost.3425

Needs a 4s ICD, actually. There are runes for swap decrease.

[WARRIOR] the grandmaster trait "Furious"

in Profession Balance

Posted by: Simon.3794

Simon.3794

even it gives 3 strike no one would take it

Burst mastery are too important now in order to proc cleansing ire.
And it will be even more important after adrenaline nerf.
In all, warriors are stuck to burst mastery even more alone with cleansing ire.

Cowardly Warriors

in Warrior

Posted by: Azure The Heartless.3261

Azure The Heartless.3261

I’ve noticed a lot of warriors using greatswords purely for the movement abilities. This happens mostly in WvW, but I’ve also seen it in sPvP.

Okay, so what’s the problem? The players who (ab)use these abilities have the option of ejecting themselves from a fight, with almost certainty that their enemies will not be able to catch them.

This seems to go completely against the philosophy of the warrior being the brave frontline damage dealers that they were designed to be.

Unfortunately these cowardly tactics are now very widespread in WvW. At least 50% of the roaming players that I’ve encountered in the past few weeks (bronze tier NA) are greatsword warriors who pick fights and then run away when they get below ~30% health. Even thieves who try to stealth away from a fight are less frustrating and easier to catch.

I recently heard a rumor that the movement abilities of warrior greatsword and elementalist fiery greatsword were being nerfed, but those changes do not appear to have been kept for the feature patch.

Can we please do something about this cowardly play style? It’s very frustrating when more than half of the people who pick a fight with you run away as soon as they start losing, and there’s nothing you can do about it.

Not frontline damage dealers anymore, due to player QQ. Anet nerfed the greatsword damage and adrenaline for the upcoming patch, so expect to see a lot more warriors hastily retreating.

rofl. Warriors now run away, because when they actually do damage they’re too op.

Resident Disgruntled, Coffee-drinking Charr.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.

(edited by Azure The Heartless.3261)

The nerf is bigger than what everyone thinks

in Warrior

Posted by: Gamgee.8612

Gamgee.8612

yes the adrenaline nerf is a bit harsh, but its time to break Cleansing Ire chain surrounding warrior’s neck, for too long we were dependent on that trait.

although a GM but still a step on the right direction, don’t underestimate the new “Brawler’s Recovery”.

I love how you just swoop in every other thread with reasonable ideas, opinions anchored in reality and thought through arguments and it just goes unnoticed by everybody raging. It makes me somewhat happy.

N I M S – Warrior of Judge Legends[JDGE]

Warrior adren and thief stealth attacks

in Profession Balance

Posted by: Zefrost.3425

Zefrost.3425

Stealth needs to be changed to work exactly like the adrenaline change. It’s called balance, guys. Stealth is WAY more forgiving than adrenaline.


- Guardian activated aegis when you stealthed? Good, he counterplayed you. I’m sure you’ll just stealth again in 4 seconds again anyway while his aegis is on a 90s cooldown.

- Necromancer used well of darkness and you missed? He counterplayed you with a 50s cooldown. Your stealth is on a 4s cooldown.

- Thief spamming evades while you’re stealthed? Nice, you’re both overpowered.

- Warrior used his shield block while you stealthed? Cool, he’s actually playing the game. His block is now on a 25s cooldown while you can stealth again in 4s.

- Meditation guardian using multiple sources of block, blind and evades while you’re stealthed? He’s using cooldowns to randomly try to mitigate your overpowered skills with no telegraphs because you’re INVISIBLE.


If warriors could use burst skills while in invisible every 4 seconds and spam EVISCERATE EVISCERATE EVISCERATE EVISCERATE until it hits as well, the game would definitely reach esports status.

(edited by Zefrost.3425)

Buff the Grandmaster trait "Furious"

in Warrior

Posted by: Cygnus.6903

Cygnus.6903

Some of the replies in this topic are so ridiculous, I feel for you Juba.

There is not a single decent build right now using Furious, that could not spend that trait point better elsewhere.

Burst Mastery is not better because it gives you a 7% damage increase. It is better because you can use burst skills back to back, no need to build new adrenaline. Burst Mastery also comes in a far better trait line then Furious.

Changing Furious to give +2 adrenaline on crit would be a PvE buff more then anything else I guess. I don’t know, but something like 6/6/x/x/x is the meta?

I think nicknamenick has a good point. Give Furious something of a crit boost, chance is probably the best. Although 10% crit damage would be good also.

The only thing that you see people using Axe for is Zerker eviscerate builds

Do you even PvP?

I only state my opinion unless stated otherwise.
Hulk Roaming Montages/Build Vids
I always rage but never quit.

medi guards replace warrior

in Profession Balance

Posted by: McWolfy.5924

McWolfy.5924

Why everybody think the hammer is the main cc weapon of a warrior? Everybody run with stabilitys. Sword burst skill is the main kitten out there. This changes not touch wvw warriors. We hit multiple targets, gain adrenalin from shouts. Full adrenalin befor the skill recharges

WSR→Piken→Deso→Piken→FSP→Deso
Just the WvW
R3200+

All class balanced, conquest game the culprit

in Profession Balance

Posted by: Forestgreen.7981

Forestgreen.7981

Like for example anything OTHER than sitting on a point would already make balance alot closer to what is it in WvW. In WvW people fight over large areas and this is where the terrible weapon combos such as rifle warrior, long bow rangers shine in sPvP. Right now, most of the fighting is done over a small area which is why when people complain about hambow being OP and what now. Move that to large battle areas hambow are completely worthless as no one is going to fight in their fire fields and they can be kited to hell and can’t disengage as well as other builds.

What's needed to make Warriors "balanced?"

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Posted by: dooger.2640

dooger.2640

troll thread for bad players of other classes to “discuss” how they want to nerf another class.

In game where thief is a ultra heavy duty double duty evasion tank, plenty of stuff to fix first

Remake rush

in Warrior

Posted by: Cygnus.6903

Cygnus.6903

I’d rather have the current version, but without the slow end animation.

I only state my opinion unless stated otherwise.
Hulk Roaming Montages/Build Vids
I always rage but never quit.

Countering pd condi thief video

in Profession Balance

Posted by: bethekey.8314

bethekey.8314

I really tried to find some value in this, given your title, but I just can’t. You aren’t doing anything special here aside from using a build with good sustain and outlasting the thieves until they make a mistake. In other words, you’re not doing much of anything good; it’s the thieves doing something bad. Usually it’s them not dodging a magnet as the most evasive class in the game.

I understand recording perfect fights is both difficult and unrealistic. However, I see countless times you dodge for no reason, block for no reason, overcharged shot out of range, and waste cds like jump shot for a stealth that the thief can easily outlast. Running a mile away (resetting cds) isn’t actually valid strategy for anything competitive (maybe it is in WvW then?). At some points, fights simply devolved into staring contests. Magnet can be cancelled to bait dodges, and standing perfectly still certainly isn’t a good way of masking it. And using crate 1v1 vs a thief?

You might say some of the above issues I bring up are due to trying to predict when the thief will burst you from stealth. Even then, you should never blow both of your dodges and burn through your only block. Good thieves will capitalize on that.

All in all, video much more appropriately titled “Fun fights with P/D thieves I happened to win”.

[Death Shroud] Show Skills 6 -10 Cooldown

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

when necromancers enters death shroud, weapons skills 1 – 5 are replaced with death shroud skills while skills 6 – 10 are locked out and replaced with a padlock icon.

instead of the padlock icon, show the recharge timer for skills 6 – 10, if the skills are not on cool down then it shows the padlock icon as usual.

at least we will know our heal is ready when we exit death shroud, or other skills.

this will be a much welcomed feature of life upgrade for necromancer players.

120 sec cooldown for 6 sec boon = balance?

in Profession Balance

Posted by: Wyrden.4713

Wyrden.4713

Thats Guardian Sanctuary.

80 second cooldown for 10 second duration boon = balance?
Thats Guardian Hallowed Ground…

Almost all Guardian cooldowns are higher than 40 seconds.

Meanwhile thief can step in and out of combat every 3 seconds.

PS : I have 8 character slots, I play all professions.

i can clearly see 996 ap :0

just my ytb channel

FeintFate~

Anas Tarcis' Perspective of Warrior Changes.

in PvP

Posted by: Anastasis.7258

Anastasis.7258

So far, I would like to say thanks to the previous PvP Balance Designer “Roy” because 70% of my warrior suggestion came true.

1. Adrenaline should considered a “use” while warrior missing the burst skills.
2. Cleansing Ire shouldn’t proc when warrior missing the burst skills while the adrenaline will be used.
3. Impale is overpowered, should find a way to make “Torment” fit a better position for a real condi damage spec, shouldn’t shine when players using pure power spec.

I would say almost 100% of them came true, I’m looking forward for it. At least we all know that we cannot spend our burst skills anymore due to the reasonable punishment.

Next, I would like to talk about several changes that I’m considering with.
1. Greatsword changes.
– Greatsword, a powerful weapon in PvE, that never shine in PvP after “Quickness” nerf. Should not receive any kind of damage nerf.

As a player that always been playing and trying to create some possibility builds for Greatsword, I would have to say that the only reason now to pick up Greatsword is its mobility. The only reliable damage source from Greatsword is “Whirlwind Attack”, which isn’t that reliable while other skills cannot do any big damage in high tier level PvP. Let me talk about Greatsword from its skills individually. (only from a PvP perspective)

1. Hundred Blade- This skill looks pretty strong from the description, but it’s actually very useless either in team fights, or in 1v1s. If you want to play with Greatsword in PvP, you must build yourself into Pure Berserker Spec in order to pull out its damage value. That means the build diversity for Greatsword is very small. This skills is only “a little bit useful” against people whoever trying to ress someone in downstates. Like I said its just “a little bit useful” because we all know that poison is the only thing that can counter plays the ress/ress utilities.

Conclusion: Hundred Blade shouldn’t receive any kind of nerf. Instead of nerfs, it should receive some loves like dmg increase or cast time decrease like you just did to the Rapid Fire on Ranger’s longbow.

2. Whirlwind Attack- The only skill on Greatsword that is quiet useful in team fights and 1v1s. Like I said in previous paragraph, the only reliable damage on this weapon while its not really reliable sometimes.

Conclusion: Whirlwind Attack should remain the same as now. This skill is reward/risk now and it’s in a good spot.

3. New Arcing Slice- The new version of Arcing Slice looks pretty good. The only unreasonable thing is it’s range is kind of small, it will hardly hit anything unless you are in a zerg or fighting on the point. So far this skill looks pretty awesome, but I cannot give any kind of comment before I actually try it out by myself.

2. Adrenaline Dismiss when players out of combat-
I actually like this change, but this change will impact skill players that always remember to build their adrenaline while they are still in combat. For me as an example, I always try to swap weapon to build my adrenaline while I was trying to rotate from A point to B point, which I believe many warriors don’t do. This change will impact some “smart plays” from players. It will also impact some skills such as “Signet of Fury”, “Healing Surge”. These skills are already not popular, and this changes will make these skills even more useless.

From my perspective, if you are trying to balance classes from this kind of situation, as a sarcasm, I will suggest that you also need to dismiss Necromancer’s Life Force while out of combat.

So far that’s what I have on my note, I really appreciated your reading. Although my grammar sucks, my content is really worth reading from a balance perspective.

Regards.

Anas Tarcis

(edited by Anastasis.7258)

Thief - combat mobility is too much

in Profession Balance

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

gotta love gw2 community, their anti thief crusades and the mods that let this crap going on.

i could say the same for the warrior haters you know

Thief - combat mobility is too much

in Profession Balance

Posted by: Mayama.1854

Mayama.1854

If people would actually read they would understand that he wants a way to punish those skills, so they are not brainafk to use. Guardians, warriors and thieves have to much access to skills that are to easy to use because you cant counterplay it. Like punishing warriors in the next patch for F1 skill spamming, their should be a option to counter play gap closers on thieves.

[Thief] Black powder nerf

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Posted by: Azure The Heartless.3261

Azure The Heartless.3261

Keep it like this Anet, nerfing all because some noobs that complain for everything . . . keep it like that and you will get only The Sims players in your game.

I use to buy at least 800 gems at month to support Anet . . . i will not support a game that encourage noob players to do rule the game.

It’s okay, I’ll buy 800 gems a month to support Anet for realizing that perma-blind is silly.

Resident Disgruntled, Coffee-drinking Charr.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.

NERF ZERKER STANCE !!!! ............. by 2s

in Profession Balance

Posted by: killahmayne.9518

killahmayne.9518

Dear lord, how about they nerf necro passive fears instead?

Warrior has nerfs coming; they haven’t even -dropped-.

Oh no, you get punished for missing your eviscerate. Tough love....

On the flip side,
-6 seconds of unblockable signet of power says hello to shelter!
-Whirling axes says hello to zerg!
-Rousing resilience says hello to zerg!
-Signet of rage passive says "use me!"
-Arcing slice says "use me too!"

On the flip side

- I get rid of Balanced Stance/Berserker Stance or Endure Pain for a situationally useful utility where as these stances are useful in any situation
- Retaliation still says hello to 5-10K self-inflicted damage in zergs
- Rousing Resilience every 40 seconds? Over 25% hammer damage + cooldown? Or condition cleanse/adrenaline gain?
- For a full 3 adrenaline bars every 60 seconds lul
- Okay

This is what I see everytime I log in.

cute, this is what I see with every warrior thread

Attachments:

Mace/Greatsword Video (Sept Patch)

https://www.youtube.com/watch?v=MoAjKtD6MLY

New Combo Field, Earth.

in Profession Balance

Posted by: ukuni.8745

ukuni.8745

i was thinking the other day how handy it would be to proc magnetic fields threw combo finishers to fight kitten that uses hard hitting long range classes or classes in general that use range very effectively (longbow,lich,nades you get the idea).

so i present my idear for it plus a list of potential skills that could have an added earth field.

Blast Finisher: Area protection 3 seconds.
Leap Finisher: Self magnetic aura 3 seconds.
Projectile Finisher: Cripple shot 1 second.
Whirl Finisher: Cripple whirl 1 sec each.

Ranger and ele seem like the only options to put an earth field on.

Muddy Terrain, its a no brainer really, gives a good option to a utility i dont see used that much, and in the right build would combo great with certain weapon sets.

Ele, Ring of earth, its all in the name bros

i sure there are other options around to throw another field onto, but i think its a good idear to add in

Still Winning And Grinning (Swag)
Ukune – Engineer of Maguuma
Check me out on YouTube

[Mezmer] Passive damage needs a tone down

in Profession Balance

Posted by: Hitman.5829

Hitman.5829

I feel like OP wants targets to stand still so they can lay down the damage warriors can do. Burning cooldowns on sustain and defense is totally uncool mesmers. Stop it.

Actually yes, mezmers have to many stunt breaks, evade attacks (sword), stealth, passive conditions, and passive damage.
Also, Killing their clones should not apply 3 conditions that is stupid.
Isn’t deception enough? I mean you go and kill a stupid clone thinking it is the Mezmer and you get 3 conditions, really? Isn’t deception enough?

Not only did you got deceived, but you also got 3 conditions + damage from other clones/phantasms + damage from the real Mezmer. The mezmer goes on stealth and you continue to get passive damage from their clones/phantasms really? This kitten is getting old!

[Skill Bar] Warrior's mobility

in Profession Balance

Posted by: Harper.4173

Harper.4173

Warrior mobility is still too high.

Sadly you are mistaken. It isn’t.

If here they fall they shall live on when ever you cry “For Ascalon!”

[PvX] Feedback 8/8 Skill Bar - Warrior

in Profession Balance

Posted by: Arcades.4689

Arcades.4689

I wouldn’t go acting like using Signet of Rage to escape is a big deal. Most Warriors use it on-cooldown anyway.

And sure, I have ranged weapons. But I’m also working to secure an objective. Chasing is counterproductive unless I know where all of his teammates are..

So, the great escape tools of a warrior are the most used stance and swiftness.

Eles can run 1800 loc with burning retreat and RtL, thieves can reset fights at will, mesmers can get away using decoy or staff #2, engi can use elixir S and shield block, necromancer can use the flesh wurm… the list is quite long, you know. It doesn’t seem to me that warriors have so much more escape tools than other classes.

[PvX] Feedback 8/8 Skill Bar - Warrior

in Profession Balance

Posted by: BurrTheKing.8571

BurrTheKing.8571

Let’s look at it this way, both a Warrior and a Necromancer start a fight with 0 on both Adren and LF against separate opponents. They both win a and leave combat shortly before encountering each other. In that time the Warrior has lost all of his Adren but the Necro has around half his LF. Who has the advantage(ignoring builds, let’s say both have builds that are equally effective against each other)?

Obviously the Necro.

The Warrior has to refill his entire bar, while the Necro can jump into his DS at any time. While yes, both mechanics are very different in functionality and refill rate, not losing that bar percentage between fights is a clear advantage to losing it. DS in general seems to be poorly designed, but it’s certainly not a weak. Starting at 0 LF you stand a fair chance at beating a Necro depending on the build (unless they’re power and you have no boon stripping, time to run from lich form). However if they start with a good amount of LF then when things get bad they can suck up a HUGE amount of damage.

I don’t know what needs to be done, but I do think that it does seem a bit unfair that Necros suffer no decay whatsoever.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)