I’m for it, but i think it’d have to be only on block/blind, not on evade. I reserve the right to change my mind, though.
Conditions.
Remove berserker stance. Make it do 25% more damage and reduce armor by 25%.
Attach condi immunity to healing signet. Slowly drains available adrenaline until out of adrenaline. Immune to condis while it’s up. 3 adrenaline a second drained.I’ve solved the Warrior class.
0.o
Have you seen how much adrenaline generation warriors have? With this they would quite literally be permanently immune to conditions as long as they are either hitting or being hit if they took cleansing ire and signet of rage, and possibly one other generation trait. I don’t think this would really make them weak to conditions…You’ve never actually played a Warrior I take it?
1 to 3 conditions removed every 8 seconds somehow makes Warriors immune :/
Berserker’s stance and 98% movement condition reduction would be the ~immunity.
But on a side note, what other class do you know of that can remove 3 conditions every 8 seconds with a single skill and trait?
Ranger gets 3 every 10.
Guard gets 2 every 10.My suggestion removed berserker stance and moved that mechanic to healing sig and also removed the immunity.
Why would we balance Warriors around sigils and food? Why not just nerf the sigils and food….
Ranger’s 3 is a GM trait that doesn’t actually remove the conditions, but instead transfers them to the pet. While this is still powerful, it’s not quite the same because the pet is a good portion of the ranger’s damage and utility.
Guardian’s 2 requires both purity and signet of resolve, and signet of resolve’s passive is lost when the need to heal arises, which removes the passive for a whopping 40 seconds.
Neither of these are really comparable to the warrior’s master trait which is STRONGER than both of these anyway.
And yes, I agree that nerfing the condi reduction food would be a better way to go. But that is irrelevant to the point being made, where warriors can have near immunity to movement conditions, with simply a runeset, food, and an adept trait no less.
Conditions.
Remove berserker stance. Make it do 25% more damage and reduce armor by 25%.
Attach condi immunity to healing signet. Slowly drains available adrenaline until out of adrenaline. Immune to condis while it’s up. 3 adrenaline a second drained.I’ve solved the Warrior class.
0.o
Have you seen how much adrenaline generation warriors have? With this they would quite literally be permanently immune to conditions as long as they are either hitting or being hit if they took cleansing ire and signet of rage, and possibly one other generation trait. I don’t think this would really make them weak to conditions…You’ve never actually played a Warrior I take it?
1 to 3 conditions removed every 8 seconds somehow makes Warriors immune :/
Berserker’s stance and 98% movement condition reduction would be the ~immunity.
But on a side note, what other class do you know of that can remove 3 conditions every 8 seconds with a single skill and trait?
1) It would take over 2500 Healing Power for some classes, like thief, to match warrior’s HPS with no Healing Power. Not to mention- the Healing Power coefficient for HealSig is actually higher than many if not most other classes as far as HPS goes.
2) Warriors are supposed to be mobile, they’re supposed to be versatile, they’re supposed to do high damage, they’re supposed to be tanky, they’re supposed to heal for a load, they’re supposed to clean conditions well, they’re supposed to spike very well… They seem to be “supposed” to do a lot of things very well, don’t they?
3) Just because other classes don’t work that way doesn’t mean that warrior should follow that rule (that being said, the original idea was pretty strange anyways). Though, as Ash said, Elixir S does more or less work that way, but that’s a very specific skill.
4) I can’t tell you how often I’ve found myself perma-stunned by warriors this week. The nerf to the weapon was minimal (especially given that hammer already had loads of stuff behind it anyways), and the fact that you can keep an opponent CC’d for as long as you can is, quite frankly, ridiculous.
And that is not a weakness of the warrior. In fact, warriors can specialize in just about anything they want, I don’t know where you’re getting this idea from. It’s just that warriors are able to be so good at everything at the same time that it’s more beneficial to choose not to specialize them and make them a king of all trades instead.
1) Thief doesn’t have strong healing because thief was never designed to OUTHEAL the damage he is dealt. Thief was designed and intended to AVOID TAKING DAMAGE THROUGH THE USE OF STEALTH – you know – the UNIQUE CLASS MECHANIC THAT MAKES THEM INVISIBLE.
2)And while they do a lot of things well they don’t do anything better than one class or another that is specifically built do do it better. That’s why as a warrior you will never solo roam as well as a mesmer , bunker as well as a guardian or dps as well as an ele.
You are at best going to do ok, but never as good as these other classes.3)The fact that you’re trying to make up balance rules that only apply to ONE class proves to me how biased you are. You claim to want balance but everything you’ve come up with is summed up by " nerf warrior because i don’t like it" .
4)Learn to dodge telegraphed attacks. Learn to bring stun breakers. Learn to use blocks and blinds. I can’t help you to play better – sorry.
Also regarding warrior specialization – do you mean to say a warrior specialized for dps will outdps an ele that is specialized for dps? or a thief?
Or that a bunker warrior will outbunker a bunker guard?
Or that a solo-roam warrior in WvW will outperform a solo-roam mesmer?Because if that’s what you’re saying I think I should stop considering your posts as serious.
He’s saying that a warrior can have good enough of everything without having to specialize at all, which is completely true. Elementalist used to be really good at this role – but then they promptly received hard nerfs with little compensation. Now, warrior has filled that niche pretty well, except by contrast, they have the HIGHEST base HP and the HIGHEST base armor values.
The reason why people protest the current state of warrior as a class isn’t because it’s better at any particular spec than another class. It’s because it’s better at having EVERYTHING than any other class by far, and while other classes have to make sacrifices in some specs to excel in others warrior can effectively fill any role without having to make any sort of sacrifices, which is highly unbalanced.
Yes! Totally working as intended, as is the reduced range of those skills that come with cripple and chill – but you conveniently forgot to mention that part, didn’t you?
Which is really nice when you’re up against a warrior with dogged march, melandru runes, and poultry soup.
You conveniently forgot to mention that part, didn’t you?
What the warrior isn’t allowed to use his traits, and the same runes and food that you have access to? Go cry somewhere else, please.
Pointing out a severe flaw in your argument is nothing more than me crying? Well, thank you for enlightening me.
Yes! Totally working as intended, as is the reduced range of those skills that come with cripple and chill – but you conveniently forgot to mention that part, didn’t you?
Which is really nice when you’re up against a warrior with dogged march, melandru runes, and poultry soup.
You conveniently forgot to mention that part, didn’t you?
Race: Charr
Sex: Female (although it occurs with male as well)
Class: Thief
The medium inquest coat bought with CoE tokens has a hole underneath the left arm on charr. The hole actually goes straight through the character model, allowing you to see objects on the other side.
And yes, she is crying because this makes me sad.
- Balancing the entire game around sPvP means to balance the entire game around player-like encounters.
- Balancing the entire game around player-like encounters means having to use PvE enemies that resemble players.
- Having to use PvE enemies that resemble players means more overworld enemies like what one might encounter in the Heart of the Mists (dueling NPCs, Svanir, Chieftain, Keep Lord and his entourage).
- Encountering Heart of the Mists enemies in overworld PvE means having to rely on CC, timing, positioning and teamwork in order to defeat them (soloing a lot of those enemies at once is very, very difficult).
- Because these enemies are so complex, they wouldn’t necessarily need huge hp pools in order to be a challenge to fight. Their skills and mechanics already make them a challenge—especially if they’re in a group.
- Because enemies don’t have huge hp pools, the players don’t need inflated stats or consumables to kill them.
- Because the players don’t need inflated stats or consumables, sPvP stats can be implemented everywhere.
- Because sPvP stats are implemented everywhere, stats are more stable and balanced everywhere.
That’s how you do it.
That’s great, except… Other than balancing the whole game around sPvP, Anet isn’t doing any of that. So the rest of us who don’t exclusively play sPvP want to have more balance in the parts of the game that we DO play.
Just don’t nerf HS in PvE for the sake of traits no-one uses in PvE.
Nerfing healing signet will do nothing to warrior in PvE; they’ve been one of the strongest PvE classes since launch back when healing signet was practically worthless.
I think the intention was for this to be a FIRST STEP toward shifting away from the berserker meta. The crit dmg change alone won’t change much other than the overall damage values themselves.
What warrior needs is for healing signet’s passive to receive a more reasonable nerf than 8%, and less ease of access to mobility skills and powerful defensive traits like dogged march. The current issue with warrior is that they can build for a good diversity of skills and traits without having to sacrifice very much of anything. With a simple 20 in defense you can run berserker armor with a greatsword and/or mainhand sword and warhorn and have strong damage, mobility, mitigation, regen, and condition removal, while still having 50 trait points to spend in other categories to be even more powerful.
This problem used to be prominent with d/d elementalists, and they promptly received critical nerfs without much compensation. By contrast, warrior is now in a similar position, yet they have the HIGHEST base HP and the HIGHEST base armor. Yes, I am aware that the comparison isn’t EXACT, but the idea behind it is.
Flashing blade on sword is fine. What sword needs is to have the ability to move while casting zealot’s defense, and guardian in general needs more access to soft CC and mobility (when built for it, we don’t want to have another warrior on our hands).
To be completely honest I think ranger is fine for everything other than pet mechanics, but I would LOVE to have a melee mainhand axe.
If only lh and staff builds weren’t so monotonous to play.
So basically you want to reward people for playing less defensively by giving them both more offensive and defensive power against a class that relies very heavily on active defensive mechanics to be able to run a high damage build?
lel
esp with 8% its only of level of best healing surge.. thats not fair for healing surge users that have a potential danger of getting interrupt
You’re overlooking the fact that Healing Surge (for all its other issues) can be controlled. I cannot tell HSignet to not tick during poison (even moreso now that it will be losing hps). I can, however, choose to use HSurge when I have removed said poison.
How is that even a remotely compelling argument? 33% of the ENTIRE heal is lost when poisoned while using it. Therefore 5 seconds of poison will give you only 67% of your heal over the whole 30 second cooldown of the skill. Being poisoned for 5 seconds with healing signet? You lose 33% over a whole 5 seconds, which over the same 30 seconds amounts to about 5.5% of a loss in potential health gain.
33% > 5.5%
And add another reason to make the dungeon running community more divided and hostile? No thanks.
I find shadowstep to be a much more reliable stunbreak, honestly.
This probably isn’t the best place to be asking such questions.
If you want to build perception, have use two 1h weapons. Twice as fast.
The only 1h weapon I use on guardian is scepter, and that’s only when I need ranged.
I use staff to build up perception stacks sometimes. It’s really not that big of a deal against trash mobs with low HP because with a full zerker party they’ll die quickly regardless. Obviously it’s not the best choice against single targets, but against low HP trash mobs that are spread out there’s really no harm in using staff.
Then you can make your own groups and do that? >_>
There’s only so much you can do with a poorly developed AI system. You can choose not to stack, but you can’t choose to have the enemy fight back beyond spamming an autoattack once every 3-4 seconds with the occasional second skill.
The reason why people are crying about the dps meta, is because they never thought about their builds/the content and teamplay.
They don´t want to change their builds, never.
Sad but true.
Or maybe some of us want more engaging gameplay than stacking in a corner, using our autoattack skill and occasionally pressing the dodge button.
Well… If you ever need someone for a legit arah run, you know where to find me.
Yes OP, one condition removed every 3 seconds is totally OP in a meta where classes can apply stacks of conditions instantaneously. Thank you, you have enlightened me.
Honest question : why do people want this class destroyed? Would it make you guys feel better?!
If one skill makes the difference between a class being viable and useless, then clearly there’s some sort of problem.
Oh boy, here we go again.
Please don’t rework banish. It’s an amazing skill; the problem is that many people use it without thinking whether or not the situation calls for it.
Could have sworn that the crit increase is applied after the damage calc:
((power*weapon)*skill coefficient)/(defense+toughness)
Meaning that a crit already bypass toughness in a sense, as it ramps the damage back up again.
No it doesn’t. If it did, I should be critting someone with 1k toughness for the same damage as someone with 0 toughness.
It doesn’t matter whether the crit damage calculation is applied before or after toughness, because you get the same value regardless.
Change the bubble to 4 skill on a 30 second cooldown, decrease the cast time for the bubble and make it 3 second duration to compensate, and have shield of judgment deal damage and give aegis in a 240 radius aoe on a 45 second cooldown.
So now traits aren’t irrelevent? Wish you’d make up your mind.
Swoop and Whirlwind+Rush have about the same distance coverage per second. Sword+Greatsword for Warrior loses TONS of utility.
Pets don’t scale with gear so they always deal high damage even though a Ranger may use apothecary gear.
Empathic Bond is probably the best condition cleanse in the game.
What’s bad is I don’t even play Warrior (I do have one) but rather a Ranger. The point I’m trying to make is there isn’t any one thing wrong with the Warrior class and nerfing any one thing will need to be offset with substantial improvements elsewhere.
If you need proof, actually play a Warrior. Limit yourself to one stance, one signet, and anything else you want with 0 points in defense and see how long you last.
Like I said back on page one or two… the problem with the Warrior is if they spec for defense/bunker, they don’t lose much damage. If they spec for offense, they don’t gain much damage but lose a ton of defense. Traitlines aren’t irrelevent and the issue isn’t healing signet.
It’s healing signet + defy pain + endure pain + berserker stance + balanced stance + adrenal health + cleansing ire + second highest mobility in the game.
To even function a Warrior needs the vast majority of these things. Nerfing one will need substantial improvements in the others and healing signet is the least of the problems.
I really don’t like dealing with strawman arguments, so I’ll just go ahead and stop bothering.
Then what about a Warrior in full berserker gear is making them defensive?
Is it because they have Healing Signet? Well we’ve already seen a Ranger has a nearly comparable heal.
Troll unguent isn’t passive sustainability, and has 15 seconds of downtime. Healing signet requires no activation and is permanent. The HP/sec is far from the only factor in why many people believe that it is unbalanced.Is it because they have Endure pain? Well the Ranger has the same skill but their’s lasts longer.
A ranger has to trait 30 points in order for that to work. A warrior can use endure pain and still have whatever traits he wants. Again, a poor comparison.Is it because they have Balanced Stance? Well the Ranger has it with a 20 second duration.
That’s also an elite skill with a 180 second cooldown. That’s 160 seconds of downtime. Also not comparable.Is it because they have high Toughness? A Ranger could have more in the same gear than a Warrior.
That’s completely false, because a ranger has medium armor and a medium base HP pool and a warrior has high base HP with heavy armor.In your wildest dreams would you ever consider a power ranger a bunker? Because all the above certainly makes it appear they can out bunker the Warrior. I guess that 3.5k hp is making quite the difference? But of course I didn’t mention the Ranger had more evades, multiple sources of protection, etc.
And as I said before… the more we have this conversation the more we’re moving away from Healing Signet even being a problem to begin with, which is the point the Warrior community has been making for awhile now.
I put some bold text up there for you to read. Also let’s not go into discussions about ranger’s reliance on an AI pet for half of its damage, or their lack of easily accessible condition removal, or the fact that it doesn’t have as much mobility even with sword and greatsword equipped, which would require them to sacrifice the option to have a ranged weapon. Because that would make your argument look a little silly, don’t ya think?
Karolis, you just made me spit coffee on the desk. No, the stupidity isn’t magically restricted to PvP. It’s endemic to the human condition. However, since PvP is the single touchstone for balance in the entire game, it’s the remaining non-PvP population that pays the price every time some noskill dies and starts screaming for nerfs.
Ele damage nerfs, mobility nerfs, the outright destruction of RtL, the strange changes to cantrips – all came from PvP.
Ranger pet damage nerf, with no corresponding damage increase on the ranger. Spirits being changed, and changed, and changed again. The endurance gain nerf. All from PvP.
Warrior going from free-kill to viable in PvP resulted in it going from “easy mode” to “stupidly-easy-afk-mode” in the rest of the game, to the point that every other class is eclipsed by it, due to one skill. The buff was for, surprise, PvP viability.
It comes down to, were you to pull up a comprehensive list of “balance” changes for every class, since the beta events, 99%+ of them would be “because of PvP”. Since, for some reason, Anet really really doesn’t want to split skills – despite the fact that the needs of the different venues are drastically different, it will always be the ones not playing “control-the-node” that suffer.
In PvP, discovering your build has been rendered useless and you have to respec is something that is free to rectify. In WvW/PvE, finding your build is useless and you have to respec can cost hundreds of gold, and weeks of time.
This. The meta between PvE and PvP are shifted too far apart for them to be balanced as one unit. There’s no excuse for not splitting the balancing other than sheer laziness, because a player that is interested in both aspects of the game will be invested enough to learn the mechanics and design of each one individually. Gamers aren’t stupid; we can figure out how things work on our own even if two different systems are in place. Most of us play many different games, after all, which often play completely differently from one another.
It’s not irrelevant though. A Warrior with 0 points in defense has only 2.2k armor. That is no where near a bunker. That’s only 150 more armor than a Ranger in the same gear.
How many points in defense do you feel a Warrior needs to invest before you’d consider them a ‘bunker’ spec? Would you consider another class that spec’d 20 points in their line that granted toughness a bunker spec? If so I have bad news for you… EVERY Warrior specs 20 in their toughness line at a minimum. The meta spec in sPvP and WvW both have 30 points in their toughness line.
Any other class that did that you’d call a bunker spec, why not a Warrior?
Refer to the above. Also thieves that run stealth builds almost always have 30 in their toughness trait, and many of them are glass cannons. Traits are meant to determine class abilities; in this game it’s the gear that determines how offensive or defensive you are, and no class that has full offensive gear should be able to passively fill a defensive role.
Just make Healing Signet scale with Healing Power. The base should be much lower than now, and with 800-1000 Healing Power it should have the same effect as now.
But. This will create another problem? Healing Signet will now be useless since nobody specs Healing Power with a Warrior.
You’re right. Well, that is accounted for. The game should be balanced so that sturdy builds are sturdy and offensive builds are offensive (dat logic).
Making it scale with Healing Power solves the problem with offensive builds being tanky, and still enables the Warrior to spec defensively and become sturdy.
But the clever still knows there is a problem. Healing Signet will now become useless for offensive builds. Fortunately, there is a solution to that as well.
The Active ability of Healing Signet should simply benefit DPS builds. This could be done by making it grant:
Lifesteal and Quickness for a short period of time.
Daze your opponent on the next 3 attacks while gaining health.
Grant super-speed and a percentage amount of health based upon the distance traveled.
I just came up with these on the spot, I’m sure I or someone else can come up with better ideas, however the solution is pretty much solid.
The important thing is that the active heal has counter-play to some extend, and that the active ability is beneficial to offensive builds.You do realize that John said they don’t want to reduce the passive because it was basically created to give the warriors their class’ particular feel.
And more importantly to give sustain to more offense oriented warriors right?!He didn’t want to unless the active ability was changed, which I guess to some extend is fair. People need to realize something, and I will make it very simple:
The amount of passive healing alone is not the problem, the problem is that the Healing Signet is providing incredible sustain while speccing full beserker and dealing HUGE amounts of dmg.
Warrior’s have other issues as well, but not as major as this one.
This problem also applies to a lot of other professions, kitten as Necromancers doing Condi-Burst while using defensive trinkets.
This needs to change, or whatever happens there will still be problems.
So: The current heals might not work the way I described, but they should.The problem is also people thinking that a full berserker warrior is a warrior with at least 20 points in defense and with all defensive stances on the utilities slots.
Except full berserker refers to the Amulet, and not the traits or utilities. So yes, a full beserker warrior can deal huge amounts of dmg while still retaining one of the highest sustained heals in the game. It’s better than Virtue Of Resolve even while traited and specced full Clerics.
@Arlette
I don’t see how that’s not EXACTLY what I just wrote.
I simply suggested a fix, which would still allow Warriors to spec for a lot of passive healing if they wanted to.Spec and utilities have everything to do with it though. A Warrior in berserker gear running without cleansing ire, adrenal health, and at least 2 stances is a free kill to nearly every other meta class out there.
It’s nice to pretend 150 armor and 3.2k health is enough to make a difference, but a Warrior not spec’d to bunker is about as effective as any other class not spec’d to bunker.
That’s completely irrelevant. No class should be able to bunker with full offensive gear, regardless of trait spec.
I´ve seen zerker mesmers and thiefs guarding points. They simply fight in another ways. I believe you mean that no class with zerker gear should have surviability. I agree with you in that point.
Fair enough, I probably could have worded that better.
You need to make suggestions to the developers in constructive ways to encourage other way of playing besides stacking. Just remember the game could get a lot more difficult for nonstackers. Good players who stack and know why stacking effective will adapt.
That’s why I’ve been advocating for the same thing in the zerker meta threads in the class balance subforum. Because the two issues are closely related and I think that, while it would be difficult to pull off, it would make this game much better if done right.
Dagger storm counts as a reflect.
Regardless though, while I’m not much to care about speedclearing, that was pretty good.
I’d hazard a guess that the person who used dagger storm, did so because they got the transition grub.
If that were the case then they’d probably have cancelled it to continue with the DPS. There’s nothing wrong with using reflects, seeing as they’re a part of the game. I’m just of the opinion that they’re not balanced very well, so I’m not very much impressed by speedclears that involve the use of them.
But like I said, dagger storm’s reflect radius is small anyway, so it hardly matters here.
I paid money for this game. I shouldn’t have to find my own ways to have fun in it. The only thing really keeping me here is my guild and my buddies to socialize with. Dungeons are just a way for me to be somewhat productive while I socialize, because right now they’re so braindead that even I can do them without much thought.
When things haven’t changed for a year, it tends to get brain dead. Do you expect to still be on the edge of your seat, after doing a dungeon for the 500th time?
Stacking or no stacking, the same old stuff is still the same old stuff. The only dungeon I truly enjoy is arah, all the other ones are there just for the gold.
If they reworked the AI to be more reactive, it wouldn’t be as much of a problem because dungeon runs wouldn’t be exactly the same.
I don’t have anything against other people stacking; the game was designed with that being the most efficient method. There’s no reason currently to NOT use it. I just wish that the game was more challenging so that it would take more than that to succeed.
Just make Healing Signet scale with Healing Power. The base should be much lower than now, and with 800-1000 Healing Power it should have the same effect as now.
But. This will create another problem? Healing Signet will now be useless since nobody specs Healing Power with a Warrior.
You’re right. Well, that is accounted for. The game should be balanced so that sturdy builds are sturdy and offensive builds are offensive (dat logic).
Making it scale with Healing Power solves the problem with offensive builds being tanky, and still enables the Warrior to spec defensively and become sturdy.
But the clever still knows there is a problem. Healing Signet will now become useless for offensive builds. Fortunately, there is a solution to that as well.
The Active ability of Healing Signet should simply benefit DPS builds. This could be done by making it grant:
Lifesteal and Quickness for a short period of time.
Daze your opponent on the next 3 attacks while gaining health.
Grant super-speed and a percentage amount of health based upon the distance traveled.
I just came up with these on the spot, I’m sure I or someone else can come up with better ideas, however the solution is pretty much solid.
The important thing is that the active heal has counter-play to some extend, and that the active ability is beneficial to offensive builds.You do realize that John said they don’t want to reduce the passive because it was basically created to give the warriors their class’ particular feel.
And more importantly to give sustain to more offense oriented warriors right?!He didn’t want to unless the active ability was changed, which I guess to some extend is fair. People need to realize something, and I will make it very simple:
The amount of passive healing alone is not the problem, the problem is that the Healing Signet is providing incredible sustain while speccing full beserker and dealing HUGE amounts of dmg.
Warrior’s have other issues as well, but not as major as this one.
This problem also applies to a lot of other professions, kitten as Necromancers doing Condi-Burst while using defensive trinkets.
This needs to change, or whatever happens there will still be problems.
So: The current heals might not work the way I described, but they should.The problem is also people thinking that a full berserker warrior is a warrior with at least 20 points in defense and with all defensive stances on the utilities slots.
Except full berserker refers to the Amulet, and not the traits or utilities. So yes, a full beserker warrior can deal huge amounts of dmg while still retaining one of the highest sustained heals in the game. It’s better than Virtue Of Resolve even while traited and specced full Clerics.
@Arlette
I don’t see how that’s not EXACTLY what I just wrote.
I simply suggested a fix, which would still allow Warriors to spec for a lot of passive healing if they wanted to.Spec and utilities have everything to do with it though. A Warrior in berserker gear running without cleansing ire, adrenal health, and at least 2 stances is a free kill to nearly every other meta class out there.
It’s nice to pretend 150 armor and 3.2k health is enough to make a difference, but a Warrior not spec’d to bunker is about as effective as any other class not spec’d to bunker.
That’s completely irrelevant. No class should be able to bunker with full offensive gear, regardless of trait spec.
The problem is also people thinking that a full berserker warrior is a warrior with at least 20 points in defense and with all defensive stances on the utilities slots.
Berserker is a gear setup and has nothing to do with traits or utilities.
Dagger storm counts as a reflect.
Regardless though, while I’m not much to care about speedclearing, that was pretty good.
I paid money for this game. I shouldn’t have to find my own ways to have fun in it. The only thing really keeping me here is my guild and my buddies to socialize with. Dungeons are just a way for me to be somewhat productive while I socialize, because right now they’re so braindead that even I can do them without much thought.
i play a warrior and when i get 4v1ed signet doesnt feel very powerful, also to all the people who are shedding tears over this, have you
A) HEARD OF POISON?
B) REQUEST A BUFF TO YOUR CLASS INSTEAD OF NERFING SOME ONE ELSE?
You should never feel powerful when you’re outnumbered 4 to 1. Unless those 4 are terrible players. And even then, you probably shouldn’t feel powerful. Because there’s 4 of them. And only 1 of you.
Your build is your weapons, utility skills and your traits.
Your gear is simply a reflection of how much damage you anticipate taking during whatever content you’re running.
Therefore Zerker gear does not “nullify” any “variety” or any “builds.” Builds are independent of gear, you can run a dps build in Soldier’s gear or a support build in Zerker gear.
If Zerker is optimal for PVE content that is because of players anticipating that they will not take significant damage during the PVE content and not some feature of Zerker.
That’s the issue at hand. It’s too easy to avoid damage altogether. It’s not an issue with zerker gear, because you can avoid nearly all damage regardless of the gear you’re in. It’s a problem with the AI being poorly designed and far too easy to take advantage of, and THAT is what needs to be reworked.
Thats not my point, as someone already said ANet gave the Warrior the highest health pool, because they were meant to have subpar condi cleanse. Now that the warrior got buffed, it has one of the best condition mitigation/cleanse, so they basically lost their justification for having the highest base pool.
The reason the got buffed is cause conditions are so OP and the warriors health pool wasn’t enough. They gave warrior OP regen and condi cleanse to counter their OP condi meta.
Okay, conditions in general are overpowered, so let’s give the necessary utilities to survive in a condi meta to a single class.
Makes sense.
It was on passive, right? I can’t take my pet into a dungeon without it being on passive 100% of the time because of the aggro problem. On passive they won’t take aggro even if hit or if the Ranger is hit.
They’ve fixed that for the most part, actually. Pets no longer draw aggro at all unless you attack first.
So please let me know how 5 melee players should kill mobs?
Surround the mobs? eeeeeemmmmmm, nope i got nothing more
U guys got anymore?Take them on one by one while being barraged by the other 20
Ever roamed in WvW? In small groups usually coordinated teams will focus a specific target and burst it down, then move on to the next target. It’s really not that difficult; it just requires more coordination because you’re fighting people that will actually react to your actions.
Having that same kind of encounter in PvE would go a long way IMO.
Yeah wvw, where the most effective teams use stacking.
If you’re stacking in an open field in a 5v5, you’re doing it wrong. I’m not talking about zerging, I’m talking about small group roaming.
You missed our point
No I didn’t. Your point was that stacking is the most effective way to kill off a mob with melee, which is true. I’m just arguing that that makes for incredibly stale, boring gameplay and I’d rather see something that requires actual coordination and teamwork.
Obviously im exaggerating. But there really isnt that much competition in pvp. There was a fair amount of “decent” teams a few months ago. But they’ve all quit now.
Okay, fair enough, I can agree with that. But I’m still of the opinion that an AI that is predictable 100% of the time is less competitive than players, even if those players are predictable 99% of the time.