I don’t know if it’s fair to say hotjoin is terrible when the whole game is terrible.
It is absolute garbage….it really is. The whole game as far as class balance is garbage though. If you have played long enough you have seen various classes rotate in and out from being trash to being on the top. They don’t know what they are doing when it comes to balance….it’s just throwing darts at the wall and hoping for the best. 2 years and I’d say it’s just as messed up as it was in the beginning. Sure the classes and where they fall on the food chain might have changed up but as a whole it still sucks.
The problem has been and always will be trying to balance sPvP, WvW, PvE and condition damage versus power. It’s simply too much for them to effectively balance. I don’t think they even know where to begin. They don’t utilize a test server to test proposed changes….guess they do the testing in house? Who knows because they don’t tell us what they do. We don’t have dev reps that handle each class or even sPvP/WvW…..they basically are crap.
The issue to me is that Anet failed miserably in their attempt to “balance” warrior. I’d suggest that most sPvP warriors don’t notice the nerf as much because they already were using longbow F1 with CI to clear conditions….it is obviously much easier to get a hit when the only target requirement to proc the cleanse is the ground. However, if that longbow F1 actually played by the same rules as all of our other weapons I think you might have a few more complaining. There is a massive difference in the effectiveness in using F1 with CI to clear conditions when you don’t use a longbow….the penalty for a miss, blind, block, aegis, knockback, terrain anomaly, fear etc. on your F1 using anything other than a longbow is very severe. In fact you are absolutely gimping yourself if you don’t use it.
To me longbow pre-patch was already our best weapon choice in sPvP…..now it is 100% absolutely mandatory. If hammer F1 or even the new GS F1 played by the same rules as longbow F1 then this patch might have been a decent change. Otherwise, I would have preferred to see changes made to longbow and left everything else alone.
The real culprit to warrior complaints I believe had more to do with some of the sigils, runes, and celestial in sPvP. Things like the sigil of intelligence made going with PTV and still having great burst possible…. Rune of strength helping to make it possible to self buff 25 stacks of might….or celestial making condition power hybrids so good as well. Anet just throws kitten out too often without fully understanding or appreciating how changes or new items effect the entire gameplay.
At the end of the day you simply have to question a company that doesn’t include it’s player base on some type of test server. You take a competitive game mode like sPvP and make changes to 8 classes, sigils, rune sets, etc….then toss it out for consumption and expect a quality product? Good Luck with that!
As a fellow warrior I will say I’m not a fan of conditions either. However, the one class that I have no complaints about being heavy condition oriented is Necro. I mean this class to me just seems like what it should really kind of be about and so they should be the “best” at condition application.
What I do have a problem with is how every other class has such easy access to conditions and in some cases are more dangerous with said condition builds than necros are. I’ve said in numerous other posts that I view this as a much bigger game design flaw than conditions themselves. Giving relatively easy access to condition builds to almost all classes has only led to a more difficult challenge in class balance. If conditions would have been the domain of only 1 or 2 classes than I think the class balance challenge would have been much easier.
With that being said, if you are playing sPvP as a warrior you simply have to use bow if you want to be effective. After the patch it will become even more of a requirement. If you are effective in sPvP without the use of a bow and CI you would only be MORE effective if you used one. It simply is a must have now and even more so post patch. You are simply gimping yourself if you are not using one.
The problem with conditions in GW2 is that they essentially gave them to all classes. That in my opinion was a mistake. They should have been the main damage option for 1 or 2 classes and that’s it. Instead we have 8 classes in the game we are trying to balance with power builds/condi builds/hybrid builds across sPvP/WvW/and PVE. It has made things overly difficult to balance.
I know some would say that it’s good for build diversity but it’s not. Contrary you end up forcing people to spec into specific builds in an effort to deal with conditions. To me the game would have been a whole hell of a lot easier to balance with only 1 or 2 classes focused on conditions and everyone else being power based.
As I said earlier the main culprit in sPvP with warriors is Longbow, Asura warriors with hard to see animations, and novice players who don’t understand warrior abilities. This patch will not address any of these things. What it does effect is warrior build diversity is sPvP and the need to play Asura even more. Terrible players will still be terrible and I suspect will still complain about op warriors.
Now in a perfect world I would agree that missing an F1 should result in adrenaline dump but that perfect world wouldn’t include blind that’s for kitten sure. I’d also say that LB F1 should work the same as Hammer F1 as far as condition cleansing goes as well. I wouldn’t have mini asura warrior in sPvP either. If you actively dodged, blocked, countered my F1 then fine….but the blind spam that is flying all over wouldn’t be there.
Oh and to Assassin X I think plenty of us understand what a “ground target ability” is but why does LB F1 Ground Target Ability play by a different set of rules then Hammer F1 Ground Target Ability? I’m not directly calling for a nerf to warrior LB because a warrior in sPvP without it is crap. What I’m saying is that a lot of the complaints are due to that weapon system and these upcoming changes are nerfing the entire class because of it. Meanwhile, the real culprits are not being touched at all.
In my opinion the change to warriors losing adrenaline on a F1 that fails to connect misses the real issue, no pun intended. I firmly believe the problem currently is Cleansing Ire (CI) combined with bow Combustive Shot not needing to actually hit a target to cleanse. Its one of the biggest reasons you run with a bow in sPvP and will make it 100% mandatory to have post patch. The proposed change to losing adrenaline on a F1 miss really only effects non bow users. Yet, it was the warrior longbow that was probably the biggest source of complaints with Cleansing Ire in the first place.
Also makes it even more important to play as an Asura if you are playing warrior in sPvP I guess. Just seems to me that this is another clunky attempt at Anet to balance things that still fails misses the real issues.
Cleansing Ire is not OP….without it warrior would just be absolutely terrible versus conditions. The only problem I see with it is really more tied to Longbow because you can get the condition clearing benefit without even having to directly hit your target. Take a warrior in sPvP without a longbow and suddenly he becomes a lot more balanced. I’m not saying that longbow needs to be changed because I think the current ease and abundance that conditions can be applied almost necessitates the longbow/CI mechanic. However, before nerfing things like CI or eviscerate I’d take a closer look at Longbow and lack of Asura visual animations.
When I said just make conditions in PvE it was a little tongue in cheek obviously but I really wouldn’t be against the idea. Why? Mostly because I believe that one of the biggest problems that GW2 has always struggled with is trying to balance three distinct game modes, PvE/WvW/sPvP. They are all completely different and classes or abilities that are OP in one are often UP in another. You end up getting cries undoubtedly from one camp or another no matter what you try to do.
What I wish GW2 would have done was to drastically limit the number of classes that really could make condition based builds. Like Necromancer, the whole class just screams condition based class and I’m ok with that. If you really liked the idea of condition based class than that would be the one you played. What we have now is a situation where almost every class can make a condition based build. Combine that with the ease at which conditions can be applied, ie auto attacks, and access from so many classes it is a recipe for disaster.
You now are trying to balance three game modes, and 8 different classes, around a easily applied attack. In sPvP and I’d say even in WvW you promote building condition bunkers that can apply high damage with the ability to build completely defensive….not to mention play defensively. Its a high reward low risk play style. In PvE it is in a less than desirable place. Now imagine if only 1 or 2 class types were really condition classes. Well you just made things a whole heck of a lot easier to balance.
Then the same should go for direct damage if I follow your logic.
All classes have a trait line with condition damage and related traits,weapons and utilities. How we supposed to make your perspective happen. Do not come up with with any idea of lessening or removing condition it’s about rework so it’s available for all.
We all know the solution already we’ll just wait to see when will it actually happen.
Sagat, I think you might be kidding yourself if you think “we all know the solution” regarding conditions since there are about a hundred different posts about them and just as many opinions on there current state concerning PvE/WvW/sPvP.
When I said just make conditions in PvE it was a little tongue in cheek obviously but I really wouldn’t be against the idea. Why? Mostly because I believe that one of the biggest problems that GW2 has always struggled with is trying to balance three distinct game modes, PvE/WvW/sPvP. They are all completely different and classes or abilities that are OP in one are often UP in another. You end up getting cries undoubtedly from one camp or another no matter what you try to do.
What I wish GW2 would have done was to drastically limit the number of classes that really could make condition based builds. Like Necromancer, the whole class just screams condition based class and I’m ok with that. If you really liked the idea of condition based class than that would be the one you played. What we have now is a situation where almost every class can make a condition based build. Combine that with the ease at which conditions can be applied, ie auto attacks, and access from so many classes it is a recipe for disaster.
You now are trying to balance three game modes, and 8 different classes, around a easily applied attack. In sPvP and I’d say even in WvW you promote building condition bunkers that can apply high damage with the ability to build completely defensive….not to mention play defensively. Its a high reward low risk play style. In PvE it is in a less than desirable place. Now imagine if only 1 or 2 class types were really condition classes. Well you just made things a whole heck of a lot easier to balance.
How about we just make condition damage only work in PVE and get rid of it in PvP?
They only ones who truly bother me as Asura are warriors. Part of the whole class is highly telegraphed animations and on Asura you essentially remove this. It simply is a crutch, nothing more. People know that it is hundred times more difficult to see the animations and half the time what weapon set they have out. Some people like to play with crutches and some don’t.
Just another example of complete ineptness at Anet. Newsflash dev team….the playerbase HATES it. Yep sorry to burst the bubble of whomever designed it but you failed. This game is actually pretty much kitten if you like sPvP or WvW.
As a business owner myself I will be the first to say that mistakes happen. However, the true gauge of a company is how they respond to those mistakes. If I promised a service or product at the end of 9 weeks and then couldn’t deliver there is a problem. At that point it becomes my responsibility to do whatever it takes to get a solution that satisfies my client as much as possible as soon as possible. I would never tell them “hey it’s the weekend”…..and I’m pretty sure Anet is profiting a whole hell of a lot more money than I am. This is simply a matter of customer service. We, as the consumer, have to determine on our own if we are ok with what kind of service they are providing and continue to support them or take or business elsewhere.
My top three from a sPvP and WvW perspective:
1. Engineer
2. Engineer
3. hmmm…..guess I’d say Asura because they are so kitten small but otherwise I’d say engineer.
I don’t think they are saying anything because they don’t know yet what the changes to WvW are going to be. Season 2 happened to coincide with the rollout of the Megaserver implementation I believe, in part, to give them a few months to internally decide upon the course of WvW. I think the direction they want to take WvW has not been fully decided upon hence the absolute lack of communication. Nobody wants to say something that might not be true or followed up on so everyone is just keeping quiet. I think there are going to be some major changes to WvW following season 2…..
Hate is not a strong enough word to describe my feelings toward this map…..
NSP——
Cosmic……the best, imo, Commander we have. This guy gets results, now only if we could clone him.
Well I’d say that if your Necro cant survive for 8 seconds then he’s pretty terrible. Well not pretty terrible but just god awful terrible, no offense. It’s 8 seconds on a 60 second cd…..
GW2 PvE lol…..good lord.
Why the moaning about conditions? Because for the very simple fact that you can build yourself to be a complete tank and still push out great damage that is completely unmitigated by toughness/armor. Too many classes have the ability to unload way more conditions then any class could hope to cleanse. They can unload their conditions and just concentrate on kiting while they tick away all your health…too many last way too long and too many are available on auto attacks.
You combined this with a direct nerf to power build damage. In PvE maybe it was needed….hell I don’t know because I don’t play it but the very concept of being a heavy condition build in PvE has got to be the most boring game play I could think of. However, in pvp both sPvP and WvW its just asinine how powerful conditions have become. It is the most low risk high reward play style beyond any doubt.
The bigger benefit from Merciless Hammer is probably the cd reduction on hammer skills. UF does apply the 50% crit bonus to ES so that helps but they did reduce the damage on F1 a few patches ago keep in mind. I used to always run both of these skills, I’m sure a lot of hammer warriors did, when UF only cost 10pts instead of 20. Since then I’ve moved away from it personally.
I don’t think anyone is “dismissing” HoD but I doubt you will find many who will give you much respect either. The fact is that you guys picked up a bunch of people for S1 when it was apparent you were going to be at the top of Bronze and you picked up a bunch of people for S2 as the highest ranked of the 3 servers qualifying for free transfers. It’s going to have a reputation of a bandwagon server just like Kaening had back in the day. You are winning matches through sheer numbers and coverage that nobody in Silver can match.
When the numbers are close to even you get farmed but your overnight crew gets to PVDoor and rack up points. More importantly though, overnight you are setting your opponents towers to T1 while getting yours to T3 and sieging them up. When the day crews come on your opponents are already having to fight an uphill battle.
I guess it would be an interesting server to be on. If you played during the day you would realize that you couldn’t really accomplish much and would die repeatedly. If you played on the night crew you could PVDoor all night and I guess pat yourself on the back for beating up on NPC’s.
It will be interesting to see how it shakes out after season 2 is over. If you end up facing T2 servers that can match your coverage and you prevail then I think you will get some of that respect you want. However, if you implode and all the bandwagoners start hopping off then you will have no sympathy from anyone as you tumble down in the ranking while all of your past opponents relish in your misery.
Make sure you completely free up bag space before fighting HoD because you will need it! If you can field roughly even numbers, or anything close, than its just a glorious bag farm….like smacking the giant piñata of loot.
No. Hammer damage already has been reduced in previous patches and is getting nerfed again with this patch. Further nerfing of Hammer damage or reduction of its CC abilities is not the right answer.
A better approach would be to offer options in the build for using hammer. Like a Grandmaster trait that increased damage at the expense of its CC or vice-versa. Or an ability that had it ignore blinds on F1 but sacrificed CC. Things like that, and those are just some quick ones of the top of my head, that would give players options on what they wanted to use the weapon for. It would add some diversity in our builds and perhaps end up limiting some of the CC from the weapon as a bonus.
These changes would make warrior worse than they were before to be honest…..and back then they were at the bottom of the food chain. Why? Because we have had a series of nerfs to our damage output, at least in power builds, over the last few patches to compensate for the sustain we got. Now if if you nerf the sustain and have nerfed the damage than that’s a bad combo. This next patch is going to see some more direct nerfing of damage to hammer and LB…..both of which have already been nerfed.
One that ignores blinds on F1 attacks would be nice since blind is thrown about non stop these days.
A Shield Mastery trait that perhaps combined the two current shield traits into one so you got the reduction in abilities along with the reflect.
Let’s just be perfectly clear on one thing. Acting like the “winners” deserve a better reward than the “losers” of this tournament is BS. I would be the first guy to argue that the winners of a competition held on roughly equal terms deserve better rewards but not in this joke of a system. The “winners” are the servers with the largest populations and best coverage….the ones who have attracted the most bandwagoners….and in many ways could be argued had to work the least for their final rewards. It’s a joke and anyone who has the notion of doing any chest thumping over this is clown.
Hey congratulations, you won the Super Bowl but yea the other teams you faced in the playoffs only got to start 4 players in the second half of each game but by gosh you won!!!
NSP is just in a “tough” spot but one that I think can improve. In all honesty we do not belong in Bronze. However, The difference between the top of Silver and the bottom is probably too severe as well. The biggest problem being coverage….which is a really big problem in WvW. I played all through Season 1 as well and it was rough. At the end of the day though I prefer for us to be in Silver and at least have a challenge rather than the roflstomp that Bronze would have offered. If we get some decent SEA timezone transfers we will be in a really good spot. Just a matter of finding some SEA players who prefer to actually fight rather than pvdoor every night and we’ll be ok.
One of the most amazing qualities I find on NSP is the lack of drama. We really don’t get the “our guild is the best” chest thumping and bickering that so often I hear of on other servers. In the past that wasn’t always the case…..thankfully all those kitten guilds transferred off long ago. What we have left are guilds who I truly believe care more about their SERVER than they do about their leet reps.
Our larger guilds actually help each other and members go out of their way to assist anyone who needs it with the NSP tag. The WvW community has never been better than it is now. We truly accomplish more with fewer people than any server I’ve played against. Even when we were taking our lumps in Season 1 the core stayed strong.
If we ever get a strong SEA presence this server is going to take off…..
Yea and I see way too much AoE, root stacking, blind spam, and condition garbage as well…..maybe the game just needs an overhaul?
Hammer damage has already been nerfed. On top of that there were changes to our skill tree that effected warrior burst builds fairly substantially. Not sure what you want to be nerfed further? Take away the stun? Reduce the damage even more? It’s only the slowest most telegraphed weapon in the game so not sure what you think a good trade off would be. If you are asking to take away any of the cc element then it needs to be compensated with either more damage, faster attacks, or better mobility. Otherwise, learn to use stability, blind, dodge, invulnerability, fear, knockback….etc…..etc.
Most points of view have already been posted. However, I would like to add that part of the problem, to me at least, is that every class should not have been given such easy access to condition builds. Necros, fine….kind of seems what the class is all about. Warriors? No, and I play one. DoT class that wears pajamas is one thing, giving great condition builds to a class that has heavy armor and very high hp pool is another.
The biggest “issue” in regards to balance currently in GW2 ends up coming back to conditions. I’m not going to say that condition damage alone is to blame but rather the combination of many different dynamics that are. Anyone who has played the game back when warriors were the bottom feeders of pvp realizes, right or wrong, why the current changes to warriors were made. It was to improve our sustainability and resistance to slows.
They did help us tremendously, anyone who doubts that is mistaken. My point is that in pvp these changes, combined with outrageously powerful longbow and a condition build, has made the cries for warrior nerfs deafening. The combination of HS, cleansing ire, ease of building a super tanky +condition damage build, best weapon overall out of any class in LB, off hand torment, and ability to play defensively while still passively dishing out damage is too much.
It does not take a rocket scientist to realize that giving ANY class with a huge HP pool and heavy armor access to great condition damage and passive healing along with all the other buffs warriors got is a terrible idea. The very premise of abilities like Dogged March, Beserker Stance, changes to HS, and Cleansing Ire was for power based melee warriors. Guys who were in the very front, or middle, of a fray who did not have easy access to the types of sustain that other classes get. A power based warrior without these tools is put right back to where he used to be….the absolute bottom of the food chain as overwhelmingly voted on by GW2 players in pvp.
Now you take all of these changes and combine them on a warrior who is setup for condition damage and what do you get? You get a class that can deal an absolute obscene amount of damage via conditions while being able to build and gear on survivability. I’m sorry but as a warrior let me be the first to say it’s just wrong. Simple logic dictates that the abilities they provided to help sustain the melee power based class were never intended for the condition warrior. As I have said before, the differences in these two builds essentially are two totally different classes.
Another point of contention I have made is longbow. How absurd is it that warrior longbow skills are about 100 times better than ranger longbow? Giving warrior fire damage, blind, longest immobilize in the game, great bleed, burst, combo field, oh and combine its F1 with cleansing Ire all on one weapon doesn’t sound a wee bit absurd to anyone else? C’mon man…..there is a reason that almost every single warrior in spvp runs it.
I’m telling you right now LB and warrior condition builds are 90% of the problem when you speak of OP warriors in pvp. You could take HS away from those setups and they are going to still be crazy effective. Torment was poorly implemented for warrior and LB needs to be completely reworked. Those are the types of things that need to be reworked for warriors…..if they are not and you nerf the sustain of warriors as a group you will simply see fewer and fewer power based and more and more condition setups.
I honestly feel that 80% of the complaints regarding HS are because of condi warriors and LB. I know I’m going to rile up some folks but at least hear me out and keep in mind this is in regard to sPvP only. The basic premise of buffing HS in the first place was to help add some sustain to the Warrior class which it desperately needed…..especially when it was focused on power builds. With a classic zerker build, or even a PTV build, you are dependent upon being in your opponents face as much as possible to deal damage. Playing too defensively only leads to less damage output and often more damaged received. Without HS power based warriors, in my opinion, take a rather significant nerf……In fact the expected nerf to HS will have a much bigger impact on them then it will to condi/LB warriors.
Why? Because conditions and LB allow you to apply a good deal of condition damage extremely easily and you can play defensively while they tick away doing significant damage the whole time. You have essentially given a class that depends on high armor and HP pool access to tons of condition damage and great sustain. You easily can go with a heavy emphasis on Toughness and Vitality with Condition Damage as the easy achieved cherry on top. Perhaps against classes with tons of condition removal this setup might not be as successful but against those with even “good” amounts of removal it ends up not being enough.
The difference between warriors who are running LB and/or condition builds versus those who don’t is rather severe. It is almost like two entirely different classes if you ask me. I’ve fought plenty of other warriors and those that are running without a LB and/or condi builds….well lets just say that HS really is not a big deal. Fighting the ones that run LB and/or condi builds is much different. They have such an easy time of applying and maintaining conditions that even if you start to get an upperhand on them they can back off and kite around while bleeds or torment do their thing…..all the while that HS is just ticking. It’s the ability to still do damage while avoiding any that is a problem.
Can other classes do this? Yea they can but they also are not running around in heavy armor with Toughness through the roof and a massive HP pool. When a guy in pajamas is applying dots and kiting me around its one thing…..when Arnold Schwarzenegger is doing it its another. Yes, I play warrior and yes I’m concerned with my class. Proposed changes to HS along with a potential nerf to +crit damage has a much more significant impact to power warrior builds and if anything are going to promote even more condi/LB warriors in sPvP…..and that is not a good thing!
I’m completely prepared for flames but I would simply ask if you could keep them classy!
In sPvP I’d say if they eliminated LB from Warrior…..or dramatically redesigned it….50% of the cries for “NERF WARRIOR NOW OP!!!” would be eliminated. Being able to completely set yourself up to be tanky then do great condition damage while standing in your fire field that often times takes up the whole control point is dumb.
I’d say a good 80% of the warriors I run across in solo Q all seem to be condition builds….hell, I play warrior and I think its lame as well.
As some have said already the problem is with the way NPC’s attack/damage spikes. For the most part the attacks are too infrequent with massive spike damage. It is to a point where no degree of toughness is enough to mitigate the damage…..instead you must rely on dodging or some form of invulnerability. Hence, at the end of the day why invest in much defense when it is going to offer such limited return versus higher offense capabilities that shorten the fight? Taken to the extreme the old maxim of “the best defense is a good offense” holds true.
Overall, this has led to limited builds and equipment choices not to mention relatively “canned” strategies for clearing mobs. Stack up and focus as much firepower as possible to limit the time the AI has to deal that spike damage. You really just need to learn “hey when he raises his hand above his head get ready to dodge” and other than that go full offense. To me it’s pretty boring compared to what it could be.
Can it be fixed? That I don’t know but I doubt they would want to invest the time required to change all the old content. However, on new content I think they could make this change. Increase the frequency of AI attacks while lowering the burst significantly could lead to a situation where maximum offense with limited damage mitigation isn’t necessarily the best option.
These threads are so lame anymore…..warrior bow is op, warrior killshot is op, warrior eviscerate is op, warrior GS with HB and too much mobility is op, mace has too many stuns and is op, warrior sword has too much condition damage and is op…..really people?
Every single weapon we have there is some nub crying for it to be nerfed lol. C’mon man….what weapon are you guys ok with us using? Oh that’s right we shouldn’t get a weapon or traits….should just stand around and die to your Harry Potter pajama wearing metrosexual mystical magic user….I got something for you….it’s a giant hammer….to your head.
Conditions are broke. It is simply way too easy to apply them and too easy to go full tank with high condition damage output. On top of that you can dot someone up then concentrate on kiting or playing defensively while those conditions just eat your opponent away.
It is the ultimate low risk high reward setup that has to require the lowest skill level to play. It also forces everyone to pack as many condition removal skills as possible or you just gonna be toast. Even with them you probably gonna get overwhelmed by the sheer number and ease at which they get applied.
I play a Warrior and I’ll be the first to say that giving warriors Cleansing Ire, Dogged March, and buffing HS then giving them S/S+LB for instance was a bad idea. Bleeds on auto-attack, Crazy high damage on Torment, good mobility, AOE F1 to clear conditions, long immobilize with high bleed, blind, and burning damage…..oh and go ahead and combine tanky build with that as well. Really?
Of course it’s just not warrior its any class that can build for toughness and still rely on high consistent condition damage that is to blame. You can’t even make toughness mitigate condition damage or you will just make tanky condition appliers have even more tankiness. Condition damage in this game is just an abomination in its current state and has led to more people I played with quitting then any other single factor in GW2.
Well I’m sure you will get varying opinions but to me the most op build for warrior that I have to face is s/s+lb ……in spvp.
It allows for tremendous condition damage plus all of the defensive tanky build. Couple that with the ability to play defensively while condition damage just eats away at you, oh and decent mobility. Not like other classes cant do the exact same thing though if not better mind you. You take a class that benefits from HS, Adrenal Health, Dogged march and then let them apply great condition damage while they focus on defensive play….well yea they are a pita.
NSP has 25 stacks of bleed ticking and no way to cleanse them off….
Hope stuff like this don’t keep you up at night….
Agreed. In my opinion conditions are probably the biggest single problem with GW2. Is it the only “issue”? No, but I truly believe it is the biggest. An interesting example of this is when you take a closer look at the Warrior class and some of the more recent changes to them.
Not that long ago they were considered to be the bottom or very near the bottom of the barrel in PvP. Then Cleansing Ire and Dogged March were introduced as well as changes to Healing Signet and Beserkers Stance. All of these skills primarily are focused on condition mitigation in one way or another. Keep in mind that Warriors were also negatively effected by nerfs to various damage dealing traits with this revamp as well. Yet all anyone yells about is that Warriors are too powerful…..why?
Well if you ask me it’s pretty simple. People consider them OP at the end of the day because so many of these changes went toward countering conditions. As more and more people shifted their builds to conditions it made warriors ability to counter these builds more apparent…..and hence cries of OP Warriors. It was a somewhat sloppy way of addressing condition builds by Anet if you ask me.
Conditions simply offer great damage with so little effort that why wouldn’t anyone run them? It is so much easier to build for survivability and condition damage then it is to do the same with a power build. Not only is it easier to set your character up for this playstyle it also allows you to focus your maneuvering while playing with defense in mind and still do continuous damage. It is a much more passive approach toward gameplay…..lower risk and higher reward for most.
GW2 is trying to balance so many classes, weapons, builds, and on top of that two completely different damage types in conditions versus power builds that it’s no wonder they struggle. If conditions were more about debuffs it would be one thing but they often are both damage and debuffs. It’s just a mess. Builds across the board have become pigeonholed by the need to carry so many cleanses it also has lead to cookie cutter fotm builds to be effective.
It’s just not that fun to play anymore. Can it be fixed? At this point I’m not sure it can be….or if they even want to.
LB is probably more kittened up then HS if you ask me. I’d rather see a complete revamp of that weapon system before you started messing too much with HS.
Frankly I see more negatives associated with increasing the gold you can make from WvW than positives. We really don’t need people who are only interested in WvW to make money…..let them do their dungeon runs or whatever it is they do. However, I would like to see an increase in the amount of Dragonite that can earned through WvW. My only advice to you is that you should do what you find enjoyable and stop worrying so much about virtual gold that really has limited value in game anyways.
It was not very long ago that Warrior was considered to be the bottom of the barrel in sPvP by the community. In fact, most of the polls conducted on the forums placed them as the weakest class in sPvP by a large margin. The main reason was lack of sustainability, which really comes back to what would be called a lack of ways to counter conditions. So, Anet came up with Cleansing Ire, Buff to HS, and a change to Beserkers Stance to counter.
Cleansing Ire and Beserkers Stance were directly intended to counter conditions….and I would argue the change to HS as well since it isn’t that great of a heal vs. burst damage. Was it too much? I’d argue no considering that condition spam seems to have become even more prevalent in sPvP and WvW. What I would say is that the root of the problem here really gets back to conditions. Too easy to gear up to be a tanky condition based character with great damage and hard to kill.
I would have preferred a balance review of conditions as a whole and the direction they want to take them. Perhaps it would have been wiser to cut back on the number of condition removals across the board but make toughness mitigate their damage? I’m not sure about this but think there had to be a better way of handling them overall.
I might be in the minority here and that’s ok…..but to me, most of GW2’s current balancing issues all can be traced back to conditions and changes Anet made because of them.
Conditions really need to be reworked altogether. I would rather see the +/- duration food taken out and conditions be effected by toughness to be honest. It’s been said many times over but it is simply way to easy to gear up for toughness/vitality/condition damage to achieve great survivability and great damage.
Too many conditions are AoE or on auto attack and it gets to a point where even classes with decent condition cleanses simply can’t keep up. Not too mention that by their very nature conditions allow for a relatively no brain passive game play style where you can just drop them and kite around while they destroy people.
Unfortunately Anet has made it very attractive to run bunker builds that can be combined with super high condition damage. I’m not sure how anyone could sit down at a planning table and come up with the idea of combining super tankiness and super condition damage on the same character and think that is a good idea.
I know I said making toughness mitigate condition damage might be a good idea but the more I think about it the more I doubt that as well. That just might end up making tank/condition builds even more survivable as they would then be mitigating even more damage with that proposal. They probably screwed up when they introduced some of the new armors into the game that made it too easy to make these builds. Also, I don’t think introducing torment as another condition in a game full of them was the best idea either.
At this point I think there has been so much discussion regarding conditions, both pro and con, that hearing from Anet would be nice.