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the entire trait system is in need of some serious revision
I agree with you there.
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Back on topic pls, its about the suggestion.
You want 4sec 100% immume or 8sec 50% + your armor/toughness.. (most people will get around 80%
Its sometimes hard to see a burst coming.. if your too late you blow a short 4sec skill..
so i like this concept, doesnt gives you complete immunity but it does gives you a sweet damage reduction for 8 sec.
That is the concept, its still very active however it helps you a lot against burst, not full-blown-immunity. Right now it seems to be more like an emergency skill, however in this game where everything can happen on a moments notice such skills are just not as good as games like RIFT/WoW which you can see a red text come up saying exactly when the killing blow will happen.
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Allow us to pick between all our available 5/15/25 traits we have now.
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I wouldn’t mind if it was 1.5% to all damage, but 1% to just physical seems very weak when you consider what other classes can get for ‘5’ point traits.
Looking at other class trees, overall, I think our entire defense tree needs more synergy. Our other trees all have pretty good synergy actually.
So here’s an interesting idea:
5 Pt: Toughness Increases as Health Decreases (+3% Toughness per 10% Health missing).
15 Pt: Adrenal Health, Heals the Warrior every second based on Toughness, not Healing Power. Healing formula is (80 + 0.03*Toughness).
25 Pt: Unchanged: 5% Toughness to Power Conversion
Adrenal Health should be per strike gained, not hoarding it. It has no synergy with the other hoarding traits. Less its going to be moved to a ‘5’ point trait and not a 15 point trait.
You can’t get 30/0/15/0/30, it has no synergy with the other traits in the tree.
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How about 3%?
3% Reduction per 10% Health missing??? So, an average of 13.5% reduction for a 5 pt trait? Yeah that totally sounds fair and not at all horribly broken.
And here I was worried my ~4.5% would be a bit strong.
Daecollo, man, your balance math is complete kitten. Stick to concepts/ideas and leave the numerics to someone else.
I wouldn’t mind if it was 1.5% to all damage, but 1% to just physical seems very weak when you consider what other classes can get for ‘5’ point traits.
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Toughness/Armor should reduce condition damage, problem solved.
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Thick Skin is worthless. I’d like to see something like this…
“Reduces damage by 1% for every 10% health you are missing.”Thus you’d be at 0% reduction at 100% health, and 9% reduction below 10% health.
How about 3%?
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How come Toughness does nothing in this event? Do the developers hate this stat?
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Make a MOBA style map and a Football style map!
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More traits and fixing old traits and more custimization would help.
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No thanks. I’d rather have a guard be anti-condition. In other words, they can’t deal much if any condition damage, and conditions don’t really hurt them either.
I’d rather have everyone have the option to do what they want and not have people tell you how to play how they want. However that is just me.
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The problem is that hammer is already one of the most OP weapons in WvW. It would be tough to improve it in PvE or PvP without making it crazy in WvW.
Nothing we asked for improves what makes it dangerous in WvWvW Earthshaker, we asked for a faster recovery speed of attacks and ‘5’ to cleave like maces ‘5’, and a fix to staggering blow to not suck. Please read the entire thread before posting.
Thank you.
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(edited by Daecollo.9578)
It’s too complicated to completely redesign things now. It’s too easy to make it worse.
I think they are correct to take it slow and get feedback every step of the way even if some OP classes arise for a month or two.
Yeah so basicly only making it where 2 builds can be viable per every 3 months, doing exactly what they said they wouldn’t do.
Wack-a-Mole Balance
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Burning Vengeance
When you burn your enemy, additionally apply torment and bleed to them.
Inflicts 1 stack of bleed for 1 second.
Inflicts 1 stack of torment for 1 second.
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Defy Pain should make you immune to physical damage under 25% health forever like Automated Response.
Which no-one would care about in this meta because defy pain leaves you open to condi spam. Who cares if necro scepter AA hits for 0 because the bleeds are still ticking for 100+ per stack or burning for 500/s. Taking defy pain wouldn’t help warriors at all in this meta.
I don’t see why anyone plays warrior in the meta, besides Skull-Crack-Cheese build.
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Its simple, because of nerfs and the way the classes are and how easy it is to simply counter power damage, everyone just goes conditions, there is no balance. A lot of the traits people used before were nerfed and taken away to uselessness and there is almost only one-two play-styles for all classes.
How can we fix this?
1 Don’t… Nerf… Anything.
Why? Every time you nerf something you take away an option, there is SOOOOO many underused and underpowered traits in the game that you just make things less and less viable.
2 Redesign Skills/Traits.
Redesigning new skills and traits to counter the serious weaknesses of power over conditions and adding more defense and sustain will not only breathe new life into the game, it will also help counter the current condition META. Adding traits that reduce condition damage based on how much toughness you have for example is a balanced and good trait because it requires you to build around it. That is how traits should be.
3 Revamp Old Skills/Traits.
This is a big one, and the most work. Revamp old unused traits nobody uses. This is self-explanatory. Each time you add new skills to the game you have a possibility of changing the meta, this is what LoL does to keep people interested, basicly adding new classes.
4 Allow us full customization over traits.
Give the players the power to customize our 5/15/25 traits. A lot of classes just have terrible 5/15/25 traits that just don’t go with what they have, why should they be punished for that? Instead they should be rewarded for making builds that are complex, but when you have the traits picked for you…
5 Why do this?
Why even have traits if there is going to be ONE option for every class? Lol.
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Old Traits nobody uses needs to be redesigned.
Old Skills nobody uses (I’m looking at you Physical Skills, Venoms.) need to be redesigned.
5/15/25 Traits should be select-able like every other trait.
Underpowered Traits need to be looked at, and redesigned.
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Defy Pain should make you immune to physical damage under 25% health forever like Automated Response.
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You forget to mention one small detail. Core and majority of melee train is guardians, not warriors. And warriors here primarily for hammer CC, not for hammer damage. So I do not understand what kind of “potentially dangerously OP hammer” you are talking about.
He doesn’t want our weapon skills balanced as usual, it is ok if the hammer stinks even though my ideas only fix the weapon skills to make them balanced with our other weapons skills.
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The EU meta is funny. I would much rather fight the “Warrior Hammer Zergs” then the Blind Thief + Guardian Zergs we have here.
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Put Altruistic Healing in the Virtues Tree and you will see a lot more build variety.
Better, re-introduce free allocation of traits. Then you will see max amount of builds variety.
Good Idea!
Also allow us to customize the 5/15/25!
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I don’t see any team running a warrior besides one or two (maybe?) what role can warriors achieve that other classes can’t do better?
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Its always been more of a power weapon,
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^^ So you want to be OP for longer?
Got it.
You guys do realize he’s asking for ANOTHER buff to the class, right?
I mean, you get that right?
….
He DESPERATELY NEEDS protection and he’ll say whatever and make up whatever, in order to mimic the Boon.
Funny, a second ago I was told I was trying to nerf the class. >__>
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something wrong with your . key?
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Put Altruistic Healing in the Virtues Tree and you will see a lot more build variety.
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Increase the recovery time on all hammer attacks by 0.25.
“1-3 chain” Make it a blast finisher with a larger radius, you say that is OP but thieves short-bow is three blast finishers every 1.5 seconds, and it seems fine, maybe it could use a damage increase as well. This could also be the same cast time as the other two skills to keep consistency but also be the same damage as the other two as well as compensation.
“2” – Leave it how it is, except change the animation to be more satisfying, it looks like your uppercutting them with the hammer… weird. I would rather have a pommel strike or something. Maybe taking the Pommel and bashing the person in the knee. Lower cool-down to 8 seconds and make the weakness shorter.
“3” – change to 1200 range like Tremor, it is just a cripple, not a knockdown or anything. Lower cool-down to 10 seconds. You could also make this a projectile finisher, however that would make it reflect-able so I don’t know.
“4” – completely change the skill to something else, perhaps a spin attack that does a lot of damage, this would be satisfying. Spinning around and moving with a giant hammer really does sound fun though. Lower cool-down to 15 seconds. Perhaps you could switch ‘4’ and ‘3’ and make ‘4’ the cripple attack, and ‘3’ the spin attack? (Just Ideas!)
“5” – Make it a lot faster, make it cleave, that is all. Lower cool-down to 25 seconds, you could also make it a blast finisher as well
“Burst” – Just increase the range to 900.
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(edited by Daecollo.9578)
RNG boxes appeared
This won’t end
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Spear.
Spear.
Whip.
Spear.I don’t really picture Warriors as using whips. I’d think that’d be cooler as a Thief/Mes/Ele sort of weapon.
As for Land Spear (I’d call it Polearm to avoid confusion) I’d like to see that as well, but got mental block trying to keep it distinct from the UW spear.
Ball & Chain?
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Spear.
Spear.
Whip.
Spear.
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Yeah, boonstrip the target, stun, burst, cleave the body. 1v1 I could see stability being a problem, but warriors are doing fine right now. If the meta shifts back to a high mobility burst setup with thief/ele/mes in every team, I could see the potential for them to have problems again. Warriors don’t get a lot of uptime when everyone has teleports, stealth, and double/triple stunbreaks. When they’re relying on toughness/health for defense, warriors have a field day.
BTW dev responses in this forum always give me a giggle. I particularly enjoyed this one
Meanwhile teams will continue to run without a warrior.
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A stunlock warrior can’t do damage? Are you hight? seriously? Stunlock warriors are amazingly good counters to the condi spam meta right now so much so that some condi necros are begging and pleading for a nerf to skull crack and earth shaker. The amount of damage a well played stunlock warrior can do while being pretty survivable is quite good. As someone said warriors finally have something they have lacked for a long time “map presence”
IF IT HITS.
I play a necromancer myself in SPVP and I think that build is a TOTAL joke.
Maybe you do but it has had enough of an impact for warriors to claim they actually have viability. So your thoughts are outnumbered compared to others that state they want warriors on their team.
Yes, they are extremely viable and that is why all teams run with a warrior. /sarcasm. That is also why they have always had presence on the SOTG /sarcasm.
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A stunlock warrior can’t do damage? Are you hight? seriously? Stunlock warriors are amazingly good counters to the condi spam meta right now so much so that some condi necros are begging and pleading for a nerf to skull crack and earth shaker. The amount of damage a well played stunlock warrior can do while being pretty survivable is quite good. As someone said warriors finally have something they have lacked for a long time “map presence”
IF IT HITS.
I play a necromancer myself in SPVP and I think that build is a TOTAL joke.
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Still would not bring a warrior on a team over any other class.
I would stun-lock warriors with mace/shield GS. Or hammer axe/sheild are pretty tough to deal with especially for the condi necros/rangers/engis etc.
Stun Lock warriors are not good on teams do to team stability being frequent. If it was an AOE attack I could see it justified, but the CC does not match what a guardian can bring with walls or what a necromancer can’t bring with fear walls.
Its only good for dueling really, or Hotjoin. Its too easy to counter for a good team.
Except guardian stability can be stripped by necros (chances are at least one is on your team.)
Yes, but that just means more team play, your team must build around one class when the other classes have things built right in. If your warrior makes one mistake (which vs an experienced team that is bound to happen because they know they can just body block.) then your entire build can be countered. Once that warrior’s stun-one-trick-pony is solved, its pretty much one less team member on your team. He can literally DO NOTHING ELSE besides stun lock people. He can’t do damage.
Developers just get all their feedback from the forums and not the facts. No team runs a warrior. NONE.
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Still would not bring a warrior on a team over any other class.
I would stun-lock warriors with mace/shield GS. Or hammer axe/sheild are pretty tough to deal with especially for the condi necros/rangers/engis etc.
Stun Lock warriors are not good on teams do to team stability being frequent. If it was an AOE attack I could see it justified, but the CC does not match what a guardian can bring with walls or what a necromancer can’t bring with fear walls.
Its only good for dueling really, or Hotjoin. Its too easy to counter for a good team.
1. Easy to see coming.
2. Easy to counter (see stability, stun breaks, teleports.)
3. Does not offer the team anything, and the team must build around it, its easier to build defense against it.
Warriors need to be able to do something besides duel if they want to be on a team.
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Still would not bring a warrior on a team over any other class.
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The only time I use Endure Pain is when I need to wade through enemies to get into a keep in WvW to try and defend it. Other than that I have no use for it.
Maybe I’m just awful at “reading” other classes, so I can’t time EP for their spike?
The problem is the only class I can really read for spike damage is warrior.
And its hard to read peoples minds without being a psychic.
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From what I’ve been reading Spirit rangers are unbalanced OP so I don’t think that would be a good fit. The Necro forums left me with the impression that the juice might not be worth the squeeze. They do look like a pretty cool profession however. I thought a Guardian, with their healing boons etc, might make a good duo for the Warrior. And to clarify we would be PvPing as a duo as well and not just leveling. I’m sorry, I should have phrased my question better. I’ll check out the thief and see if thats a good fit for me. Thanks for your input.
Spirit Ranger is not unbalanced OP it is fine, and even if it was nerfed it would still be the best combo to a Warrior: Almost Perma Protection, Damage Procs.
Summon a frost spirit that has a chance to grant bonus damage to nearby allies.
Summon a stone spirit that gives nearby allies a chance to gain protection.
Summon a spirit that heals allies. Command the spirit to revive and cure conditions on nearby allies.
Lots of Protection, 480 hp/s (More then healing signet.), bonus damage.
They also can body-block the warrior as well.
It brings pretty much everything the warrior lacks to the table.
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As it is now. Many traits are just useless (or not in par with the ones everyone uses) and no one uses it. Also there are traits which are most of the time mandatory, like you don’t even need to think about which trait to choose. For example trait – ‘empathic bond’ (grandmaster trait in ranger’s wilderness survival tree) is no brainer (because there is not much to choose from to have a good condition removal). For useless or very weak traits. For example trait:
“Predator’s Instinct – Apply cripple to foes you hit when they are below 25% health (15-second cooldown). This skill inflicts 2 seconds of cripple.”
I mean seriously it’s duration is very short, it has long cooldown and it only applies to foe that has health under 25%?
And let’s compare it with some other traits in this line: Keen Edge – applies sharpening stones when opponent’s health goes to 50% (has 45 seconds cooldown).
Signet mastery – reduces cooldown on signets by 20%.
Steady focus – 10% more damage when endurance is full.Predator’s instinct is not even comparable with those.
Some other weak/useless traits:
“Master’s bond – Your pet has a bond with you that increases its attributes each time you kill a foe. When it is defeated or deactivated, the bond is reset. " (this one could be good, but in reality it’s not, because Anet created pets mechanic to encourage pets swapping, but this trait makes you do the opposite).All traits that just increase damage by 5 or so percent are just boring and not very useful.
Note. I’m sure there are some other traits in other classes that are useless, but as played mainly ranger, so for other classes wasn’t sure which ones would be most useless.
Would be great if choosing every trait in any line would make you think which one to choose.
I would like all traits that are “+X% Damage” just removed myself, and replaced with interesting well-thought-out effects.
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Notice the beautiful purple trail that matches the weapon? Why can’t all my attacks be like that while I have this weapon on? The Light Hammer should have a golden trail.
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The “Melee Trails” on the new weapons need changed to make sense.
For Example: Entropy should have the same melee trail as “Fierce Blow” from the warrior does.
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Yeah, if it was a damage reduction/damage I would like it moved to the Toughness Tree and something completely different replaced there.
Stick and Move
Get a damage bonus when moving.
Get damage reduction when standing still.
Damage Bonus: 10%.
Damage Reduction: 10%.
This would be a great toughness ‘25’ trait and fit what stick and move really is.
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I’m completely fine with it, as long as you move several other traits to grand-master as well from other classes.
Like Incendiary Powder… that is an amazing minor trait. Should be a Grandmaster IMO. I mean the Necromancer version is, why stop there?
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(edited by Daecollo.9578)
I am one of them, I think Tyria needs to be changed, in the immortal words of Trehearne: “This won’t end well!”
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I kinda like it…the bleed is not important but on-demand poison really helps against high-healing classes/builds.
The bleed is to add that little extra punch.
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Why does stick and move only give 3% damage when Guardian and Thief traits of the same kind give 10%?
Stick and Move should be 10% damage as well.
However, it would be interesting if it had a little flavor to the trait as well.
Stick and Move
Get a damage bonus when endurance is not full.
Get damage reduction when endurance is full.
Damage Bonus: 5%.
Damage Reduction: 5%.
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I like this idea, But ONLY if the damage reduction from Armor/toughness + endure pain works togethers.
Lets say you have 35% damage reduction from armor/toughness.
+ 50% from Endure pain = total 85%If its after the armor/toughness reduction its sucks.
Lets take a look:
you get a 10k hit (yeah kitten thiefs haha)
- 85% (armor/toughness+endure pain) = you get only 1500 damage.
Now this would be sweet because now you get 8 sec 85% damage reduction.But if its after:
you get a 10k hit
- 35% from armor/toughness = 6500 damage
-50% from endure pain = You get 3250 damage..Get the point? :-)
If it works together i LOVE IT!
It would work together.
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Well its takes ALLOT of armor/toughness to get 50% damage reduction (i think its not even possible..)
And you do get Immune to damage now for 4 seconds..
So if you dont get allot of toughness you still do a nice damage reduction for 8 seconds, people run high toughness will benefit more.. but hey they do less damage also.And about the 10k from thief.. its an example.. i could also say 2k from normal attack.
Or 5k from shattering clones.. dunno. its an example for the calculation :-)
It would not be overpowered. That is how damage reduction works.
That is why we can’t currently bunker without protection, because protection works ALONGSIDE toughness, its pretty much an extra set of armor. Which is hilarious that cloth classes have quite-a-bit more armor then heavy armored classes.
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I wish the stun part of rush was removed and it was 15 second CD, so it would be like force leap. We have stuns all over the place and you can no longer cheese bull’s rush 100b.
Well.. maybe a 1/4 second stun so it is atleast an interrupt.
But making Bull’s Rush a mostly ranged attack 1200m gap closer would be amazing.
I also agree with the damage part though, making it 50% or 25%, but also raising the base damage of the abilities themselves by 50%.
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