https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Daecollo – your idea is somewhat bad and i’m going to tell you exactly why.
1.The idea that you’re proposing is to change this skill to have synergy with YOUR build. Other people run different builds. I find it amusing how players call out for " rework this skill or that trait so it works better in MY build".
2.The trait as it is intended forces you to make a choice between healing and burst. This is as it should be and goes hand in hand with the idea of a burst warrior. You want to burst? by all means do it but don’t expect to have everything handed on a plate to you because you just hit F1.
3.Some players want to sit on adrenaline while others don’t. The choice is theirs.
The Nerf to Berserker’s Power and Heightened Focus in the last patch was done so that warriors’ only viable option wasn’t to just sit on their adrenaline bar. Right now there’s a good amount of balance between staying on it or spending it. What you propose means there’s not going to be a reason to stay on you adrenaline and just forces you to spend it.
See the problem? it breaks the balance. The player should have to choose between using it or not. And both solutions should be effective.4.You spoke about synergy. You mentioned Cleansing Ire specifically and how the two don’t have synergy. Well what about Berserker’s Power? It has synergy with that as is. So why is it that it should have synergy with what YOU use, but not with what others use?
If you have Berserker’s Power and you don’t have 30 discipline, then why bother getting Berserker’s Power in the first place?
You would get more damage just by getting 30 discipline alone.
I don’t care about the way you play, since it does less damage then the way I play and barely has any synergy.
However I understand why you would be mad. Whatever weird build you actually play? (Link please.)
Berserker’s Power is ONLY good if you have 30/0/0/0/30, otherwise its simply not worth investing. If your 30/0/15/0/0, then your .. well in a pretty weird low damage build… I mean more power to you, but you would be getting a lot more going 30/0/0/0/30, just sayin’.
(edited by Daecollo.9578)
I never asked for it to be percent based, that would make healing power have less effect then vitality would, which would be counter productive.
This is the SPVP forum, please don’t talk about WvWvW/Dungeons here.
I simply asked for it to heal classes for more then others at the very base. Based on there current health http://wiki.guildwars2.com/wiki/Health .
(edited by Daecollo.9578)
- A good demonstration of rifle in WvW.
Keep cast time but allow us to move at a reduced rate.
That is honestly very poor damage for its cast time, compared to what it used to be, before the dark times… before the nerfs.
http://www.youtube.com/watch?v=Ru_rXq2LYg0
(edited by Daecollo.9578)
I’m not asking for vitality to have any effect on regeneration. Only the starting health.
I’m not sure why you should heal for more if you have a higher health pool, the advantage itself is that you start with more health why should you also have more health regen?
The classes with the lower health pool have ways to mitigate tons of damage that more then make up for there lower health.
The classes with more health have different kinds of defense, but why should they suffer lower base healing?
Regeneration is a boon, and all boons should fairly effect classes the same. Thief/Guardian/Elementalist take less damage then Necromancers/Warriors, so naturally regeneration should heal them for more to compensate.
You dont undertand ,do you? Higher health should not give you higher sustain just more room initially at the fight.This is frankly the worst suggestion i have ever read.
And no thief/guardian/elementalist dont take less damage that necro/warrior.
I believe you missed how the last patch made the necros tank nuclear bombs with their ds .
And no.. you as a warrior should never have to avoid healing power when building for sustain.Warriors are not some kind of poor puppies that need special protection,especially not something as strong as what you suggest.
You can’t heal in Death Shroud, so why did you even mention it here?
Necromancer’s don’t gain much from regeneration because they can’t heal in death shroud, in fact it has needed to improve on them for a good while.
Warriors and Necromancers both need higher healing, because honestly. They DO take more damage, and trying to argue with that over months of testing is kind of invalid because almost every STATE OF THE GAME, says that “Necromancers/Warriors take more damage and have a hard time sticking to their target because they die so easy.”
Currently, this boon favors classes with low health, high damage mitigation and avoidance. (AKA thieves who constantly stealth, Elementalists+Guardians with perma protection/vigor/regeneration.)
Also no, I am asking for the base health (The health your character starts with.) no vitality added to benefit from regeneration.)
If Thief/Guardian/Elementalist
Regeneration = Level * 1.5625 + 0.125 * Healing Power.
If Ranger/Engineer/Mesmer
Regeneration = Level * 2.1875 + 0.135 * Healing Power.
If Warrior/Necromancer
Regeneration = Level * 2.6875 + 0.15 * Healing Power.
This is what i’m asking for pretty much, not based on percent or health. Based on the class choice.
To get those numbers I calculated how much the base heal healed the base classes.
(edited by Daecollo.9578)
If Thief/Guardian/Elementalist
Regeneration = Level * 1.5625 + 0.125 * Healing Power.
If Ranger/Engineer/Mesmer
Regeneration = Level * 2.1875 + 0.135 * Healing Power.
If Warrior/Necromancer
Regeneration = Level * 2.6875 + 0.15 * Healing Power.
This is what i’m asking for pretty much.
(edited by Daecollo.9578)
I’m not sure why you should heal for more if you have a higher health pool, the advantage itself is that you start with more health why should you also have more health regen?
The classes with the lower health pool have ways to mitigate tons of damage that more then make up for there lower health.
The classes with more health have different kinds of defense, but why should they suffer lower base healing?
Regeneration is a boon, and all boons should fairly effect classes the same. Thief/Guardian/Elementalist take less damage then Necromancers/Warriors, so naturally regeneration should heal them for more to compensate.
What i’m pretty much asking for is the base healing of Regeneration heal the higher health classes for a little more.
Keep it at 125 for the Thief/Ele/Guardian, improve it a bit for the Medium Health classes, and a lot for the higher health classes.
(edited by Daecollo.9578)
(% Class’s Current Base (with no vitality.) HP) + (0.125 * Healing Power) per second
Regeneration to a Warrior/Necromancer should be about 215, based on base health.
Regeneration to a Mesmer/Ranger/Engin should be about 175, based on base health.
Regeneration to a Thief/Ele/Guardian should heal for about 125, based on base health.
Each class should get different values based on how much health they have, it isn’t very fair that a boon greatly benefits more classes then it does others when they make up for it by either evading or avoiding more damage.
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I actually came up with a slight variation of this idea, prior to the recent heal buff.
But now our sustain has been improved, exactly like we had asked for.
Let the dust settle, let the meta evolve, let people adapt, before you starting asking for MORE sustain.
Well, that’s true, but just this improvement would make a lot of builds better. We would actually use burst skills a lot more and not sit on pile of adrenalin to get that extra sustain out of Adrenal Health
I could understand if Adrenal Health was a ‘5’ point trait and not a 15 (then I could go 30/0/5/0/30 and sit on my adrenaline. However its not.
It currently has no synergy with cleansing ire, in fact its counter productive to use it at all with it. Honestly it should be moved to another tree entirely and replaced with something else or changed to something like I suggested above.
I would rather Adrenal Health help us. However it would be a great ‘5’ point minor trait in defense or tactics tree.
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Killshot
Pros – High Damage, 1500 Range, Optional Target Pierce
Cons – Long Cast Time, Telegraphed, Self RootMaking it instant would literally wipe out all the Cons.
Yeah, turning the corner and having a Zerker Warrior Fury Sig, and then 1-shot you for your entire health bar is probably balanced, amirite?
For the record, I’m a warrior who loves to run Rifle in WvW, and I think this idea would be totally kitten insane.
I mostly talk about balanced in SPVP, WvWvW is meant to be unbalanced.
Currently in WvWvW I think Longbow’s ability to lock some down from a distance along with more sustained damage from rifle with its combo field pressure is even more insane.
However, that is why I suggested “Self Weakness, Self Vulnerability.” to make the warrior squishier then a thief, rifle has no escapes or ways to get away.
I actually came up with a slight variation of this idea, prior to the recent heal buff.
But now our sustain has been improved, exactly like we had asked for.
Let the dust settle, let the meta evolve, let people adapt, before you starting asking for MORE sustain.
We have poor sustain still, a lot of our traits have been moved and changed and are not very good.
I would like our healing traits to have synergy, like the Guardian/Elementalist/Ranger’s healing abilities do.
Nice, already two replies that are almost identical to what I said the first time Daecollo posted that thread.
If Warriors scare Necros so much that they turn away from Staff/Scepter condition spam – I’m satisfied, means we changed the meta away from boring AOE condi spam.
Chill is one of the most powerful conditions in the entire game, even if a necromancer doesn’t spam all their conditions, they still have access to powerful ones.
A lot of posts on the forums are currently complaining about “spamming” of certain abilities, however I think because of the recent nerfs to the thief class, I feel that we should get a burst to our lower damage abilities and some could use an initiative adjustment. The reason people spam
Pistol / Pistol needs a lot of work, the re-fire rate needs to be that of the ranger’s short bow (0.54), its no fair that it is almost better in every single way (has more damage, more conditions, better evasion and you can get a pet that can tank and do even more damage.) It also needs a rework of body shot, maybe adding stealth and poison to the set.
Shortbow could use a bit more pressure, perhaps having the same refire rate as the ranger’s short bow but only bouncing if you hit the target from behind. The shortbow’s attacks could also have its damage back to what it used to be due to the quickness nerfs, you can’t shotgun ‘2’ anymore.
Sword needs some changes, but not many. Infiltrator’s Strike was nerfed several times however none of its core functions were changed to make up for it, so people mostly just ignore it. It lost its infinite range and its ability to break stuns and still costs the same initiative? Infiltrator’s Strike needs its Initiative lowered to 2, and shadow return lowered from 2 to 1.
Pistol Whip needs its damage raised back to what it was prior to its nerf, in fact I feel it should be a bit more then it was before. People have “learned to play” since then and quickness was the real culprit to the abilities malice.
Dagger is mostly fine, however I feel that Dancing Dagger should have its damage turned back to what it was prenerf and Hit 1 or 2 less targets. Death Blossom should also have a heavy base damage increase or maybe a bit more condition pressure. (I would say adding 3 stacks of confusion as well since your dancing around your target.)
(edited by Daecollo.9578)
Cough Cough Worthless against good necromancers…
I will just leave this here.
https://forum-en.gw2archive.eu/forum/professions/necromancer/How-to-counter-stun-locking-warriors/first#post2458626
I removed the healing amount from it because honestly its insignificant, the developers would make the healing, when I added it I put down the max I would make it, not what I wanted it to be.
I replaced it with X so the idea would get more attention then the heal amount itself.
I also wanted to fix some misconceptions to the idea as well, when I said “Gain health when you gain a strike of adrenaline” It doesn’t exactly have an internal cool-down, but signet of precision and Healing Surge will only heal for one proc, not 30 of them, that would just be silly and go against the idea of actually taking traits that give you strikes of adrenaline.
Not yet, but we are getting there.
Support my Sustain posts!:
https://forum-en.gw2archive.eu/forum/professions/warrior/Can-we-change-Adrenal-Health-s-function/first#post2490557
Currently, Adrenal Health favors “holding your adrenaline.” which a defensive warrior no longer does, we are constantly spending it. It used to be favorable because I could go 10/0/15/0/10 and build for “Holding my Adrenaline.” However now that the traits are 30/0/0/0/30, I can no longer put 15 points defensively to do that.
With the new trait “Cleansing Ire” I also need to constantly spend my adrenaline, which makes Adrenal Health heal for very very low unfavorable amounts, so here is my solution.
Change it to:
Adrenal Health
Gain health when you gain a strike of adrenaline. Gain health for every bar of adrenaline spent with a melee weapon.
Healing: X (0.15) when you gain a strike of adrenaline.
Healing: X (0.75) per bar spent.
This would add a lot new synergy with our current traits and put us more on-par with current bunkers. This would be very offensive sustain, compared to other classes defensive sustain.
However it would also add a lot more counter-play with classes using blinds/ways to make us miss our burst skills so we can’t dump and heal.
This would give us a way to reduce damage without boons like protection/regeneration/vigor, however it has a limit (can only get 30 strikes before you need to dump, and people can prevent you from dumping with CC/Blind/Stun/Daze.)
(edited by Daecollo.9578)
The subject line says it all.
I’m pretty much fed up with a class design allowing those who pick up the Thief class to spend less than a day with it and compete with some of the best DPS metagamers to ever put their hands on GW2…by pressing 2…a lot.
Now before you crazed defenders of all things Thief get all up in arms over another thread calling for a nerf, please read, let this idea bounce around in your head a bit, and then reply with an actual opinion.
Are you ready?
Are you sure?
Ok, here it is:
New sPvP and WvW Feature: Exhaustion “when activating the same non-auto-attack (#1 skill) weapon skill within 2 seconds that skill gains a 1.5 second cooldown that stacks in intensity.”
As far as I can tell this only effects skill spamming and doesn’t circumvent the initiative system, but rather encourages learning to play the class as intended. Pressing one key to victory is pandering to bad players and trivializing the class as a whole. Watching an initiative bar and playing Wack-A-Mole with the 2-key should not be the back bone of a play-style.
My biggest problem doesn’t stem from being attacked by this type of play style, oh no. I beat those kids like it’s a Chris Brown and Rihanna RP. The problem is my difficulty in learning the class. Everytime I try to get into it, I get myself into a situation in which repetitively pressing 2 is the best choice (cloak & dagger, backstab, they run…soooo heartseeker…still alive, still running, sooooo heartseeker…still not down? still running…heartseeker!) Other classes, of with I have 4 fully exoticed at 80, I’m forced to use something else, because the skill I’d like to use is on cool-down, so I have to figure out what to do with my other options. This is how I learn, and this prevents me from playing a non-2-spamming thief. I burn out my initiative pressing 2 and if it doesn’t kill them I stealth away and recover…and then try something else only to end up doing it again, which actually beats other thieves more often than anyone else, which is dumb, since I’ve collectively put in about 10 hours of game time into the class and only in sPvP.
As long as our other skills (not heartseeker/spam skills.), get a 200% – 250% base damage increase I will be fine with this.
Currently most skills are not used because of .. gasp.. low damage.
Also, Guardians out damage thieves atm. Warriors even moreso. Even rangers out damage thieves in the current meta. NECROMANCERs even.
Learn your class before you whine.
a zerk guardian can really put a hurting on somebody! especially with rage sigil going off!
might be a silly question here but oh well:
if you have 2 daggers and on each dagger is a sigil of rage….i know they share the same cooldown…..but does that give you 2x the chance at it going off bc there is 2?
for instance. sigil of rage: 10% chance to gain quickness on a crit for 3 secs.so you hit something and Sigil A: 10% chance misses
on the same hit then goes Sigil B: 10 % chance Proc’s and quickness buff goes on.
It does not increase the chance. :<
Just like 2 “5% Critical Chance” Sigils is still only 5% instead of 10%.
The subject line says it all.
I’m pretty much fed up with a class design allowing those who pick up the Thief class to spend less than a day with it and compete with some of the best DPS metagamers to ever put their hands on GW2…by pressing 2…a lot.
Now before you crazed defenders of all things Thief get all up in arms over another thread calling for a nerf, please read, let this idea bounce around in your head a bit, and then reply with an actual opinion.
Are you ready?
Are you sure?
Ok, here it is:
New sPvP and WvW Feature: Exhaustion “when activating the same non-auto-attack (#1 skill) weapon skill within 2 seconds that skill gains a 1.5 second cooldown that stacks in intensity.”
As far as I can tell this only effects skill spamming and doesn’t circumvent the initiative system, but rather encourages learning to play the class as intended. Pressing one key to victory is pandering to bad players and trivializing the class as a whole. Watching an initiative bar and playing Wack-A-Mole with the 2-key should not be the back bone of a play-style.
My biggest problem doesn’t stem from being attacked by this type of play style, oh no. I beat those kids like it’s a Chris Brown and Rihanna RP. The problem is my difficulty in learning the class. Everytime I try to get into it, I get myself into a situation in which repetitively pressing 2 is the best choice (cloak & dagger, backstab, they run…soooo heartseeker…still alive, still running, sooooo heartseeker…still not down? still running…heartseeker!) Other classes, of with I have 4 fully exoticed at 80, I’m forced to use something else, because the skill I’d like to use is on cool-down, so I have to figure out what to do with my other options. This is how I learn, and this prevents me from playing a non-2-spamming thief. I burn out my initiative pressing 2 and if it doesn’t kill them I stealth away and recover…and then try something else only to end up doing it again, which actually beats other thieves more often than anyone else, which is dumb, since I’ve collectively put in about 10 hours of game time into the class and only in sPvP.
As long as our other skills (not heartseeker/spam skills.), get a 200% – 250% base damage increase I will be fine with this.
Currently most skills are not used because of .. gasp.. low damage.
Also, Guardians out damage thieves atm. Warriors even moreso. Even rangers out damage thieves in the current meta. NECROMANCERs even.
Learn your class before you whine.
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The rifle is kind of a unique weapon for the warrior, however it has one problem “Kill-Shot”, its meant to be a powerful move that would make a warrior offensive, while the longbow is almost better in every single way. Currently useless in non zerg pvp because of how it works.
Kill-Shot should be a high risk shot that inflicts 7 seconds of “Self-Weakness.” and “10 Self-Vulnerability” on the warror. However be good damage.
With the recent nerf to the greatsword (Making Berserker’s power/The Critical so deep in the trees.) Rifle Damage was really nerfed. If you go 30/0/0/0/30, you can’t get the rifle trait that makes it pierce, so to compensate, instant cast.
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Shelter:
Can get you 25 Might.
Can’t be Interrupted.
Makes you immune to incoming damage.
Makes you immune to incoming conditions.
Heals for a lot.
PtD:
Heals for a lot.
Whirling Wrath can hit for far more, lets nerf Guardians.
I don’t know how you got 10k healing power, but do tell!
Allow us to carry/hide banners on our back, and make them more like kits where you can only use one but they last forever.
Also being able to hide them and keep their effects, or use guild flags.
I want to be able to represent my guild and also hide the tag.
I think Whirlwind Attack may suit GS’s F1 the best.
What I am asking for:
I am a serious combat player who has the items to craft this ascended piece of gear (Example.)
I go to a smith and commission (A window pops up.) I put my resources into the window, and he crafts it for me, for a set amount of gold.
Is that too much to ask? People have been doing this for centurys.
I can no longer play the flute or cool songs like this due to the fact tapping a note twice cancels it instead of playing it, this single handed-ly makes the item worthless and I would like my money back if its intentional.
If its not, I would like to see it fixed.
Please change this or refund my gems.
Hopefully.
15charactz
why the hate toward Blade Trail , its actually a pretty good skill and looks fine.
atleast we dont shoot lasers.
I’d rather shoot a lazer trail then magicly throw my giant sword and have it come back to me like a boomerang.
I can see it being done with mesmer magic.. but oh god whenever I see a warrior do It I cringe, uninstall and install eq so I can see proper animations…. even older ones do it right.
KENETIC energy trail.
Its a huge nerf
Howso?
You make up the loss of damage with a lot of utility, and the damage has been moved around a bit so its not bursty and more sustained.
These are some of my ideas I would do for the great-sword.
F1 Hundred Blades
Repeatedly strike multiple foes. The first strike does extra damage. Interrupt your foes with each strike.
First strike damage: 306
Damage (8x): 1,224
Range: 160
(Much less of a channel time (1-1½ instead of 3½) Also less damage and most damage moved to the first strike as well as longer range and the ability to move while channeling.)
1-1 Greatsword Swing
Slash your foe.
Damage: 301
Range: 160
1-2 Greatsword Slice
Slice your foe.
Damage: 301
Range: 160
1-3 Brutal Strike
Cripple your foe with a final brutal strike.
Damage Damage: 437
Cripple: 3 s
Range: 160
2 Arcing Slice
Strike your foe with an uppercut and make them vulnerable.
Damage: 851
10 Vulnerability: 8 s
Range: 160
((3 is exactly the same.))
4 Blade Trail
Exactly the same, except change the animation to be more warrior like… and not magic silly boomerang, maybe you hit the ground so hard it makes a blade trail?
http://www.youtube.com/watch?v=mFdsJ88-igI (Like this! You swing so hard your kenetic energy hurts and cripples your foe!)
5-1 Rush
Charge and strike your foe.
Damage: 628
Range: 1,200
5-2 Furious Scream!
Scream at your foes, applying chill and weakness.
Damage: 628
Chill: 5 s
Weakness: 5 s
Range: 600
(Can only be used if Rush misses or is blocked.)
(edited by Daecollo.9578)
Arcing Slice should steal or destroy 2 boons, tbh. (and be the 2.)
I would love it if ..
F1 was 100b.
Rush was 2.
Whirlwind was 3.
Blade Trail was 4 (AND CHANGED NOT TO BE MAGIC boomering…)
Arcing Slice kitten , changed to be like the ranger’s swoop.
Pistols need the speed of a ranger’s longbow before such a thing happens.
SPVP no longer has a list of playable games anymore I can only click “Join now.”
Healing Signet should heal for 9k, but have a 60 second cool-down (twice as long as healing surge.)
Popping healing signet should be an emergency, I think it should be more of a very long cool-down highish heal, more 60 second cooldown. It should only be used for disengaging from the fight.
Can “Stomp” be changed like the transformation one?
Use Mending then.
Berserker Stance does not effect conditions already applied to you, only ones that happen after.
Someone make it happen, I wanna see a video of this madness.
I remember there being this sweet looking sword and its not there anymore.
WHAT THE… OMG… NO RAPIER
Please allow crafter’s to “Commission” items using someone else’s materials and the crafters.
This is a staple feature in most games and would be a nice edition to GW2, especially with the new items coming out.
Don’t feel 2h weapons need 2 sigils, they’re fine 2h weapons are serving us well just fine without the 2nd sigil slot.
Definitely condi sigils need to be more appealing.
Sigil of Paralyzation isn’t going to work like that. It’ll more or less mean 2s Pistol whips for instance, which I do not believe anyone really wants to run into. As a % increase it lets them keep that whole 1/2, 1/4th useage of dazes and stuns to keep them from going over.Anyone who wants to stack on-kill sigils can certainly go ahead. There isn’t really much reason to, unless you have issue getting initial kills.
If I could I’d change sigil of speed to 1% movement speed increase per stack. Considering 25 stacks, it would be a replacement for movement speed sigils, warriors sprint (and other traits like it) and swiftness, which could be an interesting choice for professions like the Guardian and Necrormancer.Oh and that Sigil of Strength is far too strong, especially considering 1) multi hit abilities, 2) multi hit cleave/aoe and 3) Might stacking runes. It requires an ICD.
Frailty is probably similar.Sigil of water needs to straight out heal more, because it heals for peanuts bud. It be nicer to see this on Supportive roles who have Healing power, but for that it needs higher crit chance given that they likely do not crit, and better scaling with healing power if not a higher base.
Oh and is there an ICD on that Flesh reaver? Though either way it still dies abnormally fast and needs some kind of sustain boost so you don’t have to get 30 charges to lose the thing in 2s. The few times I tried it, I could not tell if it did damage because it was dead so quickly. Even if it spawned faster if it’s dying that fast, the increased summon rate won’t change the non-existent presence.
Its all ok, however Sigil of Strength seems fine to me as a sigil, however compared with things like altruistic healing it could be imbalanced, yes. (I just wanted more options for people, however I see your point.)
I just wanted all the sigils to be of the same power-wise.
The Sigil of Summoning could be changed to 100% chance on hit, so 26 hits summons the demon.
Sigil of Water could heal for 0, then 1 for every healing power. Would be nice to see cleric healers with it and could be a fun spec for support roles, imagine something funny like Warrior healing axes. LOL
(edited by Daecollo.9578)
RAPIERS
…15char
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