As for sigils.
It would definitely be nice to see one that has a chance to apply weakness when you hit an enemy.
yeah thanks for reminding me, i need to start a new topic regarding this.
point is, this sigil is bandaid…. not solution to the core problem
yes, but it will reduce celele damage potentional right?
this sigil wouldn’t solve anything especially considering ICD
would rather nerf mightstacking on bruisers (limit amount of stacks etc.)
5 seconds too long? okay how about 2 seconds then ?
Superior Sigil of Powerlessness
60% Chance on Critical: Remove Might Boon
(Cooldown: 2 Seconds)
They should just not make self-might stacking so kitten easy on some builds. Might boon alone makes support builds meaningless when you can spec for dps and dish out 25 stacks at the same time. Not sure who thought this would be a balanced idea.
then why is nobody supporting a hard counter for might stacking builds?
Dunno, I think I posted a while ago suggesting they buff might but lower the amount of might people can get on their own and the durations a bit so getting high stacks on your own would no longer be possible but working as a group (aoe might, blasting fire fields, etc) gets stronger. Lastly look into how might gain is for some professions and expand on possibly giving heavy might support a role to promote support instead of raw dps.
Some boons are just too simple to keep up and in some cases very strong with their uptime. For example, perma protection from mesmers pretty much makes up for the fact that they wear light armor and then some. 25 might on necro/engi/warrior/ele makes bursts even more deadly or lets them sacrafise offensive stats for defensive ones making them hard to kill and deadly at the same time. Perma fury is also pretty strong, 20% is not something to go without noticing. Long story short, I rather see boon support than the self-boon frenzy that has been going on since day 1.
well they did nerf might boon.
it was 35 power 35 condition damage earlier but it is 30 power 30 condition damage now.
From what i also understand these bursts will count as 3 bars, removing 3 condi more often with ire. Guards will be jelly either way as they wont be a king of burn anymore haha.
unfortunately, i think only the “damage level” will count as 3 bars. for cleansing ire purposes i think it still counts as 1 bar.
that is what i think, at least.
so F2 = enter berserk mode and all our f1 burst skills turn into berserk bursts skills eh?
i hope the new warrior berserker torch skill #5 will be good.
say, remove 3 conditions, 15 seconds recharge time.
it should have been like this since 3 years ago during the first beta weekends but they forgot to implement it.
just like the traits icons.
it took them almost 3 years to come up with the trait icons.
we got roman numerals for 2 and a half years.
They should just not make self-might stacking so kitten easy on some builds. Might boon alone makes support builds meaningless when you can spec for dps and dish out 25 stacks at the same time. Not sure who thought this would be a balanced idea.
then why is nobody supporting a hard counter for might stacking builds?
increase cd and have it remove all might or lower cd and remove a single stack of might?
really they just need to adjust the CD of sigil of nullification and perhaps purity. keep generosity as is
how does 10 seconds cool down and remove all might stacks sound?
well, sigil of nullification is not help when the celele has like 10 boons.
we just need to remove that 25 stacks of might to cripple their damage.
domination / chaos / dueling / chaos / dueling
hmmm not quite right.
in sPvP imma
chaos / inspiration / illusion
the gw1 random arenas had great annihilation maps.
why can’t we use them?
Superior Sigil of Powerlessness
60% Chance on Critical: Remove Might Boon
(Cooldown: 5 Seconds)
there we go.
make it happen.
then everyone can stop complaining about d/d celele
btw this sigil will remove might boon only, nothing else.
the cooldown will only start when a might boon is removed.
this will keep might stacking professions in check.
it will be balanced because one sigil slot has to be sacrificed to equip it.
also balanced because non precision builds cannot use it effectively. unless they slap another intelligence sigil on top of it.
discuss!
rampage gets hard countered by perma blindness and perma blocks.
it was balanced before the un-required nerf.
is is weak now.
Mesmer PU trait is completely overbudged with very long stealth duration and boons to boot.
ah, its all right, because the mesmer does not deal backstab damage like thieves.
plus the boons obtained are very random, and have only a very short duration of 3 seconds.
I’m still not happy with ranger owls dealing 5k damage with their active. I get it, they were getting blow up by burning but giving them 150 stat boosts across the board TWICE was not the answer.
the ranger pets are supposed to get a total of 300 stats increase if they take the beast master specialization.
as what Chokolata explained earlier:
The pets did not get a 150 attribute boost twice. They have always had a possible 300 stat boost when going into BM, now as with all classes half of it is made baseline and half of it is with the BM line.
The issue was that before the bug fix, the baseline part did not exist. So you would only upgrade your pet with 150 points if you went into BM. Now the baseline stat bug was fixed so you have the max 300 possible again.
mesmers is balanced.
ele needs some shave to do less damage.
other professions needs to be buffed.
especially warrior.
i think you can press T if someone else called a target
i think warrior elite spec will be main hand dagger plus off hand dagger.
with
dagger weapon skill 2 – 5 being instant activation projectile skills and
dagger weapon skill 1 auto attack having 1/4 second activation time, doing 2 hits per attack, completing the 6 hit chain within a second,that’s half a level 1 adrenaline bar within a second!
hmm sounds lame.
What if the new specialization combines adrenaline with initiative? So let’s say it dagger in ur example, but each dagger u throw at ur target consumes not a bar of Arden, but only one adrenaline in that tier, but since it can be spammed, damage can be reduced so it won’t be op spamming, and u get adrenaline back from your other weapon set
hmmm sounds good.
maybe dagger 1 auto melee attack generates adrenaline but dagger 2 – 5 consumes adrenaline per attack for very fast spam attacks like thief.
nah, they won’t make it happen unfortunately.
we’ll probably get some watered down kitten.
i think warrior elite spec will be main hand dagger plus off hand dagger.
with
dagger weapon skill 2 – 5 being instant activation projectile skills and
dagger weapon skill 1 auto attack having 1/4 second activation time, doing 2 hits per attack, completing the 6 hit chain within a second,
that’s half a level 1 adrenaline bar within a second!
hmm sounds lame.
things went backwards when it was decided that condition removal became RNG instead of “last in first out” when the game was released 3 years ago.
personally, i prefer to set my own condition removal priorities.
at the moment, i think burning needs to be the first to go every kitten time.
followed by immobilize i guess.
i think ending the game with at least 400 team points in the match will confirm one pip gain or no pip loss.
if they did not change anything.
yes, please buff tornado so my engineer won’t get sad when i elixir x into tornado every time.
at least buff the base stats while transformed as tornado.
x4 base toughness = 4000 base toughness
x3 base vitality = 3000 base vitality
as in, +3000 toughness and +2000 vitality
would be a good start
no. too easy for trolls griefers etc.
a lot of other voice chat options anyway.
even steam client offers decent voice chat.
ferocity without power is useless.
Warriors have a huge number of multi-hit skills already. Either from AoE attacks or from attacks like offhand axe 5, Greatsword, 2, etc. This laready gives them massive adrenaline gain. While your changes make sense, they would allow warriors to cast tier 3 adrenaline skills as fast as the CD would allow, removing the point of the adrenaline mechanic. One way to combat this would be reducing the gain from many of these skills, either by fractional gains, or increasing the size of adrenaline bars (and skills like signet of rage that are designed around X amount of bars.)
not huge. just a few multi hit skills.
actually just 2.
greatsword 2 – hundred blades
axe 5 – whirling axe
that’s it.
I want to see your opinion on lifeforce gain after you play necro.
you want me to create topics regarding necro life force regeneration?
sure, i play necro sometimes, not terribly well, but just enough to enjoy some games in hotjoin.
note: this topic is placed here to receive feedback from non warrior players
at the moment, warriors only gain adrenaline if
1. +1 adrenaline for each hit they successfully land
and that’s it.
other adrenaline gaining means require traits, utility skills or elite skills, say
1. cleansing ire, +1 adrenaline for each hit received
2. signet of fury, +30 adrenaline per activation
3. berserker stance, +3 adrenaline per pulse, over 8 or 10 seconds
4. signet of rage, +2 adrenaline per 3 seconds while in combat
5. berserker’s fury, +2 adrenaline per 3 seconds while in combat
6. furious, +1 adrenaline per critical hit
7. versatile rage, +5 adrenaline per weapon swap
8. vigorous shouts, +5 adrenaline per shout
while they may be quite a number of extra methods to increase adrenaline gain, provided if the correct traits and skills are used, otherwise, the warrior’s default basic adrenaline is quite pathetic.
hence, i propose that the warrior receive additional basic methods to gain adrenaline.
what we currently have
1. +1 adrenaline for each hit they successfully land
additional default ones that i propose:
+1 adrenaline per second while opponents are within 200 radius
(the sight of opponents within melee range makes the warriors’ blood boil, pumping precious hot adrenaline into the warriors’ system within every second)
+1 adrenaline per each attack you successfully blocked
(the close call of blocking lethal blows successfully negating damage excites the warrior immensely producing adrenaline in the process)
+10 adrenaline per each ally killed within 1200 radius
(the warrior is filled with rage upon witnessing the deaths of allies)
+10 adrenaline per opponent entering stealth within 1200 radius
(stealthy opponents makes the warrior really, really angry)
+1 adrenaline for each hit received
(this is only natural as pain received will make us warriors excited and pumping our systems full with adrenaline)
+10 adrenaline for each successful kill delivered / assisted / stomp etc
(the adrenaline rush of making killing blows is very real and important for warriors)
and this will be balanced, of course, definitely not making warriors any more powerful. because adrenaline is immediately decayed when the warrior is out of combat, plus, the warrior still needs to land the highly telegraphed burst skill in order to do any actual damage. furthermore, the health regeneration by adrenal health is too insignificant to be of any real threat.
hence, these new adrenaline gaining methods should be implemented!
discuss!
MMR still needs to be there for good match making. Remember all the cry on forums about bad/blown out matches when ANet reset the MMR? MMR is stable now, so we have fewer complain about that.
Since MMR is an important factor for good match making, we can’t throw it away. The best we can do is to reward high MMR people more to compensate them for longer queue and harder matchup.
i think ppl want faster queues
for example,
in blue team, we have,
john,
mary,
jane,
sue,
jess,
versusin red team, we have
joe,
maria,
jenny,
susan,
jessica,8 out of 10 grills? wat
harem team match up yo!
the root of these problems being (mainly) the professional win dailies.
then we remove profession win dailies, not hotjoin, einstein.
why not just remove MMR completely and matches players accordingly based on their leagues, tiers and pips ?
for example,
in blue team, we have,
john, amber league, tier 3, 4/5 pips,
mary, amber league, tier 2, 0/5 pips
jane, amber league, tier 1, 4/5 pips
sue, amber league, tier 2, 3/5 pips
jess, amber league, tier 3, 1/5 pips
versus
in red team, we have
joe, amber league, tier 1, 0/5 pips
maria, amber league, tier 1, 1/5 pips
jenny, amber league, tier 1, 2/5 pips
susan, amber league, tier 1, 4/5 pips
jessica, amber league, tier 1, 3/5 pips
so, clearly, blue team members won more games than red team, and with that, simply, blue team should have higher chance of winning. simple as that.
say just for easy match making purposes, the system simply predicts blue team to win, so if blue team wins, they earn 1 pips. if red team wins, they earn more than 1 pip perhaps? since red team is predicted to lose. but blue team will not lose pips because amber league is the 1st division where teams do not lose pips for losing matches.
i think this type of match making will cut down queue time.
instead of relying on MMR which is not accurate anyway, and takes a long queue time.
Just split the current amulets into multiple items and allow players to mix-and-match. It’s easy, follows the system used in the rest of the game, and still allows ANet to restrict certain combinations (like Dire).
this is acceptable as well.
can consider a three way split perhaps? since default max stat for 3 amulets is 3000
1200 900 900 > 400 300 300
1050 1050 560 560 > 350 350 187 187
560 560 560 560 560 560 560 > 187 187 187 187 187 187 187
this is how stats allocation in sPvP should have been since 3 years ago.
find 3 more buddies!
The game just needs better stat handling period. While it makes it easier for them and players starting out, it quickly becomes frustrating when you realize a majority of the builds don’t work simply because you can’t take the stats you’d need for it to work. That’s one of the more limiting issues that reduces diversity in play is things simply not having stats available to even begin to try to make them work (like Zealot builds).
gw1 have total freedom of stats allocation.
why not gw2 ?
many months ago, they wanted to force players to learn how to 5 v 5 so they removed all official 8 v 8 hotjoin servers.
Uh, no. It was nothing like that, it was more of by a massive majority people complained on the forums how 10v10 was just a zerg and it was pretty much impossible to play 5v5 because the play now button was always 10v10; that’s when they decided to move to 5v5 and remove some zerg heavy maps such as the raid of Capricorn.
no. minority on forums complained.
majority filled up the 8v8 rooms and having fun.
minority killed off the fun for the majority.
bump for more feed back
the newly proposed gw2 seasonal league pips system could probably be similar to ultra street fighter 4 ’s player points (pp) and battle points (bp)
in ultra street fighter 4, player points (pp) is player account based while battle points (bp) are character based, so each different character will have different battle points.
when both players pp and bp are similar, the increase or decrease would be normal.
however, if one player has very high pp / bp while the other other player has much lower pp / bp, the player with very high pp / bp will only earn 1 pp / bp for winning the match while the player with very low pp / bp will only lose 1 pp / bp for losing the match.
i think for this gw2 league the pips will behave similarly.
well i hope.
many months ago, they wanted to force players to learn how to 5 v 5 so they removed all official 8 v 8 hotjoin servers.
Or simply give us a base crit chance of 7.52% so we actually get the advantage of higher precision from the stat changes.
that should be how it should be in the first place. but no they gave us 4% instead.
no one else thinks 21 precision per 1 critical chance is extremely confusing to new players?
Nope. The entire reason they have precision and ferocity is so they can tweak the conversion ratio as needed.
but surely you can agree that 20 precision per 1 critical chance is much better right?
weak.
need more buffs.
no.. it will just push pve people into unranked.
No… It will push PvPers into unranked. Dont force me to wait 15 minutes to play a 7 minute match.
no. ppl will stop playing for good.
enjoy your longer queue times.
originally posted in pvp forums:
https://forum-en.gw2archive.eu/forum/game/pvp/every-21-prec-1-crit-too-confusing/first#post5294093
now posting this in the pve forums to receive more feedback from the pve mob.
every 21 precision for 1% critical chance is too confusing for new and old players.
before the patch where base stats such as power precision toughness vitality were at 926, the base critical chance rate was 4% and every 21 precision adds 1%
after the patch, base stats power precision toughness vitality were raised to 1000 but the base critical chance rate remains at 4% where instead it should be (1000 – 926) / 21 + 4% = 7.52 % but somehow it still remains at 4% so the extra 74 precision is useless.
a base critical chance of 4% at 1000 precision is really low and not fair to those who did not take amulets without precision, and amulets combination are not very good.
instead of 4% base critical chance, how about we raise the base critical chance to 10% so those who did invest much in precision amulets have a slightly higher chance to score some random critical hits too.
with this, at least one in ten might be a critical hit. as it is now, at 4%, one in twenty hits may be a critical hit.
while we’re discussing this, we might as well make it such that every 20 precision points increases the critical chance by 1% and not 21 precision.
why 21 ? such an odd number.
with 20 precision per 1%, calculations would become much easier.
for example, signets that gives 180 precision, we would know straight away that we could gain a 9% increase in critical chance.
runes of the pack which gives 125 precision would means 12.5% critical chance increase.
i thought the goal was to make things easier for new players to understand, surely with this move, by making it 20 precision per 1% critical chance would makes things much more easier for new players to comprehend.
thanks for reading!
do you agree?
yes? no? why?
discuss!
changed the topic in hopes of getting more feedback.
also gonna post this in the pve forums.
Ok, so there is no reason to add them in the first place, right?
there is. because mesmers had 6 traits made baseline.
that alone, is a good reason enough for non mesmer professions to receive more baseline traits already.
You chosed the worst and most useless traits of warrior to be made baseline, me as a warrior would prefer not to have those traits made baseline only to not give an excuse to other classes to say “warrior is the simpliest class and is in a good spot in the meta”.
There’s only one trait that deserve to be made baseline, thats called Fast Hands.
Then off course i would totaly change the entire tactic line and Grandmaster traits of defence, but thats another argument.
well, beggers can’t be picky.
of course i would want cleansing ire and fast hands to be made baseline but that will never happen. if i ask for useless traits to be made baseline, there could be a slight chance it may happen if i beg hard enough.
merged traits that are UP, sure. making traits baseline? no.
mesmers get 6 traits baseline, so why can’t other professions get them too?
not fair.
Use a little context, and you will quickly learn that it is indeed fair.
it is not fair.
6 versus 1.
math please.
No, Powercreep is bad, stop buffing everything until we can either oneshot each other or nobody ever dies.
Regarding the OP, this seems like something you randomly threw together in a minute. Except for the banner traits, none of these has a reason to be baselined.
no, this is not power creep.
power creep means making warrior more powerful, adding these 5 removed traits as baseline will not make warriors any more powerful.not randomly. these traits are old warrior traits that were removed.
you want reason? fine, i’ll give you some reasons.by the way, mesmer got 6 baseline traits that never had any good reason to be made baseline traits too. at least that is how i feel about them. hows that? see what i did?
anyway, you want reasons:
1. short temper
it is only natural for warriors to feel angry when their attacks are blocked, gaining 1 adrenal and 1 might 5 s is perfectly natural as it fits with the warrior theme.2. thrill of the kill
again, another natural trait for warriors, it is very natural for warriors to feel excited after they have made a kill. this is justified as a baseline trait.3. turtle’s defense
warrior is master of defense, wearing heavy armor, of course it is natural that they know how to defend themselves better after being hit by movement impairing conditions. this is natural defense.4. desperate power
warriors cannot stealth, cannot teleport, cannot enter death shroud, cannot summon illusions, cannot give protection boon to themselves. warriors can only face tank damage that long before they go down. it is perfectly fair for dying warriors to deal a little bit of more damage. this is normal.5. furious speed
warriors are always angry, it is normal for them to get angrier and faster after landing a critical hit.there you go.
i gave you 5 perfectly good reasons why these 5 traits should be made baseline.
If you are adding free additional stuff to a class, it is powercreep. It makes warrior have more stuff åka more powerful.
nope.
adding 5 removed traits does not make warrior any more powerful.
I might see Thrill of the Kill as an equivalent to Necros generating LF, but as long as it doesn’t work with the profession mechanic or buff individual skills, there is no reason to make something baseline.
For example: “furious speed: 100% chance to gain 10 s swiftness on critical hits. 10s recharge”
There is absolutely NO reason, why this should be baseline. It doesn’t synergize with the profession mechanic at all nor does it buff individual skills. It’s just a flat out bonus exclusive to the warrior profession that has no reason to be there.
similar to necro and life force, not really equivalent though as life force does not degenerate quickly once out of combat.
thrill of the kill would not make warriors any more powerful, in pve, it may help in clearing out large group of mobs. in pvp, well, in 1 v 1, when you stomp or burst down the downed opponent, the warrior exits combat and adrenal begins to quickly degenerate anyway. would only useful in pvp team fights.
all right, you caught me with furious speed. i do agree i was asking for a bit too much with that. but the other 4 should really be made baseline traits.
No, Powercreep is bad, stop buffing everything until we can either oneshot each other or nobody ever dies.
Regarding the OP, this seems like something you randomly threw together in a minute. Except for the banner traits, none of these has a reason to be baselined.
no, this is not power creep.
power creep means making warrior more powerful, adding these 5 removed traits as baseline will not make warriors any more powerful.
not randomly. these traits are old warrior traits that were removed.
you want reason? fine, i’ll give you some reasons.
by the way, mesmer got 6 baseline traits that never had any good reason to be made baseline traits too. at least that is how i feel about them. hows that? see what i did?
anyway, you want reasons:
1. short temper
it is only natural for warriors to feel angry when their attacks are blocked, gaining 1 adrenal and 1 might 5 s is perfectly natural as it fits with the warrior theme.
2. thrill of the kill
again, another natural trait for warriors, it is very natural for warriors to feel excited after they have made a kill. this is justified as a baseline trait.
3. turtle’s defense
warrior is master of defense, wearing heavy armor, of course it is natural that they know how to defend themselves better after being hit by movement impairing conditions. this is natural defense.
4. desperate power
warriors cannot stealth, cannot teleport, cannot enter death shroud, cannot summon illusions, cannot give protection boon to themselves. warriors can only face tank damage that long before they go down. it is perfectly fair for dying warriors to deal a little bit of more damage. this is normal.
5. furious speed
warriors are always angry, it is normal for them to get angrier and faster after landing a critical hit.
there you go.
i gave you 5 perfectly good reasons why these 5 traits should be made baseline.
Everything in the game is balanced except Eles & Mesmers.
It’s Eles & Mesmers that need nerfing.
Other classes do not need to be buffed.
no. ele and mesmers are balanced.
other professions are under powered and need some positive adjustments.
and no, giving warriors 5 removed traits as baseline traits will not make warriors godlike either.
so why are you objecting to this proposal?
if someone gets downed repeatedly a few times within a minute they should be defeated on the 4th down.They need to add the pve downstate penalty in pvp. Simple as that.
changed title to attract more feedback
tl; dr summary of what i what:
i want 5 more removed warrior traits to be made into baseline traits.
these five traits:
1. short temper
2. thrill of the kill
3. turtle’s defense
4. desperate power
5. furious speed
it will help warrior a bit, but will not make them overpowered like current mesmers or elementalists.
discuss!