I think Spvp will benefit if it has a mode where 5 new players can match up against 5 AI’s. That way they can learn the game without getting stomp by veteran players. This will improve their experience in Spvp. I’m surprise the NPE did not include this new feature.
I wish I could have a real size pet without being a ranger… a dog, a cat, a wolf, a bear cub… anything that is not a mini
Oh you can. Get the Ogre Pet whistle. It will give u a pet that fights along side you.
I would like Arenanet to incorporate new game modes for spvp. There are 2 types of mode I think are quite fun.
1. 5v5 2v2 1v1 death match. No more boring capture point. Simple fight to the death. Of course each mode will come with a ladder and ranks.
2. 5v5v5v5v5v5v5v5 etc….. big big map. I call this chaos mode. A big free for all type map. Just go out there and roam with your mates to kill all the other teams out there. You can also roam solo if u wish. You can even incorporate siege weapons on this map just to add more fun. Just a big open world pvp without the zerg blob since teams are limit to 5 players and there will be countless numbers of teams.
Keep PvE separately. Every time there is a balance nerf, pve players suffers. Whatever happen to keeping pvp and pve balance separate? I think the main problem is WvW uses pve gears. WvW and Spvp should use the same build setup. They’re both pvp anyways.
Bull charge sometimes doesn’t hit opponents and often times lands outside melee range. Since Sept patch update, Bull charge has become quite buggy. I hope Arena will look into this issue and release a quite patch fix soon. I know other gap closing skills have similar issues but Bull charge for me is essential since I rely on it heavily to setup 100 blades and skullcrack.
Raids should be about skills. So here’s how I would design the raid. Let’s say the raid starts with 15 players. Once they enter the instance, the players have to split up individually to destroy 15 gates. These gates are all guarded by Giganticus Lupicus. So each member will have to solo Lupi and destroy the gates. Members who fail will not make it to the next round therefore reduce overall team dps. The next round will be the hardest jumping puzzles with moving steps. Flying imps will be attacking you while u try to get up to the top floor. One wrong jump and u are dead or if u take too long to jump the imps will kill u. Whatever players remain will have to fight the bosses at the top floor. The remaining group will have to take on 15 legendary bosses at the same time. Hence why it’s essential that all members survive or else u face an outnumbered situation. If the team miraculously defeats the legendary bosses, then they are warped into Spvp Skyhammer map where they face a map full of necromancers that will fear u every 5 seconds. Hope the team brings enough stability. Good luck.
(edited by Doon.2364)
+10% vs undead | Sigil of strenght
Sweet. I just started playing a staff elementalist. Going to try your build. Thanks for the inspiration.
What sigils did u have on your staff?
Not only will this help balance Warrior’s in WvW, but PvE also, preventing them from “cheating” their way past tons of mobs in dungeons etc.
So we should remove thieves ability to stealth pass mobs in dungeons too?
This trait suppose to give adrenaline on kills. But of course the adrenaline is lost immediately after the kill due to adrenaline decay out of combat. So in essence, this trait no longer work. Does Arenanet have any plans to update this trait and make it functional again? If so, what should this trait do differently?
What would u want this trait to do? Perhaps we can make Thrill of the kill something like “Adrenaline is kept for a short duration out of combat (30s)”
I have a minor suggestion that will greatly improve the experience of Spvp (for me at least). Please change the voice of the announcer to a female voice. I find his voice quite irritating. If not, can I get a feature to disable his constant announcement? I don’t need to hear “blue team capture a capture point” every minute. I prefer no voice notification. I can look at the map and see what’s going on already.
I think the problem is the dev thinks we are complaining about the adrenaline on miss. Of course that’s not what we are complaining about. Adrenaline loss out of combat is the main culprit that has ruin many traits and utilities that was design with the old system of adrenaline in mind. The warrior class needs traits and utility reword for the new adrenaline change. The warrior definitely needs faster adrenaline build up as well.
Good suggestions Burr.
Warrior.
There main class skill, Adrenaline got completely butchered, so its completely unusable. It goes down so fast now Warriors can’t use there F1 class skill on any weapon, which removes all those skills from the game completely.
Its like Necro losing there Death Shroud or thieves having no iniative or Rangers having no pets or Ele’s having no attunements…
No contest Warrior’s Adrenaline.
Your acting like warriors lost all ability to hit their burst skills. If they literally didn’t have the mechanic then it would be like necros not having DS, thieves not having initiative, etc. The change that was implemented just makes it so that warriors lose adrenaline out of combat, and warriors can’t completely miss their burst skills with no punishment. I know many warrior players are used to having skills with absolutely no drawbacks (Healing sig, stances, signet of rage), but believe it or not that’s how most classes function all the time. For example, bad thieves tend to spam heartseeker for dps, but good players will negate this damage and then the thief is out of initiative for all their weapon skills.
Warriors do get punish when they missed, their burst skills goes on cooldown. You are acting like thieves initiatives don’t regenerate fast, probably faster than the warrior’s burst cooldown. With the new adrenaline nerf, warrior will have to account for both cooldown and rebuilding adrenaline. It’s not like warrior’s burst skills are that great, most are very easily dodge or a cc type move that can be countered by cleanse or stunbreak.
Most warriors are fine with losing adrenaline on miss change. It’s the fact that the adrenaline decay out of combat too fast that gives them problem. Thieves can disengage a fight and make warrior adrenaline goes to zero instantly and never have to worry about their burst skills. Another complaint warriors have is that the burst skills are nerfed to the point that the risk/reward doesn’t warrant such a harsh nerf on adrenaline.
How to deal with afk leechers, it’s simple. The whole group just regroup again without him by leaving the instance. Yes, you lose a bit a time but better than rewarding the leecher. Once the group disband, the dungeon run is consider over and everyone will gets to rate each other, now you punish the leecher with a bad rating. If the whole group gives him a bad rating, then he will quickly have enough bad rep to warrant a suspension. After his suspension is over, if the player continues to do the same and rack up bad ratings, then he has violated his term of service and account is now permanently ban.
Kicking seems to cause more harm than good. I rather no one has the ability to kick. At the end of dungeon runs, you should get to rate your party members. If someone gets a bad rating enough times, their account will be temporarily suspended from dungeons only. Any one who purposely gives out bad ratings to grief other members will also suffer similar consequence.
You can even add an achievement for accumulating a number of good ratings.
At 1 bar of adrenaline = 25% damage increase on foe under 50% health + fury 10s
At 2 bar of adrenaline = 50% damage increase on foe under 50% health + fury 10s
At 3 bar of adrenaline = 100% damage increase on foe under 50% health + fury 10s.
What you guys think?
When I do Group Events out in open world, I notice that I can barely build adrenaline up. Each time you kill a trash mob, you are immediately out of combat while still surrounded by a ton of trash mobs. So your adrenaline stays empty most of the time. You have no access to burst and no access to Berserker Power Trait, therefore in reality your dps took around a 18% drop if u were running full zerker build.
How can warriors be in a middle of combat surrounded by a ton of trash mobs and yet have trouble keeping adrenaline. Like someone suggested there needs to be a small grace period out of combat before adrenaline drops, perhaps 5 seconds? That should be enough time to go tag another mob so you can keep the adrenaline you work for.
I’m a skullcracker warrior and I don’t think skullcrack should remove stability. Stability is meant to counter-play stuns. I’m fine with that. Only thing skullcrack needs is a longer range. At 130 currently, u have to be on top of ur opponent to ensure it will hit. It’s too short. The range should be at 200. Then the skill is fine.
PS: if they really want to strengthen skullcrack builds again, then just move Unsuspecting Foe back to Adept.
(edited by Doon.2364)
For PvE, now Beserker Power is not that great anymore. You barely get to use it.
With all the nerfs warrior got, I felt at least we got this new Arching Slice to look forward to. So I went to Orr and take on some risens and the damage was not much better than my auto attack critical. From the Ready Up, I thought it would be an eviscerate lvl burst damage so I was so hype about it. I felt so deceived.
The Adrenaline lost is so fast out of combat too. Wow, now I realize we really got nerfed pretty hard.
ArenaNet, please give us the Arching slice that you promise.
Stealth needs to be changed to work exactly like the adrenaline change. It’s called balance, guys. Stealth is WAY more forgiving than adrenaline.
- Guardian activated aegis when you stealthed? Good, he counterplayed you. I’m sure you’ll just stealth again in 4 seconds again anyway while his aegis is on a 90s cooldown.
- Necromancer used well of darkness and you missed? He counterplayed you with a 50s cooldown. Your stealth is on a 4s cooldown.
- Thief spamming evades while you’re stealthed? Nice, you’re both overpowered.
- Warrior used his shield block while you stealthed? Cool, he’s actually playing the game. His block is now on a 25s cooldown while you can stealth again in 4s.
- Meditation guardian using multiple sources of block, blind and evades while you’re stealthed? He’s using cooldowns to randomly try to mitigate your overpowered skills with no telegraphs because you’re INVISIBLE.
If warriors could use burst skills while in invisible every 4 seconds and spam EVISCERATE EVISCERATE EVISCERATE EVISCERATE until it hits as well, the game would definitely reach esports status.
Excellent point Zefrost. It’s is about balancing the classes. Adrenaline change occur because Arenanet didn’t want warriors to spam burst skills til they land. So likewise, thieves should not be able to spam backstab til it lands. Other profession should have counter-play. If thieves attack when someone is blocking, then they should get punish for making a mistake and revealing themselves. This will prevent thieves from mindlessly spamming attacks from stealth. Good thieves will know when to attack and when to hold off. Arena has always been looking for ways to counter-play stealth and I think this suggestion certainly helps.
Thanks Arena, I may not always agree with the changes (cough nerfs cough) but I appreciate the efforts you guys put in making the best MMO I have ever played.
Not one of those holy trinity suggestions again. No thanks, I like dungeons to be simple and fun where most casual group can complete but a real challenge for a soloist. When Arena makes a path difficult, you rarely see any group willing to do them. That’s is not what the player base wants. And the effort Arena puts into making them will be wasted.
I always tell dungeon goers, if you want a challenge, solo it. If you want a group type challenge, go Spvp and enter a tourney. No AI’s will ever be a good enough challenge than players.
From the Ready Up, the new Arching slice looks just like the Hammer #4 attack. It doesn’t scream out “This is going to hurt!” If it’s not too late, I suggest giving the animation a cool special effects, similar to stomp. When you activate Arching Slice the slash is so strong that dirt flies off the ground all around you.
Come on Arena, don’t waste a good opportunity to make an awesome attack animation.
Well, even if the thieves is blocked/blinded/evaded the writing will give you a rough idea where it is. If you really want to be picky over stuff like this then a warriors sheild stance should only block from the shielded side only and not all around the warrior.
That’s not really the same comparison. OP is referring to mechanics and I agree with him that the thief should come out of stealth if he is blocked or missed. It would definitely help reduce the abuse of stealth.
They wouldn’t really be Fractal weapons if you could get them outside of Fractals
You mean like dungeon gears where u can’t get them outside of dungeons? Wait, yes you can, you can now Spvp for them. Actually, I like the idea of adding Fractal rewards in Spvp too. Hopefully that is coming in future patch.
I like your suggestions, especially granting more adrenaline on hit. It would make that trait less crappy. Physical training needs to move down to Adept though.
Wait, people use kick?
I would still not use it, as Short Temper or DfA are better. Even the Power>Vit trait is better IMO.
Hence why it clearly belongs in Adept trait. It’s nothing special but for someone like me who uses Bullcharge all the time, I would pick it to reduce the cooldown. I also enjoy using stomp in zerg fights.
Someone suggested in the Profession Balance forum about moving Physical Training to Adept Tier and I think it’s a great idea. Physical Training is currently a Master trait and rarely gets used because it just doesn’t stack up against other master traits. Instead of wasting this potentially useful trait at master tier, I think it would see some uses if it was moved down to Adept tier where I think it truly belongs. Having the option to reduce cooldown on stomp, kick, and bullcharge will offer warriors potential to play with more creative builds.
“A foolish consistency is the hobgoblin of little minds, adored by little statesmen and philosophers and dev-ines.” ~ Ralphie Emerson
So, somebody there (probably somebody too high up on ye old totem pole to talk sense to) decided it would be a good idea to put square wheels on the bus and now the wheels on the bus don’t go round and round and the passengers are complaining about the bumpy ride. Ignoring their complaints hasn’t quite worked. The passengers are still complaining. Some have stopped riding. Others are actively seeking alternative transportation. And worse, word is spreading and potential new passengers are no longer lining up at the bus stop in ego-stroking numbers.
What to do?
Well. You could try to distract the passengers a while longer by asking for moar feedback on how to tweak the shock absorbers or pad the seats or whatever, make them feel like they’re involved in the process, even though most will probably see right through that tired old ruse. Still, maybe it will buy you some time, and with a little more time maybe more of them will come to accept the bumpy ride, and the more vocally opposed will (at long last) go back to riding their mopeds, and all will be well, and then you can proceed with replacing the seat padding with whoopee cushions.
Or, maybe, just maybe, in the face of all this ongoing, unrelenting, and overwhelming resistance, you could – just this once! – be willing to admit it was an idea that didn’t pan out quite as well as expected (as in, duh) and put the round wheels back on the kitten bus already.
The sudden flow of relief and renewed goodwill from the passengers would surely serve as a balm for any ego bruises acquired in the process.
“What! No! I saw this on Mythbusters! It can work, kitten! It can wo-o-o-ork!”
This is an excellent commentary on the situation. Hope Arena hears us.
I don’t think you guys are grasping the situation. A skullcrack warrior will be at a big disadvantage in the beginning of the fight as he has no adrenaline build up for his skullcrack. Therefore, the thief can dish out a lot of damage while the warrior tries to build up his adrenaline. Now once the warrior reaches max adrenaline, the thief can simply disengage the fight which will cause the warrior to lose his adrenaline out of combat, then thief re-engages right away and tries to finish off the warrior who has probably blown all his utility skills. The warrior will never get the chance to use his burst skill if the thief exploit the “out of combat, warriors lose adrenaline” change. I hope I made this scenario clearer and why the adrenaline change will kill off certain warrior builds like the rifle warriors as well.
I’m a skullcrack warrior and I can hold my own against most thieves. But with the new adrenaline loss on out of combat, the thieves can take advantage of this and reset the fight by going out of combat and make me lose all my adrenaline. Skullcrack builds rely heavily on burst skills to win fights. And thieves are master of escaping and resetting fights so they can easily drain my adrenaline. How can I counter it? Beserker stance no longer grants full adrenaline, and if I take up Healing surge and rebuilt my adrenaline, he could just reset the fight again.
I agree. Physical Training should be move down to Adept tier. No one really picks it at master. It fits perfectly in Adept and can be quite useful.
Honestly though, 5% is nothing, and this is coming from someone who plays greatsword zerker maybe more than any of my other chars
It does seem random, but honestly I don’t think you’ll even notice it,
The adrenaline change however…
You have to see it from a broader view. It’s more than just 5% since the change to Ferocity occur. The warrior damage has been nerf significantly in the last few major patches. 10% damage nerf from Ferocity change, then 2% nerf from Strength Rune. Now 5% on Greatsword. That’s a total of 17% nerf since the introduction of Ferocity.
My point is there is no need to nerf GS damage further esp with adrenaline change, it will overall affect more dps loss for warriors. Nerfing GS 5% is adding salt to the wound. I think Arena should hold off on the nerf to see how adrenaline change affects warriors in game.
I really feel sorry for you OP. I think Anet made a mistake in forcing players to unlock the traits. It’s too tedious and costly. It really takes the fun of the game and makes it more grindy. I hope they reverse the change or at least make Grandmaster traits the only ones you have to unlock.
Just imagine you have to do that for every toon. It would be a pain in the butt. I’m fortunate that I didn’t have to go through all that. Hopefully, Anet will listen to the customer’s response and re-evaluate this change. Remember GW2 was marketed as being able to max out real fast so you can just start having fun.
- mace is underwhelming in my opinion.
It is only a one second daze and you have to be on the person for it to connect. Most people who are trying to heal usually create some separation before doing so. At best, this skill is only a minor annoyance to somebody when it lands, and it does zero damage.
I agree. Mace #3 is isn’t very good. It should be minimum 2 seconds daze with longer range. I wish #5 and #3 swap places. Tremor is far more useful for skullcrackers. IF they move Tremor to skill 3, or give us something as good, I wouldn’t mind the adrenaline lost change.
The champion Gladiator group event boss in Orr does not drop champ chest when he dies. Not sure if this is a bug or he never got updated? I enjoy doing that event but it would be nice if the boss would drop loot instead of nothing.
When critical damage was swap to ferocity, we already lost some dps. Then strength rune was nerf from 7% to 5%. Now with the lost of adrenaline out of combat, warriors will start off with lower dps due to lack of beserker power bonus. So I think it’s so disappointing to nerf 100b and whirlwind damage by 5% more. Considering how most other classes got some major buffs esp mesmer’s scepter auto attack has torment now (which I think is OP). Do we really need to weaken the warrior further? I hope Anet will hold off on nerfing greatsword damage and let’s see how the adrenaline change will affect warrior class as a whole. Besides, most spvp warriors uses hambow. Greatsword warriors need more love not nerfs.
I really hope Anet will hold off on nerfing greatsword damage. Then all the new changes to warriors won’t seem so bad.
Mace F1 is one of those really hard skills to balance because if everything lines up and it actually lands on a target that has wasted stun breaks.. That target is dead.
That’s basically the main strategy to get ur opponent to waste their stunbreaks. Good players don’t though, they can avoid ur attempts. And due to the condi-meta, many opponents are quite tanky so one skullcrack is not enough to finish them. Skullcrack is mainly effective against inexperience players. Against good players, it was still viable since you still had adrenaline to try another attempt if you miss. But now that we will lose our adrenaline on miss, then skullcrack builds will be terrible in pvp.
I’m one of the few remaining skullcrack warriors out there. I love this style of play. However, the nerfs really hurt. When unsuspecting foe got moved to master tier, I accepted it. Then the casting time got increased, which sucks big time. Of course that’s not enough so they made the animation obvious so my opponents can avoid it. Without cc, I could barely land it. But the bright side is even though I miss, I could attempt it again after the cooldown is over. Now with the adrenaline gone, my opponents will know I have no adrenaline to skullcrack them and they can do as they please. Skullcrack has been reduce to a subpar build after those earlier nerfs. But I fear after the change to adrenaline, skullcrack warriors will probably go extinct.
I really like mace mainhand and I hope Anet will consider reverting some of the nerfs to skull crack. I would love for the casting time to be back to the old version or perhaps increase the range of skullcrack to 200. That will certainly help.
(edited by Doon.2364)
I’m at the part “Defend Coiled Watch” (Frostgorge Sound) in Dragon Reach p1 . The event is bugged so I can’t continue my story.. please fix it. Thx.
Despite the upcoming changes to Rampage, I highly doubt anyone would use it over Signet of Rage. Rampage is still not very useful. The long cooldown makes it even worse.
Here is what I propose.
Cool down should be reduce to 90 seconds. When you activate Rampage, your toon gets bigger and gain Swiftness, Protection, and Defiance for 20 seconds (total immunity to hard and soft cc). You still get to use ur main weapons and utilities as normal. No more useless rock throwing.
I would pick this elite if this is what Rampage can do.
(edited by Doon.2364)
I used mace mainhand. Here is what I propose.
-1 the third attack should give a 1 sec daze effect if land. Auto attack needs to be faster as it is way too slow at the moment.
-2 Should keep blocking ranged attacks like sword 5 does.
-3 change it to a swiping move that hits max 3 targets within a 240 range for interrupt. This move is currently way to short to land consistantly.
-4 -5 is fine.
F1 reduce cast time and minor increase in range. Currently it is way too slow. With the change in adrenaline lost, missing the skullcrack will be too punishing for any skullcrack builds.
The wiki was updated in April 2014. I think when they moved it to master tier, they changed it to apply only to stunned foes. I’m pretty sure it used to apply to knocked down enemies too because I would use bull charge + 100b combo with unsuspecting foe.
I could have sworn unsuspecting foe trait used to give 50% critical chance on both stunned and knock downed opponents. When did they remove the knocked downed part?
He should contact support
Yea he did but didn’t get a response so.. that’s why I made the thread for him.
Hello ANet staff,
My cousin tried to log into his account but he got the message the account was terminated for botting. I can assure you he is no bot. If you examine his account he has 11k achievement points and an avid player who crafted his own legendary. I don’t know how he could be mistaken for a bot? Please someone look into this issue. He has work very hard in this game and now he can’t play.
His account is Trozen.8293
Thanks..
Marshall Trahearne promoted me to Commander, so where is my commander tag? How am I going to lead The Pact to attack the Gates of Arah without my blue diamond icon?
Also, how come when I visit the Durmand Priory, they treat me like I’m a nobody? Did they not get the memo I’m their commander? Grrr….
This game suppose to be role playing and character development but it feels like the personal story was all just dream. None of it really happen. Nobody knows who I am and I have no commander tag to prove the validity of my story. Yes, I know I could just buy myself a tag but that’s not the point. I earn the title, I deserve the tag.