It takes 300 gold more or less to get an Ascended armor set. I’ve just made mine yesterday.
I think that if the critical damage issue is not handled properly there will be a lot of angry players. Thankfully I didn’t invest in Zerker ascended, as I realized something like this might happen ( with all the nerf zerker qq posts going around).
Still – I would like to know what sort of change will be made. How they expect to push this so soon after launching ascended gear – and why this was not presented before said gear was launched.
Will the new balance patch notes be posted prior to them being implemented in the game for discussion?
Will the changes regarding sigils and runes aim to rework the system completely or is it just a rework of unpopular ones?
Will the changes regarding critical damage be aimed at reducing it? Reworking it? Will other ( non-zerker) sets receive a small portion of critical damage to balance out the high dps output of zerker?
At the livestream this friday, they are going to go over the “critical damage change”…
I don’t like the sound of that… Not one tiny bit
They will either break the game then and there or will actually manage to improve it.
My bet is on the first one.
They could have made more obscure builds work without breaking critical damage and zerker.
There may always be a meta, but in GW1, the meta kept changing, even in PvE (remember SABWAY?). That hasn’t happened in GW2 PvE.
Changing meta is healthy for a game. It means people are constatntly re-evaluating what is best and adapting. GW2 PvE meta is stagnant.
GW1 was out for how long when Sab came along?
Gw2 has been out a year. That’s it.
Zerker should keep rewarding neolike dodgers but should punish people who dont better then this, indeed.
I just want zerker to be less attractive to player so that we keep more option to the endgame content. People who dont run zerker may not be obligated to do it by the game to run the content but theyd rather run a build they will never be able to use correctly then to be shunned by the elite community, thats a very wrong way to go.
Everyone wants to be Elite who doesnt, if zerking everything out means behing elite players will all go toward it even if they cant do it right (aka bad zerkers wich are now all over the place) and it will result into the death of originality and build freedom (hey that guy is doing better then you do at both damage and survivability with a non zerker build yet because you run the meta you think yourself the best of both please stop lying to yourself when your constantly getting downed at the start of fights).
Can’t a player actualy be elite and run anything else then zerker actualy? Break the mold and be actualy unique? Well right now no because behing zerker is what behing good means. I run a lot of condition build and im actualy WAY above the average pve player when it comes to doing dungeons. I run with pugs only in fractals and likely ive been proving my skill more often by finishing the game content without zerking it then by running my warrior for pure damage because right now not running a meta team = more risk wich also = increased difficulty.
The very argument that zerkers all gets out to justify themselves is ‘’we are more glassy we take more risk and the fight has an increase in difficulty’‘. We take the same risk if not more risk as you do because at this level getting 1 shot by boss is common no mather your gear, so how come do you guys get to have a spotlight as the ’’elite’’ community when its actualy easyer for you to clear content then it is to the others?
On equal skill level and between two player with perfect ability to dodge hits who do you think is more skilled for finishing the content, the zerker team who speed run trought it or the average pug which gets it done despite the clear disavantage and at the laugh of the odds? As Terrasque said it came to the point you are reducing the risk and getting rewarded for running zerker rather then anything else.
Fun fact : there will ALWAYS be a meta. Pro players ( the elite ) will ALWAYS run the optimal meta.
No matter how much you try to shove " build diversity " down our throats you will never be " Elite" if you don’t run the meta. That will NEVER change.Count the number of assasin/warrior/ranger meta builds in guild wars 1 this is what happen when we have an equalising variant in the game wich scales prety much all build on the same level make things interesting and give somewhat of a margin to the possibility of ’’random’’ and surprise in both pvp and pve. I could number the possibly availlable meta build in guild wars 2 on a hundred of pages yet because personnal physical damage based build outdps them all by a good 10 time fold no one will run them let alone try and create them.
I don’t even think I understand what you want to say – but here’s the deal.
IN Guild Wars 1 – there was ALWAYS a meta – that would constantly change BUT there was ALWAYS a meta.
In PVE if you were trying to do any elite area speed clear you HAD to have the BUILD AND GEAR that the meta required.
In GvG and PVP you played the build that your team was doing IN the current meta.Only low-tier PVE and PVP players were running around with BYOB ( Bring your own build).
likely you didnt do RA because running the meta in RA gets you killed period. The meta was somewhat fairly decent in all situation but didnt excel at anything while specialised build would get you trought the whole 25 win easily if you didnt encountered a direct counter. (Kinetic armor monk and healing dervish forever)
RA is not a serious and was never a serious PVP mode. Also you just proved my point.
When you ran RA – you ran the RA meta. KA and HD. Or whatever else was imba OP in RA at the time.
There will always be a meta. For each aspect of the game. Always.
If Jon is serious about wanting warriors to be the masters of sustain he’s going to have to explain exactly what necromancers are supposed to be and he’s also going to have to consider some serious nerfs to warrior mobility because right now it’s just looking like class favoritism of the worst variety. If warriors were forced to stick around after engaging in battle heal signet might be more justifiable. It’s their ability to effortlessly weave in and out while enjoying continuous healing which makes it all so utterly absurd.
I think the crux of the issue here is that the powers that be appear confused as to what exactly the warrior is meant to be – and no, it cannot be all these things at once. The class needs weaknesses. Pronounced weaknesses.
It has weaknesses – it can be kited to death – and it cannot specialize like other classes can. It has no access to protection, stealth, reflects and other gimmicks.
Protip – if a warrior has mobility then he will have no CC. No CC means no real damage dealt.
Zerker should keep rewarding neolike dodgers but should punish people who dont better then this, indeed.
I just want zerker to be less attractive to player so that we keep more option to the endgame content. People who dont run zerker may not be obligated to do it by the game to run the content but theyd rather run a build they will never be able to use correctly then to be shunned by the elite community, thats a very wrong way to go.
Everyone wants to be Elite who doesnt, if zerking everything out means behing elite players will all go toward it even if they cant do it right (aka bad zerkers wich are now all over the place) and it will result into the death of originality and build freedom (hey that guy is doing better then you do at both damage and survivability with a non zerker build yet because you run the meta you think yourself the best of both please stop lying to yourself when your constantly getting downed at the start of fights).
Can’t a player actualy be elite and run anything else then zerker actualy? Break the mold and be actualy unique? Well right now no because behing zerker is what behing good means. I run a lot of condition build and im actualy WAY above the average pve player when it comes to doing dungeons. I run with pugs only in fractals and likely ive been proving my skill more often by finishing the game content without zerking it then by running my warrior for pure damage because right now not running a meta team = more risk wich also = increased difficulty.
The very argument that zerkers all gets out to justify themselves is ‘’we are more glassy we take more risk and the fight has an increase in difficulty’‘. We take the same risk if not more risk as you do because at this level getting 1 shot by boss is common no mather your gear, so how come do you guys get to have a spotlight as the ’’elite’’ community when its actualy easyer for you to clear content then it is to the others?
On equal skill level and between two player with perfect ability to dodge hits who do you think is more skilled for finishing the content, the zerker team who speed run trought it or the average pug which gets it done despite the clear disavantage and at the laugh of the odds? As Terrasque said it came to the point you are reducing the risk and getting rewarded for running zerker rather then anything else.
Fun fact : there will ALWAYS be a meta. Pro players ( the elite ) will ALWAYS run the optimal meta.
No matter how much you try to shove " build diversity " down our throats you will never be " Elite" if you don’t run the meta. That will NEVER change.Count the number of assasin/warrior/ranger meta builds in guild wars 1 this is what happen when we have an equalising variant in the game wich scales prety much all build on the same level make things interesting and give somewhat of a margin to the possibility of ’’random’’ and surprise in both pvp and pve. I could number the possibly availlable meta build in guild wars 2 on a hundred of pages yet because personnal physical damage based build outdps them all by a good 10 time fold no one will run them let alone try and create them.
I don’t even think I understand what you want to say – but here’s the deal.
IN Guild Wars 1 – there was ALWAYS a meta – that would constantly change BUT there was ALWAYS a meta.
In PVE if you were trying to do any elite area speed clear you HAD to have the BUILD AND GEAR that the meta required.
In GvG and PVP you played the build that your team was doing IN the current meta.
Only low-tier PVE and PVP players were running around with BYOB ( Bring your own build).
Just make Healing Signet scale with Healing Power. The base should be much lower than now, and with 800-1000 Healing Power it should have the same effect as now.
But. This will create another problem? Healing Signet will now be useless since nobody specs Healing Power with a Warrior.
You’re right. Well, that is accounted for. The game should be balanced so that sturdy builds are sturdy and offensive builds are offensive (dat logic).
Making it scale with Healing Power solves the problem with offensive builds being tanky, and still enables the Warrior to spec defensively and become sturdy.
But the clever still knows there is a problem. Healing Signet will now become useless for offensive builds. Fortunately, there is a solution to that as well.
The Active ability of Healing Signet should simply benefit DPS builds. This could be done by making it grant:
Lifesteal and Quickness for a short period of time.
Daze your opponent on the next 3 attacks while gaining health.
Grant super-speed and a percentage amount of health based upon the distance traveled.
I just came up with these on the spot, I’m sure I or someone else can come up with better ideas, however the solution is pretty much solid.
The important thing is that the active heal has counter-play to some extend, and that the active ability is beneficial to offensive builds.
You do realize that John said they don’t want to reduce the passive because it was basically created to give the warriors their class’ particular feel.
And more importantly to give sustain to more offense oriented warriors right?!
My others ideias:
As the Dev said, warrior will have the passive efect of HS nerfed a little and the active part buffed, or at least they will give to the signet some reason to be activated.
1) Decrease the passive Healing:
- 0 adrenaline 250 hps
– 1 adrenaline 300 hps
– 2 adrenaline 350 hps
– 3 adrenaline 400 hps(between the use of burst skills for damage/clearing conditions, warriors will have less sustain than now, because they will not gain 400hps all the time)
Active part:
1) Heals the same but for one second for each bar of adrenaline you cannot be snared. (only snared).
2) Heals the same but for one second for each bar of adrenaline reflects projectils.
3) Heals the same but for one second for each bar of adrenaline you chill the foes around you for 1 second/bar of adrenaline.
Brilliant idea except for the last few patches the devs have been trying to encourage warriors to SPEND their adrenaline instead of sitting on it.
Plus – your heals will now not have any synergy with any adrenaline spending skills ( Bursts ) or traits that benefit from it ( Cleansing Ire) – good way to break a class. Had not thought about this one.
Zerker should keep rewarding neolike dodgers but should punish people who dont better then this, indeed.
I just want zerker to be less attractive to player so that we keep more option to the endgame content. People who dont run zerker may not be obligated to do it by the game to run the content but theyd rather run a build they will never be able to use correctly then to be shunned by the elite community, thats a very wrong way to go.
Everyone wants to be Elite who doesnt, if zerking everything out means behing elite players will all go toward it even if they cant do it right (aka bad zerkers wich are now all over the place) and it will result into the death of originality and build freedom (hey that guy is doing better then you do at both damage and survivability with a non zerker build yet because you run the meta you think yourself the best of both please stop lying to yourself when your constantly getting downed at the start of fights).
Can’t a player actualy be elite and run anything else then zerker actualy? Break the mold and be actualy unique? Well right now no because behing zerker is what behing good means. I run a lot of condition build and im actualy WAY above the average pve player when it comes to doing dungeons. I run with pugs only in fractals and likely ive been proving my skill more often by finishing the game content without zerking it then by running my warrior for pure damage because right now not running a meta team = more risk wich also = increased difficulty.
The very argument that zerkers all gets out to justify themselves is ‘’we are more glassy we take more risk and the fight has an increase in difficulty’‘. We take the same risk if not more risk as you do because at this level getting 1 shot by boss is common no mather your gear, so how come do you guys get to have a spotlight as the ’’elite’’ community when its actualy easyer for you to clear content then it is to the others?
On equal skill level and between two player with perfect ability to dodge hits who do you think is more skilled for finishing the content, the zerker team who speed run trought it or the average pug which gets it done despite the clear disavantage and at the laugh of the odds? As Terrasque said it came to the point you are reducing the risk and getting rewarded for running zerker rather then anything else.
Fun fact : there will ALWAYS be a meta. Pro players ( the elite ) will ALWAYS run the optimal meta.
No matter how much you try to shove " build diversity " down our throats you will never be " Elite" if you don’t run the meta. That will NEVER change.
Zerker gear isn’t an issue. It never was. What is an issue is that nothing but zerker has any importance in PvE. If you’re not running Zerker/Assassin’s, you’re not needed. You blew a large investment into mostly worthless stats.
Ah! Someone from that camp finally admitted it. This whole thing is about making WvWers who spent a bunch on ascended sentinels gear not have to respec for dungeons and still feel powerful. I suggested this was possibly the motivation before and nobody on that side of the debate would agree, but you finally did, thanks.
Considering I am almost entirely a PvE player, I can already prove your assumption wrong. Yes, I do occasional WvW, but those times are when I want a change of pace, so your entire premise is completely backwards. The current PvE environment is toxic, having not been balanced around active defense (other than the one-shots of bosses/agony in Fractals, where your defenseive stats simply don’t matter at all). Wearing Berserker/Assassin’s gear and doing well is no indication of skill right now. By design, glass cannons are a high risk/high reward playstyle, but PvE design did not really account for active defense, so the risk is unnaturally low for that playstyle.
Perhaps if you realize that what we are asking for is harder content, you might get past your “everyone else is bad and just whining” idea.
Newsflash : The PVE design team DID take into account active defense. That’s why PVE content is easy if you go full zerker and know how to play.
That’s your reward – completing in 10 minutes instead of 30 minutes. It’s what YOU receive as a player for your time and effort spent into clocking hours in game and running the same run hundreds of times.
Most people that haven’t even played 500 hours of GW2 are now looking and players that have 1500+ hours played speed clearing content like crazy in full zerker and believe that zerker is the problem and unfair. It isn’t – the problem is that a player’s time investment will always show.
There is hard content in the game – but people don’t even do it.
Who does the new TA Aetherblade path? ( and that’s not even seriously tough). Who would still do fractals if not for the skins? ( and even so not many do).
People don’t do tough content because they don’t want it tough. The players that DO want tough content in PVE are a MINORITY.
They’ll do the " tough " content once or twice then never run it again and stick to zergfests and AC1+3 + cof1 and HOTW 1.
If you want a challenge go to PVP. PVE is mostly for farming ( I would have added story and exploration here but the story in this game is so unbelievably bad I can’t even mention it).
Considering all that John said a possible fix would be :
Keep the sturdiness it gives warrior – maybe reduce the passive heal by 20-30 hps – give it around 10k/ heal and put it on a longer cooldown. So if you choose the powerful active heal it’ll rob you of passive heals later before it gets off cooldown.
An alternative would be to leave it as it is and just add an effect to the active such as condi removal or some other useful effect that would make warriors use it more often and would balance the passive by the fact that it is being used more often – ergo not so much passive regen.
No – warrior isn’t – the ezMode is guardian.
Because pets, because bearbow, and because i’ve had so many bad rangers i’m NOT taking any more chances.
Note too that Zerker is encouraged by world boss DPS timers.
DPS timers make complete sense in MMO’s where devs wish to limit progression towards those who have managed to acquire high dps gear in the current tier of content.
However, boss timers make ZERO sense in GW2 where you can jump into Zerker gear and do max damage straight away. It only encourages using Zerker or finding a lot more people to attend.
Seriously, you would need a lot more people to do Teq if half the attendees wore non-zerker gear.
Except world bosses and Teq don’t take critical damage ergo the optimal gear is PVT not zerker.
Know your game please.
If other builds ( stat combos ) are in some way improved to make them more viable then I can see that as a good move.
But nerfing zerker gear ( and the huge investment some people have made into zerker ascended gear) just because some people can’t keep up and complain about it would be the wrong way to go about it.
(edited by Harper.4173)
Warrior is ridiculous right now, accept it.
The only thing ridiculous about warrior right now is the amount of energy a few people spend complaining about them.
If it were just a few people complaining, that would be one thing. Maybe you should check your professions forums again and see there is a consensus among the entire community about this. The only thing ridiculous about this is how heavily a few warrior players are defending their class just so they don’t have to be back on a level playing field with the other classes.
Some time soon you might be required to have skill in order to play well! Won’t that suck.
It’s always the same people making these sort of threads.
Also – the only thing ridiculous are the claims of " equal playing field" – for 6 months post-release we were the absolute WORST class in the game.
And did any of you " nerf warrior " spammers post anything about it? No. Most of you weren’t even here at release – so please don’t give me balance as a justification.
The moment warrior is nerfed to what you would consider an acceptable level you’ll simply move on to the other class and start spamming " OMG X IS SO OP NERF IT NOW".
The point you are trying to make is adorable, however you forget to mention when faced with the Guardian with all that healing power I also don’t find myself bursted down in 3 seconds, and he also isn’t able to zip across the map when he pleases.
The warrior however, is still going to deal more damage than I will, heal more health than I can take away, and have more mobility than I can keep up with.
Warrior is ridiculous right now, accept it.
Funny stuff you have here.
You do realize Guardian gives up a portion of effective damage and mobility for the ability to support other allies – there is no class that can help others mitigate damage and heal as well as a guardian.
Please understand that each class has strengths and weaknesses. As a warrior I can almost never support or aid teammates.
http://en.wikipedia.org/wiki/Crab_mentality
“Crab mentality, sometimes referred to as crabs in the bucket, is a phrase that describes a way of thinking best described by the phrase “if I can’t have it, neither can you.” The metaphor refers to a pot of crabs. Individually, the crabs could easily escape from the pot, but instead, they grab at each other in a useless “king of the hill” competition which prevents any from escaping and ensures their collective demise.12 The analogy in human behavior is that members of a group will attempt to “pull down” (negate or diminish the importance of) any member who achieves success beyond the others, out of envy,3 conspiracy or competitive feelings."
Copied from wikipedia. I’m not going to bother writing anything else, as this article pretty much reflects the mentality of everyone wanting zerk/sin gear nerfed so their brainless/subpar/playhowiwant playstyles aren’t worse than no defense, max offense builds.
If zerker gear and offensive gear in general is nerfed because people like this I believe a lot of players ( myself included) will be driven off from GW2. Especially since a lot of players have now invested a lot of time and gold into making ascended armor.
The only viable solution is to maybe bump up defensive builds a bit – to make them more viable.
There will never be a fix for bad, slow, uninformed and generally terrible players. Just saying.
Just throwing this in here again: http://www.youtube.com/watch?v=b2VhmwLwvrM
Whoever argues against the “berserker meta”, is that what you want the game to become? Add some random dodges in and you are invicible, that would make you able to play content blind with one hand, easily. Is that what you want as new meta in gw2, instead of actually a bit of positioning, dodging and supporting?
I get the impression that a lot of the people moaning about zerker don’t really care about what becomes of the meta/game after a zerk nerf, they simply want those people doing well in zerk to get the shaft.
So as long as people using zerk to clear stuff faster then them get hit with the nerf bat, they will be happy as pigs in muck.
And that’s pretty much how it is.
People that are asking for a zerker nerf are usually people who couldn’t adapt to the meta themselves – that’s what the vast majority of zerker haters is.
for them – a zerker nerf would be a sort of revenge.
It makes me sad to see people like these spamming the forums and not realizing that killing the zerker meta will just bring about another meta that’s just as restrictive.
Build diversity dies out the moment you factor in build efficiency. And GW2 ( unlike GW1) is a game where efficiency matters.
Just throwing this in here again: http://www.youtube.com/watch?v=b2VhmwLwvrM
Whoever argues against the “berserker meta”, is that what you want the game to become? Add some random dodges in and you are invicible, that would make you able to play content blind with one hand, easily. Is that what you want as new meta in gw2, instead of actually a bit of positioning, dodging and supporting?
+1 – if that’s what the game ends up turning into I think i’d rather give it up.
I will gladly roll the dice and hope we can get something healthier than this toxic thing.
Unless you start nerfing all the active defense abilities, you’ll juat swap this dps meta for another one. And if you nerf them further than this we’re back to the trinity which will simply create a similar toxic meta but applied to each class individually and their usefulness for each encounter (this will also phase out some classes from some encounters completely…bye bye rangers).
There’s literally no way to fix the current meta without going back to trinity or just creating the next dps meta and not solving anything
I was going to post but that’s pretty much it. That’s the way it is – it can be tweaked I guess but ultimately that’s what it comes down to.
That is not good, because it leads to no one being happy. Those who do gear themselves for maximum damage (objectively superior overall) find the game easy and unrewarding, because content cannot be balanced around only the pure DPS playstyle. Those who do not gear themselves for pure DPS have to constantly deal with the pressures and difficulties of being objectively inferior, and suffer greatly each time Anet “compromises” between the two, or balanced rewards off of the most efficient instead of the average player.
Section 2: What causes this problem specifically?
This comes down to how damage, active defense, and enemy offense behaves. Now, there is a saying I used to hear around City of Heroes, and it holds true here as well:
Death is the ultimate debuff.
The best thing you can do to any enemy is kill it. A dead enemy does no damage, does not heal, does not debuff, and does not block attacks. The faster something is dead, the faster you get money from it, and the faster you can go and do something else.
There is an often overlooked aspect to damage: the faster you do damage, the more durable you are indirectly because of the fact. For example, assume it takes 10 seconds for you to kill an enemy, and it does damage to you during this 10 seconds. If, say, you built yourself to do double the damage, but take double the damage, you’d end up taking the same amount of damage because the enemy will live only half as long.
There’s only one wrong part in what you’ve said.
There ARE people who are happy playing as full zerker – personally I love being able to zerk my way through dungeons, clear them in very little time and make a lot of profit while doing it.
I don’t really mind the content being easy – no matter what set you wear the content becomes tiring and easy after you’ve done it hundreds of times.
I just want rewards quickly – and if zerker is nerfed I’ll just wear the next best thing and then all the " Zerker meta must go " people and all the cleric’s misfits complaining that they haven’t been let into full zerker parties will complain about me and people who share my view on things wearing the next-in-line-best-damage gear and that’ll be the end of it.
Zerker is not the problem – nor was it ever the problem.
The problem is some people’s inability to find and team up with likeminded individuals and their opinion that makes them feel entitled to be taken on runs with people that don’t want them there.
Did someone get destroyed so hard they needed to come here and complain?
Yes – you betcha!
Heavy diminishing returns on stacking the same stats comes to mind. For instance, wearing 4 or more berserker items has 10% reduced stat threshold on each following berserker piece.
This would do 2 things, make people think about their characters beyond just stacking the most OP set currently in the game, and promote build diversity using multiple armor types. As it stands now, berserker gear just makes the game’s PvE the laughing stock of MMOs.
Further clarity: This diminishing return applies to all armor types, not just berserker. This way no one would want more than 4 pieces of the same type.
This is a silly idea – here’s why.
People would stack 4 x berserker pieces and 2x assassin pieces and that would become the new " zerker meta". You’d have fixed nothing.
The new Knight’s meta would probably be 4 x Knight’s +2 x Cavalier’s and so on.
You wouldn’t be promoting more builds.
For each class and each area of content there are OPTIMAL stat ratios.
Say for a speed clear of CoF P1 class x will optimally have y amount of toughness, z amount of power and q amount of precision.
You’ll just be making it more difficult for people to get to those values – but that’s what will happen and nothing you can do will change the fact that people will ALWAYS want the most bang for their buck.
The issue here is that the casuals and bads will never complete content. Plus there’s the issue of dying in a dungeon.
So your saying everyone who isn’t in Zerker gear is either a casual or a bad?
Interesting.
I’m saying that regardless of their gear the casuals and bads will be excluded from dungeons by this change.
No – not all casuals and bads are " not in zerker gear " there’s quite a few of them in zerker.
Warriors are not OP – they’re just overprevalent – which makes people like the OP here hate for no good reason.
Such is the life of the popular class.
The zerker meta is not an issue – make zerker less valid and people will migrate to the next BIS gear.
The issue here is that the casuals and bads will never complete content. Plus there’s the issue of dying in a dungeon.
5 man group – 1 dies – kick – add new live member – continue.
How would that be good?
Ranger was broken the moment the class was anchored down with a companion pet AI that you cannot play without.
If rangers had stayed the same as they were in GW1 ( You could choose to run WITH or WITHOUT a pet and still be as effective) it would have been my second class to make and level up.
As it is now I’m not touching it and never will.
Not going to play a class where my effectiveness is determined by a poorly designed AI NPC that i’m forced to use.
Totally Agreed. This would be of great help!
If there’s anything warriors don’t need is more dps nerfing. We’ve already taken SO many dps nerfs!
Also – can’t find the dev’s post.
diference between guard to warrior is you dont have to build for healing power as healing signet base regen is 405 hps then theres the adrenaline regen of 360 hp and there ya go 760 hp/s without healing power armor nor trinkets
So sad. Doesn’t even know the skills.
+1 to slider – it would make the game so much better. Much more immersion.
Agreed. These would be useful!
What video!? Anyone got a link!?
Totally agree , every character ive made ends up been offensive. there no mechanics or need for a defensive person in a pve point of view.
So… I have one question.
What mechanics are you talking about here? You have blocks, blinds, dodges, stuns, knockbacks and skills that grant invulnerability.
PS: Not fully directed at you but also towards all who claim to want to play defensive characters. Quoting you because you put out the idea that there is a lack of mechanics for defensive play.
PPS: Really curious, hence question.
Let me explain to you when people say “defensive” in this game. They mean they want to run PVT or Clerics gear, and be able to face tank enemies by way of Toughness and Vitality(with some healing).
People who run Zerker gear, know that defensive means using active skills such as Reflects/Blinds or Interrupts/Aegis/Dodges(In that order). And if you have ways to mitigate full damage, then why bring pvt?
QFT! Read that last part people.
The game is fine as it is – why did you even make this thread? it’s not suggesting anything.
Anyone remember the very first time we got to step foot in Tyria… it was either the first public beta or right before that… the mobs were tough. I never died so many times in the starter zones in any game’s PvE ever, and I loved it! Absolutely loved it. You really had to pay attention, learn the combat, etc in order to survive. I’d love to see that come back… nothing would “fix” the non-broken combat system more than scenarios that require you to use a far greater extent of the combat to survive. Give the mobs more skills, make them tougher, give them abilities that shatter stationary “press 1” zerkers who aren’t paying attention like so many glass butterflies.
Combat is fine. I see combat being quite fine in WvW against thinking targets. We just need more aspects of the game to require you to actually use your skills and do so wisely.
I was there on BWE 1 – and I don’t remember any of this. The mobs were sort of like they are today. I powered through the content like there was no tomorrow.
In a game primarily driven by cosmetic incentives I find sPVP to be far too unrewarding for me to play it.
Legendaries don’t make themselves.
Death to Critical Damage
Anet will have to find some way to mitigate the effect of critical damage at least in instances (maybe the open-world as well) for PvE Only! It’s PvE content that’s getting trivialized by the stacking of ever-increasing critical damage through ascended items and food/wrench buffs. WvW/PvP are fine where they are with regards to critical damage.
Chris Whiteside already commented that equalizing build strength is goal for 2014 that must be met before additional methods of Horizontal Progression can be implemented.
Protip: PVE content will always be trivialized since the players themselves are the ones who choose to trivialize it.
As long as the system is reward driven the vast majority will want to get from point A to rewards in point B as quickly as possible.
There are already open world bosses and various encounters where DPS is not the core mechanic.
- PvP: tanks are, like healers, weakening the team, because they contribute less damage and still take a lot because the armor ratings don’t make a big difference. Also the main defensive abilities are dodging and blocking, which are all abilities that can not be used to defend allies because you can’t do it for allies.
Wrong, Wrong, Wrong. Bunker Guards and Spirit ranger would be completly uneffective if it was the case.
You’re talking about point capping. I’m talking about actually PvP as in generally fighting players. And no, I don’t think point capping counts as PvP.
That’s just plain wrong.
It’s just like me saying " I don’t consider speed clearing dungeons to be PVE " therefore there’s no such thing as zerkers speedclearing in PVE.
I just have this unsubstantiated belief/hope, that if you had five people with a well thought out, balanced build, go head-to-head against a DPS-first type build, given equal skill that the balanced will steamroll anyone anytime. Granted I have no proof of this. This is what GW1 taught me
The full DPS (condi included) will win so long as they have enough damage mitigation and enough group stuns. Take the incredible hammer warriors. I’m not going to lie, I played it… and it’s overpowered because it has a combo of superior damage, a lot of damage mitigation and disabling for enemies. I can run in a fight 1 v 3 and kill each one off without problems (even fought 1v4 in Team Arena and came out alive). The only thing that can stop me is stability for the opponents, and even then nobody will ever kill me unless I do something incredibly stupid.
Yeah but this isn’t GW1. I’m saying my Balanced team will outperform your DPS team everywhere in GW2, PvE/PvP/WvW. I just can’t prove it. On the other hand you can’t prove your case either.
Where did I mention GW1? I’m talking about full zerk warrior in GW2. A full damage team will outperform any other in PvE and it will wreck anyone in WvW. You don’t need to prove your case, because I have tried full dps vs. any other kind of build, and dps always comes out on top.
You get 5 full zerker people and have them fight against a team wearing PVT or Knight’s and see what happens. There’s a reason optimal WvW gear is PVT and not full zerker.
I actually gave you more credibility reading only your first post – but after having read this – wow – i don’t even know why i’m bothering to respond.
And, you actually misread me. I was saying that a team with HIGHER DPS will always win from a team with AVERAGE DPS (aka a balanced team). No of course you don’t need to go full zerk, and it’s not adviseable unless you happen to have CC-spam (which my warrior has). My mention of zerk was an example. In a 1v1 situation I can kill anyone with my heavy stunlock full zerk build, anyone except a heavy condition mesmer (who is high dps).
PVT is high dps gear, it’s main stat being power. Please read again and consider my argument as “Higher” dps vs. “Higher” tough/vit/heal. Dps will come out on top.
And I’m speaking about this:
My warrior when he doesn’t run zerk, is still considered full dps, because he has average toughness/vit and high power/prec.Stats are
2,2k power
1,8k prec
1,6k toughness
1,2k vit
300 healing powerThen if I compare with my healing guardian he has:
1,4k healing power
2,1k toughness
1,4k power
1k precTry and see who will win if you match them up. The warrior.
My point is that toughness/healing/vitality are nearly redundant compared to full dps, and the reason why is that toughness (and armour) offers only a small damage reduction, while costing you a lot of damage, while power/prec offers you a huge damage gain, while costing you only a small amount of damage reduction.
I’d like to take you up on that 1 v 1.
The point you’re failing to see is that PVE wise those stats are sort of like training wheels for people who can’t adapt well enough to GW2’s dynamic combat system.
The point of this game’s combat system is not to be hit and take less damage -the point is NOT TO GET HIT at all.
PVP-wise bunkers are and always will be a very viable solution.
The system is not broken – your way of looking at it is.
I just have this unsubstantiated belief/hope, that if you had five people with a well thought out, balanced build, go head-to-head against a DPS-first type build, given equal skill that the balanced will steamroll anyone anytime. Granted I have no proof of this. This is what GW1 taught me
The full DPS (condi included) will win so long as they have enough damage mitigation and enough group stuns. Take the incredible hammer warriors. I’m not going to lie, I played it… and it’s overpowered because it has a combo of superior damage, a lot of damage mitigation and disabling for enemies. I can run in a fight 1 v 3 and kill each one off without problems (even fought 1v4 in Team Arena and came out alive). The only thing that can stop me is stability for the opponents, and even then nobody will ever kill me unless I do something incredibly stupid.
Yeah but this isn’t GW1. I’m saying my Balanced team will outperform your DPS team everywhere in GW2, PvE/PvP/WvW. I just can’t prove it. On the other hand you can’t prove your case either.
Where did I mention GW1? I’m talking about full zerk warrior in GW2. A full damage team will outperform any other in PvE and it will wreck anyone in WvW. You don’t need to prove your case, because I have tried full dps vs. any other kind of build, and dps always comes out on top.
This is so sad it hurts. You have no idea how WvW works and are making things up to back you up.
You get 5 full zerker people and have them fight against a team wearing PVT or Knight’s and see what happens. There’s a reason optimal WvW gear is PVT and not full zerker.
I actually gave you more credibility reading only your first post – but after having read this – wow – i don’t even know why i’m bothering to respond.
OP – you’re not even close to being right – so i will address some issues.
1) In PVP – specifically sPVP – tanking ( aka BUNKERING) is incredibly viable since it allows you to take and lock down a point – denying the enemy valuable capture points.
PVP is not about killing faster – but achieving various objectives.
There is a reason why the best WvW gear for team oriented play is Soldiers ( PVT – power TOUGHNESS and VITALITY).
Two out of three stats are oriented around defensive play and surviving.
Your argument about any form of PVP being only about dealing damage is so flawed and so far off I’m feeling rather sad for having to point this out to you.
So do a quick test yourself – go into any pvp form as full dps and see how that works out for you.
The very nature of GW2’s organic – everyone is a small army by themselves – combat has made it that very complex sPVP and WvW strategies to evolve.
Saying that there’s barely any room for strategy and planning in GW2 is being PLAIN WRONG. Look at this guy for example :
http://www.youtube.com/watch?v=NEEYhovtwBo
He explains his strategy STEP BY STEP. He’s calculated and smart about all his moves and that’s why he succeeds. The other players lose because they’re simply too bad to keep up with him.
Regarding PVE :
Guild Wars 2 was always intended and designed to be " every man for himself " in 99% of situations. The whole concept of self-sustain heals – and each class having access to both damage/cc/ and healing means that the game was oriented to be a sort of a " one man army " deal.
Today – you’ll see a lot of players choose high-damage sets because they as players have improved to a point where they can easily tackle the content with damage gear using only their reflexes and knowledge of the content to keep themselves alive.
There’s nothing wrong with that. Vitality and Toughness both have VERY important roles in PVP and in PVE they are implemented to relieve some of the pressure the game puts on players that aren’t very good.
Can’t survive the dungeon ? Put in some toughness and healing power.
Boss downs you in 1 hit because you can’t dodge? Put in some vitality.
The very fact that EACH class has access to dodging states clear that the intention here was that you SHOULD HAVE NOT BEEN HIT IN THE FIRST PLACE.
If tanking was made more effective – why would people dodge? The whole system is set up so that while in more tanky gear you’ll be able to take 4-5 more hits – you’ll eventually have to fight dynamically in a fluid combat system – or go down.
TLDR : there’s nothing wrong with the system as it is now – it’s just that people don’t understand that.
That is the safest, I’d agree. But you said it’s a loan. So you’ll need to find a way for him to safely pay you back. Maybe in installments over time? Or he could buy a similarly valued item on the TP and send it to you for you to list for sale?
That’s how we’ll do it – small installments over a long period of time.
It would be nice to see an official response to this issue. A lot of people just want to help friends out and being banned ( even if for a short period of time) for it is sort of problematic. Especially with the daily gated content that requires you to play every day so you can get your craft/world bosses/ fotm/ dungeons /etc.
I’ve just bought the precursor and will send it to him. seems to be the safest way.
So here’s the story – a friend has almost got his legendary up – only needs about 500 gold to go to get his precursor.
I’ve decided to lend him the money so he can go ahead and make it faster but I’ve heard of a lot of issues where people got their accounts blocked at least for a while if they send large amounts of gold to other players.
I was hoping to avoid all that since I really I really need my daily crafts done in order to get my ascended gear.
So what would be the safest way to do it? Mail it? Guild bank ? Any suggestions?
So why not just buff other classes and make them more viable instead of nerfing a particular one? Why go down that road when you could go down the other.
Your attitude is what’s bothering me the most.
Warriors are not the master of all trades – that’s just deluded.
Guardians bunker better.
Thieves spike better.
Eles out-dps you like crazy.
You must have encountered the fabled 30/30/30/30/30 4x weapon sets warrior.
Burst. Poison.
Terrible suggestion.
I’m really tired of seeing these types of threads from people with a l2p issue.As a warrior in spvp, I’m tired of such simplistic suggestions.
The fact that poison counters signet in a particular way is plain wrong.
The fact that PERMANENT poison might be a counter for warrior because it almost negates the regeneration the class bases its strength on is debatable.
And I’m also dead tired of what this forum has become.
We just debate whether some aspect of warrior is OP or not, without reasoning.
I haven’t seen a discussion about new spvp builds since mace/shield + GS and then hambow were introduced.
This forum has been the first victim of those builds.
The second has been our pride in making the class work. First it made me fall in love with the class, and now strips me away from all the pride playing it.
Tell me about it, I started playing warrior in spvp right after the quickness nerf which was when warrior was at the absolutely worst state, complete utter trash that ranger pets were 2x better than the class itself. I got good at warrior well before any buffs came and can win 1v1s against other classes.
I dun even run “meta” builds and people complain to me saying OP this OP that. I wish they just return warrior to the trash state and get others to kitten off when I outplay them.
This is a very selfish and narrow attitude : break the class so I can have fun with it again. Why do you even post? There’s nothing constructive or useful about what you’ve said here.
It is the hybrid do everything warriors that people complain about. They already don’t need vitality, current healing signet/adrenal health mechanics remove any need for healing power, so there is another defensive stat ignored. This allows a hybrid warrior to only require a decent amount of toughness for a large amount of sustain that syncs with stuns/blocks/immunity. My proposed reduction or addition of 100 HP per second is rather small in the heat of battle to be honest, but it does at least require some moderate sacrifice to retain the current level of healing. The big change is in the active, because giving a good excuse to use a skill is a well designed skill. I even proposed rather large upgrades to the other healing skills to promote use.
If 100 more HP per second to a warrior who gears for maximum healing power is more feared than one who can trade that stat for more power with only 100 HP per second less, well I’ll be very surprised. In a 60 second fight that equates to an extra 6k health.
Warrior healing is fine as it is. The Active on HS is designed to be worse than the passive because the passive sustain comes with a trade-off – and that is a weaker on active heal.
The other heals really don’t have any issue with them – so I don’t really see the need for a rework.
The hybrid do-everything warriors are not the issue here – they can’t really be called an extreme threat since they can’t really do specialized roles and are stuck in roles that other classes perform better.