Showing Posts For Harrier.9380:

THIEF OP

in Profession Balance

Posted by: Harrier.9380

Harrier.9380

He was talking about how bad thieves are now and that you might as well nerf them to death cause they are almost unplayable as it is. The wins that he gets are from new players that have no understanding of the game and that these are the only players that think thieves are op you can find there posts all over the spvp and wvw forums. I mean you know there is a problem when you are struggling in hot join but I feel you brother I feel ya.

Man, I’ld totally hire you as translator!

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Can we please nerf all burning in this game?

in PvP

Posted by: Harrier.9380

Harrier.9380

b) Make it tick once every 2 seconds instead of 1 second

Would be quite awful for mesmer staff autoattack which applies 1s burning ^^

/edit: Also most guardian burns are 1s afaik.

That’s still 1 tick.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Can we please nerf all burning in this game?

in PvP

Posted by: Harrier.9380

Harrier.9380

a) Make Burning like immobilize, so each application refreshes it rather than stacking duration.
b) Make it tick once every 2 seconds instead of 1 second
c) Reduce the max duration it can be stacked to 5-7s. 20s+ of burn is kittened.

I think any of those options would work well.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

THIEF OP

in Profession Balance

Posted by: Harrier.9380

Harrier.9380

jkough.7316 used Confuse.

It’s super effective.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

stunbreak vs knockdowns

in PvP

Posted by: Harrier.9380

Harrier.9380

Reacting EXACTLY when needed is just as important as reacting quick if you ask me. Perhaps even more so. Anyone can press 1 button pretty quick, but it takes some experience to know when exactly to do it.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Is anyone having lag only with one character?

in PvP

Posted by: Harrier.9380

Harrier.9380

Right click the GW2 shortcut → properties → add -repair after “…\Guild Wars 2\Gw2.exe” (so it looks something like “D:\Games\Guild Wars 2\Gw2.exe” -repair)

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

stunbreak vs knockdowns

in PvP

Posted by: Harrier.9380

Harrier.9380

Don’t get knockdown mixed up with launch.
Knockdowns you can stunbreak immediately.
Launch you can’t break until you actually hit the ground. It was designed to work exactly this way.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Is anyone having lag only with one character?

in PvP

Posted by: Harrier.9380

Harrier.9380

I used to have some heavy lag and fps issues on my PvP Warrior, while 8 other characters were perfectly fine. Seems it got better recently tho.

Idk what to suggest. I run repair on the client after every major patch, just in case (I often lose 10-15fps after every patch until I run the repair).

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Auto-turning does not belong

in PvP

Posted by: Harrier.9380

Harrier.9380

After seeing Warriors doing 180s in mid-air to still land eviscerate and GS #5 moving in zig-zag, i agree that there is something wrong with the system.

Superior body training, yo. Do you (other classes) even lift?
It’s not like GS #5 can hit anything anyway.

I agree though, too much skills are automated. Maybe I’ll make a list some day or something…

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Guild Wars 2 Invitational registeration

in PvP

Posted by: Harrier.9380

Harrier.9380

I thing regionals are best of 3, finals best of 5.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Rush is still terrible.

in PvP

Posted by: Harrier.9380

Harrier.9380

I don’t think changing 100b to burst skill is a good idea. As already mentioned, it’ld destroy a couple setup combos, like Skull Crack→100b or Flurry→100b. For one, I like those. Don’t want to be forced once again into taking Bullscharge/Bolas + Frenzy just to land 100b.

I also don’t like idea of holding onto Arcing Slice either. It’s the worst burst skill there is. The only time I use it is when I need quick condi removal/endurance return – so for the perks associated with using burst skill, not for usefulness of the skill itself. I don’t see how moving it to weapon skill would make it better, IMO it’ld just be a wasted skill slot – just like Axe #4 (which does pretty much same thing as Arcing Slice).

No, I think there’s need for more serious changes than simply moving skills around.
Here are changes I suggested for GS in my other thread.

  • Greatsword

I see Greatsword as mobile weapon – being all over the place, going in and out of meele range while providing constant AoE pressure. I should be able to feel the momentum of this giant weapon. Due to its size it should be able to hit larger area than one-handed meele weapons, but it’s unability of performing precise strikes should cause a slight damage penalty.

General:
Decrease damage of all skills by 10-15%
Increase hit radius of all skills from 130 to 180-200.

F1 – Shockwave (New Skill) – Shoot a wave of energy that damages and knocks down foes in line.
Example: http://youtu.be/-bcpWuc2W4I?t=28s
Cooldown – 10s
Cast Time – 0.75s
Damage – 50% of Eviscerate damage, scaling with adrenaline level
Range – 400/500/600 (scaling with adrenaline level)
Knockdown – 0.5s
Combo Finisher – Physical Projectile

F2 – Sandstorm (New Skill) – Spin in place, disturbing dust beneath your feet, blinding and weakening nearby foes.
Cooldown – 15s
Cast Time – 1s, self root while casting
Damage – 100/250/450 (scaling with adrenaline level)
Blind – 3s (reapplies every 2 seconds)
Weakness – 4s
Radius: 180
Duration – 3/4/5s (scaling with adrenaline level)
Combo Field – Smoke

#1 – Increase vulnerability duration on first two attacks to 10 seconds, increase damage on final strike by 15%
#2 – Rename to Bladestorm. Replace skill with Guardian’s Whirling Wrath mechanic, working only in meele range (remove the projectile part), reduce damage by 30% from original 100b. Increase base cooldown to 10 seconds.
#3 – It’s fine.
#4 – Revert to the state before ‘reverse bladetrail’ removal or increase angle at which skill activates to 180-270 degrees. Currently skill often fails when trying to attack a target outside 90 degree angle in front of character.
#5 – Rename to ‘Dash’. Instead of trying to improve current animation (which often fails even after recent changes), simply replace it with something that already works – Swoop mechanic from Ranger’s GS.

BTW Jonathan, if you havent already, please check link in my sig for my full Warrior brainstorm thread.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Rush is still terrible.

in PvP

Posted by: Harrier.9380

Harrier.9380

Maybe 100B becomes the burst and Rush moves to the main bar?

DISCUSS!

Not sure if trolling, but I’ll bite.

Rush already is on main bar, number 5 ;>

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Rush is still terrible.

in PvP

Posted by: Harrier.9380

Harrier.9380

I wouldn’t call 5-6k crits ‘low damage’. (Assuming it actually hits…)

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Rush is still terrible.

in PvP

Posted by: Harrier.9380

Harrier.9380

Patch after patch you guys keep ‘improving’ and ‘smoothing’ animations for Rush (Warrior GS #5), and patch after patch it’s exactly the same and keeps missing 60% of the time.

IMO you should stop wasting time trying to make it work and simply replace it with animantion which is already fine – Ranger’s GS Swoop.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Noticable Lag in 5v5+ Hotjoin

in PvP

Posted by: Harrier.9380

Harrier.9380

Sometimes GW2 itself get screwed after patches, usually it’s a good idea to run a repair every 1-2 game patches. (Open properties and add -repair before starting the game, so it looks something like “D:\Games\Guild Wars 2\Gw2.exe” -repair. After it’s done you can remove it and run the game as normal.)

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

(edited by Harrier.9380)

Legendary Particles! lol!

in PvP

Posted by: Harrier.9380

Harrier.9380

I believe Jonathan Sharp has mentioned this in the past, but I will repeat it in case you missed it. We are actually working on toning down skill particle effects.

I know of skill particles (It’s supposed to be ready in 2-4 weeks if I remember correctly? Think Jon mentioned it on some stream once). Will Legendary particles also be toned down?

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Legendary Particles! lol!

in PvP

Posted by: Harrier.9380

Harrier.9380

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Defektive, our master, has left us

in Warrior

Posted by: Harrier.9380

Harrier.9380

Any1 know which sigils he used for his s/m m/sh build?

M/Sh – Energy & Paralyzation

S/M – Bloodlust & Accuracy (At least according to 17% crit chance on screenshot)

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

We need new condition hate boon

in PvP

Posted by: Harrier.9380

Harrier.9380

Instead of introducing new things to counter OP stuff, the OP stuff should be brought down.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Critchance vs Critdamage

in Warrior

Posted by: Harrier.9380

Harrier.9380

55% is enough IMO. Warrior can achieve very high Fury uptime, bringing it up to 75%. It’s more than enough.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Pax Prime and Guild Wars 2

in PvP

Posted by: Harrier.9380

Harrier.9380

I think “major” is a relative term. We will have some changes to help this tournament run smoothly, and to give you guys options when selecting your team comp.

Warrior?



..
.

Please?

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Thief tpvp build

in PvP

Posted by: Harrier.9380

Harrier.9380

http://gw2skills.net/editor/?fYAQNAoaVlUmiOXcS5E/5Ey2DfSoIKvCkl2DaqBhJA-TsAg0CnI4SxljLDXSuscNoYZxECA

Here’s a D/P build me and my friend theorycrafted before the balance patch. It got a bit stronger after, due to buffs to panic strike, signets and steal recharge. It’s one of the hardest D/P builds to play due to low initiative pool, but gives you a couple powerful tools in return:
- 5.2s immobilize from Panic Strike
- Possibility to perform up to three burst combos back to back instead of just one (if you get lucky and Steal recharges your signets).
- Crazy high Power (up to 3,7k with Bloodlust stacks, which can then go up to 4k while performing signet burst, due to Signets of Power)
- On-demand initiative return from Signet Use.

It’s intended mostly for taking down targets already weakened by your teammates, not sitting in teamfights and spamming 3.

I can’t say how well it performs in the current meta though, as I barely played my Thief since last patch.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Defektive, our master, has left us

in Warrior

Posted by: Harrier.9380

Harrier.9380

Signet Mastery with no signets equipped?

Anyway, that’s as close as I could get.

http://gw2skills.net/editor/?fIAQRApe8ZjcOtwxQqQ4wBE0DN8LqiTBlQ9APmj4A-TwAA1CnIMSZkzIjRSjsGN+YBxmgJCA

Also noticed he has two armor sets, one with Melandru and one with Hoelbreak.

Only thing I’m not sure about is where this extra toughness on the screen came from.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

(edited by Harrier.9380)

WTF?! (About 31 August tourney)

in PvP

Posted by: Harrier.9380

Harrier.9380

Yeah, there are many great players excluded, but… raging at developers will accomplish nothing, man. Putting these limitations is most likely up to company’s lawyers. More restrictions up-front means less paperwork later.

Let’s just hope this one works out and there will be more, less restrictive tournaments to come…

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Why Skin Wardrobe should be a high-priority

in Suggestions

Posted by: Harrier.9380

Harrier.9380

Too lazy to read the whole thread…

I love the system used in Secret World, where all your stats came from amulets (invisible gear) and weapons, while your character’s clothes had no stats at all. At any time you could go to character’s sheet and choose to wear anything you’ve unlocked (either by buying, achievements, quests etc). I haven’t seen so much diversity in character looks anywhere else.

This was done to a degree in GW2 PvP.

There is a slight problem in PvE though, since a part of character stats comes directly from armor. Moving all those stats to accessories would probably make some stat combinations harder to achieve (as in PvP), not to mention you still have to put runes somewhere. IMO best solution would be to keep armor system as it is, while adding the skin locker, while adding ‘skin override’ on hero screen, where you could choose override current skin a piece of armor has with one of the skins you have unlocked.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

MAD at SOULBOUNDs in PVP Chest!

in Suggestions

Posted by: Harrier.9380

Harrier.9380

both WvW and PvP would get achievement chests at a far faster rate than PvE due to the amount of accessible points.

This, Sir, is a BIG FAT lie.

About 85-90% of my time with GW2 was spent in PvP. As of now I have ~820 achievement points from PvP, out of ~6400 total.

Which means PvE (in which I spent 10-15% of my play time so far) gave me about 5600.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Fix the Fricking AOE condition spam

in PvP

Posted by: Harrier.9380

Harrier.9380

Condi builds not only do more damage than Power ones (due to toughness/armor/protection etc not affecting Conditions), they are also much more reliable at landing their damage – no need to chain combos with immobilizes/stuns/knockdowns to make sure these 1-2 high damage skills land reliably. Applied conditions keep ticking during evades, blocks, invulnerabilities etc.

So, Condi builds:
- Do more sustained damage than Power builds.
- Are more reliable than Power builds.
- Are easier to play than Power builds.

IMO pure Condi builds are a bad design choice. Conditions should be more about utility and debuffs (Poison, Chill, Cripple, Weakness, Vulnerability fit this role nicely), NOT about spamming them and watching people melt in their shoes.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Defensive Bursts

in Warrior

Posted by: Harrier.9380

Harrier.9380

F2/F3 skills were suggested many times already, among with many other changes that would bring Warriors some diversity and viability in PvP.

Btw, you guys should check Warrior threads that are already there, add suggestions to the pool

Collection of Warrior brainstorm threads by Defektive.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Regarding-SOTG-Warriors/first

My own thread, with lots of ideas for Warrior changes (including F2/F3 skills) and nice discussion with other Warrior players.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Warrior-Redesign-Project/first

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

GS Rush > Ranger Swoop

in Warrior

Posted by: Harrier.9380

Harrier.9380

I’ve seen this suggested somewhere by a fellow warrior among other things I just can’t remember where.

Could be in thread from my sig :P.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Remove "Old Maps"

in PvP

Posted by: Harrier.9380

Harrier.9380

Not really, no.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Sooooooo. Fortune Scraps.

in PvP

Posted by: Harrier.9380

Harrier.9380

With every patch skin quality goes down, while amount of required grind is constantly going up…

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Marriner's Horn

in Guild Wars 2 Discussion

Posted by: Harrier.9380

Harrier.9380

@Neural It’s alright if you play diffirent notes. To play same note quickly you need to skill cancel, best way imo is to tap movement key quickly, for example ‘5W5’ ‘1W1’ etc.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

nearly last chance, plz devs

in PvP

Posted by: Harrier.9380

Harrier.9380

Recently I’m having more fun playing vuvuzela for people in the mists than playing PvP. This says a lot…

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

new armour. 3 piece set? why not a whole set?

in PvP

Posted by: Harrier.9380

Harrier.9380

Shoulders, gloves and helmets are much easier and faster (a.k.a. cheaper) to make for all 5 races than complete set of armor.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

New PvP map, (Skyhammer)

in PvP

Posted by: Harrier.9380

Harrier.9380

From Warrior POV, it’s the bestest map! In addition to chill, cripple and immobilizes, ranged classes can now also use 5000 vantage points to kite me. Finally some challenge, yay!

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Berserker Stance change sucks

in PvP

Posted by: Harrier.9380

Harrier.9380

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Berserker Stance change sucks

in PvP

Posted by: Harrier.9380

Harrier.9380

Eh? This is the least expected from a Necro. I mean honestly. Necro are the least to worry about this change. While Warrior is Immune to Dam while in Berserker Stance, but that only Direct Damage, Condition Dams still go through like normal and he is still objected to CC. Necro is very good at doing pressure with Conditions Dams? Why worry?

Berserker Stance reduces incoming condi duration by 100%. Doesn’t affect direct damage.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Warrior Redesign Project

in PvP

Posted by: Harrier.9380

Harrier.9380

Stance dancing would be awesome, but yeah… I guess it’s too much to ask for.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

For those who think AOE dmg is a problem

in PvP

Posted by: Harrier.9380

Harrier.9380

Not sure what other players mean but AoE damage is a big problem to pet users.

You use a AoE attack, now all my pets are gone.

According to the argument here in this thread, it’s your pets fault for being around while AoE is happening.

That silly AI needs to L2P.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Warrior Redesign Project

in PvP

Posted by: Harrier.9380

Harrier.9380

Burst Ability
If you go with no-cooldown Bursts, it’ll remove every tactical element from it. What would be the point in timing your skills right, if you can just stack up adrenaline making traits and have a burst avaliable every 3 seconds? How diffirent would it be from a Thief mindlessly spamming Heartseeker? You can bet within two days forum would be full of threads saying “OMG THOSE EVISCERATE SPAMMER NOOBS, ALL THEY CAN DO IS PRESS F1 ALL DAY. NERF NERF NERF NERF NERF.”
Not to mention the ‘Burst Skill Cooldown Reduction’ in Discipline would have to be changed to something else. What would that be, back to 3% extra Burst damage?

Yes extra ability would turn the Burst from one extra cooldown to two-three extra cooldowns. But if I was to choose whether I want extra skill to use or making Bursts spammabe, I’ld go with extra skill any day. Bringing new tactical options and forcing you to think on what to do >>> dumbing down mechanics so they can be mindlessly spammed.

Trick is to make those skills good in diffirent situations, so sometimes F1 helps you more, sometimes F2 is the better choice.

Meta Game
Boon hate might be not as big of a problem as condi spam, but it was a part of the arms race nonetheless.
I completely agree with you. My point here was adapting Warrior to the current meta and biringing the class on par with others, not looking for specific solutions in other classes. Condition spam needs to be adressed ofc, once it’s brought in line, some of the changes I suggested will become obsolete. I wouldn’t mind that.

Traits
As for Last Breath… Remember that Warrior is supposed to sit in meele range. In teamfights this means eating most of cleave damage, both from power and condi. While Engineers have lower health pool, they are also not required to spend whole fight sitting in meele range (outside of of bombs, but I see less and less of those).

The biggest question is, why ignore block, but dodge, etc still work? Is there a reason, like necro staff marks, that blocking negates more of the ability than a dodge?

In some cases, yes. Have you ever had someone with random Aegis procc walk right into the path of Combustive Shot? Skill gets completely negated. Doesn’t do ANY damage, doesn’t even land on the ground for fire field. Poof, adrenaline and cooldown gone. Much like Necro marks.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Warrior Redesign Project

in PvP

Posted by: Harrier.9380

Harrier.9380

I do agree that the adrenaline system could be improved, but I don’t see additional abilities as the best way to do that. Right now, in most builds, it does feel like just another weapon cooldown. The rate at which adrenaline is gained versus spent needs addressed. If you can generate it too fast, it’s another cooldown. Too slow and it feels clunky.

That’s exactly what I’m talking about, it’s a single cooldown, you can put extra effects on it, toy with cooldowns, adrenaline gain ratio, but as long as the whole Burst mechanic is limited to a single extra skill, it’ll remain just that – one extra cooldown.

It’s not hard to make a skill, I agree with that. There is some difficulty in implementing them as an F2/F3 skill with a resource system. But the biggest time sink is balancing all these new skills not just within the weapon, but across weapon swaps.

Doesn’t matter if it’s F2/F3/1/7/Q/R – It’s just a keybind. You create a skill, then make it tap into adrenaline like other bursts, could probably even reuse part of the other skills code. As for testing, that’s what the test server is for. Better have them test some actual changes than projectile finishers and tooltips on underwater skills or whether banners now hit 3 targets reliably (Yes, I’m still bitter about those old patches).

The condi spam of the current meta is a result of those few builds, mostly necromancer. There was no arms race before and there isn’t one just yet. But player reactions of more condition removal are pointing it in that direction.

Condi spam meta started pretty much when HGH Engi became popular, then died down a bit once it got nerfed a bit.
There was arms race, believe me:
- Destruction of the Empowered was supposed to be a counter vs. bunkers, mainly Eles that were stupidly OP at the time.
- Same thing with a change to S/D Thief. Anti boon, anti bunker with it’s unblockable attacks spam.
- Recent improvement of Ele burst was in turn counter to glass Thieves (at least imo)
- Overbuffing Necro’s condi pressure was probably response to Engineers taking place of condi kings in teams. What necro needed though was more survivability, not more damage and extra fears.
- As the meta changes towards mindless AoE condi spam, it’s obvious players start demanding more condi clearing.

Alright then…
New XII – Finish Them!

Warrior’s main PvE weapon is GS, with 100b being the main offender. As you can see, I suggested shaving off quite some damage off it to go with this trait.
Thieves have trait like this too, not nerfed in PvE. Friend of mine was able to pull off 11k Heartseekers in CoF ^^.

Adrenal Health (15p)

Hmm that’s actually a good point. It was intended for adrenaling gained through dealing damage.
Though on the other hand 80-100hp each time you get hit would barely matter, as the damage you take would be much greater than what health you can get (excluding during endure pain). People would have to hit you with steady weapons to refill your health instead of bringing it down :P.

IX – Cleansing Ire
This trait is already stacked and blind is supposed to be that powerful. Address blind spam from other professions instead.

No discussion here, if blinds weren’t so out of control (especially vs Mace and Hammer), I’ld gladly take this change off the list.
But as you can see I was working on ideas to improve Warrior, not ideas ‘what to change on other professions to make Warrior’s life easier’. :P

New XII – Last Breath

Same as Engineer trait. It’s force your foes to change strategy while you hit that threshold – having to bring some power damage, stunning you so you don’t heal up, instead of spamming whatever condi skill is avaliable and waiting for you to melt.

New 15p – Inspiring Presence
Remember that “allies” includes self. A free, unconditional 200 stat points is pretty huge. Also, how does it stack with the major traits that do this?

I’ll give you that one, was running low on ideas what to replace 15p with. A friend of mine had some ideas what could be done there, but totally forgot what it was.

XI – Burst Mastery
Unblockable Eviscerate, that’ll go over well…

Which you can still dodge. Or chill, so Warrior doesn’t make it to you. Or immobilize. Or knock him back mid-air.
You can already have unblockable Eviscerate, just at the cost of one utility skill instead of 30p trait. (Reminder – Necromancer can make his whole weapon unblockable with 10p trait. S/D Thief gets unblockable skill for free, that also steals 2 boons).

Had to cut some quotes due to post length.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Warrior Redesign Project

in PvP

Posted by: Harrier.9380

Harrier.9380

A lot of these changes aren’t going to happen or are too over-the-top. Additional weapon abilities (your F2 and F3) for each weapon will take far too long to implement and balance. The condition removal and health return is crazy good. Instead, concentrate on fixing the existing ones and especially the utility skills.

I agree that burst abilities should be more compelling. But you don’t need additional abilities for that, just fix the current ones. Bring them all up to the level of Combustive Shot and Earthshaker. The traits that are based off current adrenaline level are a sound concept and should probably be at master level with their old values or slightly lower. The issue with them is that some weapons, such as greatsword, have no reason to ever use the burst ability. If using the burst ability is necessary to get the full benefit of the weapon, the problem goes away. The “bank adrenaline” traits are then beneficial if your burst ability is situational or if you want to throw out some extra damage before using your F1 as part of a damage spike. That adds further gameplay depth to the timing of using your burst ability and also is a consolation if your burst ability misses.

Another issue is that you’re gearing up for an arms race, which destroys PvP in MMOs. Adding extra condition removal, unblockable, condition ignore, etc, in order to counter a few builds completely screws over the less frequent use of those skills by everyone else. So then everyone else needs buffed to compensate and you enter a cycle where the last build to be buffed towers above all others. AoE blinds, especially those that pulse should be examined for their cooldowns and spammability. If you use a blind properly, it should stop or delay a big attack. The same goes for a block. The current condition-based meta needs to have the offending professions adjusted rather than everyone rising to counter them. If warriors still have problems with certain conditions, such as movement-imparing ones, then a targeted approach like mobile strikes or warhorn #4 is better.

One specific thing I would change is to make Kick a stunbreak with 1s of stability (so you can’t be knocked down mid-cast). That differentiates it from the other CC abilities and gives it a secondary role to make it worth taking. I would remove Stomp because Kick and Stomp are too similar.

Improving the existing F1’s doesn’t adress the current issue of Burst. Think about it, and give me exact definition of Warrior’s unique class mechanic. It’ld be something along the lines of “One extra skill per weapon set on 10 second cooldown. As long as you have resource for it, you have 6 weapon skills avaliable instead of 5.” That’s it. Might sound fancy, but in fact it’s not. Now, think on what other classes have. Ele’s attunements, Thief’s zero-cooldown weapon skills, Necro’s deathshroud. And then we have a Warrior with his single extra skill per weapon set.

Devs promised us additional ways of spending adrenaline, and so I am calling this promise now. Adding extra Burst skills would greatly increase tactical options avaliable to Warrior, making the class much more interesting and challenging to play.

As for the time needed to create new skills… about 70-80% of the F2/F3 skills I suggested are already in game. Some mechanics could be adapted from other classes, some from PvE mobs (surprise!), with small numbers/animations tweaking. I actually ran by some Ettins today, saw them performing exactly the same skill as the Seismic Wave I suggested for Mace F2.

Arms race was already happening for quite a while by the way, Warriors were just left out of it. What I proposed was not to counter a ‘few builds’ but to adapt to the current meta state where mindless ranged condi spam makes winners and meele power builds are free kills. If condi spam is brought in line with power builds, I’ll be the first to say ‘scrap some of those changes, we don’t need them anymore’.

Also, take a good look at the spread of the traits I suggested. Saying they are over the top, because I suggest to add ‘this, this and that’ is like saying “Thief is OP, because he can steal from 1500 range every 17 seconds, while dazing, stealing boons and jumping into stealth. Then he can instantly burst others 100-0 and enter stealth again to heal to full and remove conditions”.

You can’t have everything. Everything you pick causes you to lose out on something else, and you gotta think really hard _on (kitten filter…) what you want to get. That was the idea when I worked on trait changes. No trait should be a no-brainer pick, they should have just as good alternatives, that might perform just as good or better, depending on circumstances. Especially 30p traits.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

(edited by Harrier.9380)

Warrior Redesign Project

in PvP

Posted by: Harrier.9380

Harrier.9380

@Oni Link Fair points, but I disagree with some of them.

Mending – This really depends on what will be done about condition spam, if it gets tone down the heal might indeed be over the top, but I was looking at the current condition state while writing this.
Banner of Tactics / Scorpion Chain – Well a pull skill was requested numerous times and IMO fits Warrior more than thief. Thought of putting this mechanic as Axe F2, but it would have a hard time competing for use with Eviscerate. As a utility skill it could be a nice alternative to Bullscharge. As for Banner… well it’s pretty much the most useless skill on a Warrior, and I’m more concerned about having some decent skills to use, than sticking to the ‘4 skills of each kind’ rule :P.

GS F2 – Remember it’s still a burst skill, so it would consume whole adrenaline. You would have to blast in it to gain stealth and use Signet of Fury/Healing Surge to gain adrenaline back so you can Killshot. With Rifle/GS combo the only blast you could get would be Stomp/Banners, so doing a combo like this would cost you a lot.
Axe F2 – Well ‘to bury the hatchet’ means to make peace/stop fighting, so I thought it’ld be nice for defensive/disengage skill :P.
Sword F2 – Fair point. Something has to scale with adrenaline though. Could be something like ‘1s evade, leap back 600, immobilize enemy for 1/2/3s’.
LB F2 – Wanted to create something that would let you gain some distance, while not being an exact copy of Ranger LB skill.

Berserker’s Power/Hightened Focus – Oh but you can easily prevent it from stacking. When one is selected, simply hide the other one from selection, as happens with traits that are already selected.
Agile Movement – That’s exactly the reason to put it into 30p strenght, so you have to choose between it and ‘Finish Them!’.
Adrenal Health – I’m against encouraging sitting on adrenaline, imo it should be constantly flowing.
Cleansing Ire – Alternatively it could be make Hammer and Mace burst skills blind immune, as they’re too slow to reliably and quickly clear off blinds.
Blood Drinker – Could be balanced separately for PvE.
Burst Mastery Necro can make their whole weapon unblockable with 10p trait, so I think unblockable bursts is alright for 30p, remember pretty much all bursts have long enough casts/animations for enemies to identify them and evade/interrupt.
Athletic – Good point.

Hope you can see my point of view on some of these changes now.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Warrior Redesign Project

in PvP

Posted by: Harrier.9380

Harrier.9380

Tactics 25 pt kinda sticks out. I’d say make it a master trait and slot in empowered instead. I’d also keep the GS damage and keep 100b on the GS, because it has it’s uses.

Tactics 25p is the merge of old 5p and 15p traits, figured they could be combined, but together would be too strong for 5p or 15p trait, so I thought they could replace the current useless 25p. Ofc it could be fitted as Master trait just as well.

As for GS damage, I thought it’ld be a fair tradeoff for slightly increased range.
Idea behind 100b change is to give it more uses. Check out the Whirling Wrath on a Guardian, you usually have much bigger chance of landing the whole thing compared to 100b. I just feel the signature move of a weapon should be less situational.

I hope all this contributions we do are usefull i hope the devs sees them because they seem to dont know what to do to the class really, increasing hp pools its not going to do anything, whoever goes to the next SOTG show should recieve all this suggestions to give them to the devs.

Well that’s exactly why I spent last couple days writing this list, bringing both the best suggestions from Warrior community as well as things I was thinking of myself. I believe a complete list of thought-out changes has much higher chance of getting dev attention and achieving something than 50 threads saying ‘why are warriors so weak, buff them, just give them…. something’.

Btw, what do you guys think of new burst skills? F2/F3 skills were brought up before, but never with actual suggestions what they could do. I’m interested what others think about those examples and new tactical options they could bring.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Warrior Redesign Project

in PvP

Posted by: Harrier.9380

Harrier.9380

@Fenrir Cool suggestions, and most of those are included in the changes I proposed. Imo evasion on mobility skills is too powerful to be merged into Mobile Strikes, as this would grant Warrior more evades than Ranger, so I placed it as 30p Strenght trait.

As for 100b, Spear 5 mechanic is fine underwater, but on the ground following target like this would be too automated for my taste, I’ld prefer to keep control over my character at all times.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Warrior Redesign Project

in PvP

Posted by: Harrier.9380

Harrier.9380

Posted everything I got, updated crappy notepad formatting, so should be much easier to read now.

Kudos – hard to give credit to everyone whose suggestions I included here, so I’ll just thank every Warrior who posted constructive ideas around these forums, you guys know who you are.

Now, let’s get some constructive discussion going here instead of pointless QQ.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Warrior Redesign Project

in PvP

Posted by: Harrier.9380

Harrier.9380

4. Utility skills

  • Heals

Mending – Heal yourself and cure four conditions, gaining extra health for each condition cured.
Cooldown – 25s
Cast Time – 1s
Healing – 7000
Healing per condition – 500

Healing Surge – Reduce cooldown to 20 seconds.

Healing Signet
Cooldown – 20s
Cast Time – 1s
Passive – Gain health each time you gain adrenaline (100-150 per adrenaline strike)
Healing – 5000

  • Utilities

Kick – Add 4s cripple.
Stomp – Add 4s cripple.
Throw Bolas – Increase projectile speed by 15%
Berserker Stance – Increase duration to 8s
Banner of Tactics – Remove.

New – Scorpion Chain – Pull your foe to you and knock them down.
Cooldown – 30s
Cast Time – 0.5s
Damage – 150
Range – 600
Knockdown – 1.5s

  • Elites

Signet of Rage
Passive – Increases movement speed by 25% (does not stack with Warrior’s Sprint trait)
Active – Grants ‘Rage’ for 30 seconds.
Rage: Displays effect similar to Rangers’ Rampage As One for the duration. Every 5 seconds grants swiftness, fury and 5 stacks of might for 6 seconds.

Adrenaline gain from passive is pretty much useless, while extra movement speed is much needed. Change to active is so Elite acts like a Elite, as it is now whole skill can be almost instantly negated by a Thief spamming 3 (and any other way of boon removal).

As of now no idea what to do with other elites…

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

(edited by Harrier.9380)

Warrior Redesign Project

in PvP

Posted by: Harrier.9380

Harrier.9380

3. Traits

  • Strenght
    Stick and Move (25p) – Replace with Berserker’s Might(XII) (reduce it to 1 strike per 3 seconds).
    III – Great Fortitute – Replace with Berserker’s Power(XI).
    New III – Berserker’s Power – Increase damage by 5/9/12% (scaling with adrenaline level) for 10 seconds on using Burst skill. Does not stack with Hightened Focus.
    V – Dual Wielding – Increase damage bonus to 10%
    New XI – Agile Movement – Gain evasion during movement skills.
    New XII – Finish Them! – Deal 20% extra damage when target is below 50% health.
  • Arms
    IV – Unsuspecting Foe – +25% critical chance against disabled foes.
    VIII – Blademaster – Increases critical chance with a sword by 10%, reduces cooldown of sword skills by 20%
  • Defense
    Adrenal Health (15p) – Regenerate health each time you gain adrenaline (80-100 per adrenaline strike).
    Armored Attack (25p) – Replace with Spiked Armor(XII).
    I – Shield Master – Rename to Block Mastery. Reflect missiles while blocking. Reduces cooldown of all block skills by 20%.
    II – Dogged March – Reduce ICD on regeneration to 6 seconds.
    III – Sure Footed – Decrease cooldown of Stance skills by 20%.
    New V – Strong Metabolism – Increase effects of healing skills by 15%.
    VI – Cull the Weak – Increase damage bonus to 10%
    VII – Last Stand – Reduce cooldown to 40s (as Balanced Stance)
    IX – Cleansing Ire – Also makes meele burst skills immune to blind.
    New XII – Last Breath – Become immune to conditions at 25% health.
  • Tactics
    Determined Revival (5p) – Remove.
    New 5p – Blood Drinker – Steal health on critical hits (100-150 per crit).
    Fast Healer (15p) – Remove
    New 15p – Inspiring Presence – Increase power and toughness of nearby allies by 100.
    Reviver’s Might (25p) – Remove
    New 25p – Combat Medic – Gain 5 toughness per level while reviving, increase revive speed by 10%.
    I – Leg Specialist – Remove ICD (this is intended to go together with sword #1 change).
    VII – Shrug it Off – Reduce CD to 25s (as Shake it Off).
    IX – Quick Breathing – Warhorn skills recharge 20% faster. Warhorn skills convert 2 conditions into boons.
    X – Burning Arrows – Also reduces longbow skills cooldowns by 20% (was mentioned in patch notes but not applied in game)
  • Discipline
    Versatile Power (25p) – Rename to Keep Going – Remove one condition on weapon swap (Possibly ICD 10s?)
    II – Thrill of the Kill – Replace with Hightened Focus.
    New II – Hightened Focus – Increase critical chance by 5/10/15% (scaling with adrenaline level) for 10 seconds on using Burst skill. Does not stack with Berserker’s Power.
    X – Mobile Strikes – Movement skills remove immobilized, chilled and crippled.
    XI – Burst Mastery – Burst skills cost less and become unblockable.
    New XII – Athletic – Endurance regenerates 50% faster (does not stack with Signet of Stamina).
“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

(edited by Harrier.9380)

Warrior Redesign Project

in PvP

Posted by: Harrier.9380

Harrier.9380

  • Longbow

F1 – Combustive Shot – It’s fine.

F2 – Heavy Arrow (New Skill) – Fire a quick shot to remove crippled, chilled and immobilized and push yourself away from your foe.
Cooldown – 20s
Cast Time – 0.25s
Damage – 500
Range – 300
Pushback distance – 300/500/700 (scaling with adrenaline level)
Combo Finisher – Physical Projectile

#1 – Increase projectile speed by 15%
#2 – It’s fine.
#3 – Reduce cast time to 0.5s, increase projectile speed by 10%
#4 – It’s fine.
#5 – It’s fine.

  • Rifle

F1 – It’s fine.

F2 – Shotgun (New Skill) – Fire a powerful scattershot that knocks back, bleeds and cripples foes in a cone. (120 degrees in front of character)
Cooldown – 20s
Cast Time – 0.5s
Damage – 400/550/700 (scaling with adrenaline level)
Range – 300
Knockback – 300
Bleed (8 stacks) – 4s/7s/10s (scaling with adrenaline level)
Cripple – 5s

#1 – It’s fine.
#2 – It’s fine.
#3 – It’s fine.
#4 – Increase vulnerability to 10 stacks.
#5 – It’s fine.

  • Axe

F1 – It’s fine.

F2 – Bury The Hatchet (New Skill) – Toss your axe into the ground, crippling your enemies, granting swiftness and protection to your allies.
Cooldown – 20s
Cast Time – 0.5s
Damage – None
Radius – 200/250/300 (scaling with adrenaline level)
Cripple – 5s/7s/9s (scaling with adrenaline level)
Protection – 5s
Swiftness – 10s

F3 (offhand) – Chained (New Skill) – Throw chained axes at nearby foes, immobilizing them.
Cooldown – 30s
Cast Time – 0.75s
Damage – 500
Radius – 150/300/450
Immobilize – 3s
Combo Finisher – Whirl

#1 – Redistribute damage, making 3rd and 6th hits in the chain hit harder, instead of having everything on 6th hit.
#2 – Increase Vulnerability to 5 stacks.
#3 – It’s fine.
#4 – Increase damage to be the same as #2, Increase fury duration to 5-6s.
#5 – Not sure about this one…

  • Mace

F1 – It’s fine.

F2 – Seismic Wave (New Skill) – Slam your mace into the ground, creating wave that knocks down foes.
Cooldown – 30s
Cast Time – 1s
Damage – 800
Radius – 150/250/350 (scaling with adrenaline level)
Knockdown – 1s/1.5s/2s
Combo Finisher – Blast

F3 (offhand) – Turbulence (New Skill) – Spin around, launching your foes into the air and reflecting projectiles.
Cooldown – 25s
Cast Time – 0.75s
Damage – 600
Radius – 200
Launch – 200/350/500 (scaling with adrenaline level)
Combo Finisher – Whirl

#1 – Reduce cast time of 3rd skill to 0.75s
#2 – Make it work like Sword #5 block, so it doesn’t get cancelled by projectiles.
#3 – It’s fine.
#4 – Reduce cast time to 0.5s, Increase Vulnerability to 5 stacks.
#5 – It’s fine.

  • Sword

F1 – It’s fine.

F2 – Acrobatic Slash (New Skill) – Slash your foe, then evade backwards, curing crippled, chilled and immobilized.
Cooldown – 20s
Cast Time – 0.25s
Damage – 500
Evade – 0.25s/0.5s/0.75s (scaling with adrenaline level)
Distance – 400/500/600 (scaling with adrenaline level)

F3 (offhand) – Vicious Stab (New Skill) – Stab your foe with both weapons, applying cripple, bleed and weakness.
Cooldown – 20s
Cast Time – 0.75s
Damage – 500
Cripple – 6s
Bleed (6 stacks) – 10s
Weakness – 6s

#1 – Hamstring – rename to Cold Steel, change cripple to 0.5-0.75s chill (so we can go back to no-ICD Leg Specialist)
#2 – Some people report issues with skill pathing, this should be looked at.
#3 – Either reduce cooldown to 12s or cast time to 0.5s.
#4 – Slightly speed up bleed application.
#5 – It’s fine.

  • Shield

F3 (offhand) – Shield Throw (New Skill) – Throw your shield, dazing foes in line.
Cooldown – 20s
Cast Time – 0.5s
Damage – 500
Daze – 1.5s
Range – 400/550/700 (scaling with adrenaline level)

#4 – It’s fine.
#5 – It’s fine.

  • Warhorn

F3 (offhand) – Battle March (New Skill) – Grant stability and protection to yourself and allies.
Cooldown – 25s
Cast Time – 0.5s
Range – 800
Stability – 4s/5.5s/7s (scaling with adrenaline level)
Protection – 4s/5.5s/7s (scaling with adrenaline level)

#4 – Reduce aftercast.
#5 – Reduce aftercast.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

(edited by Harrier.9380)

Warrior Redesign Project

in PvP

Posted by: Harrier.9380

Harrier.9380

2. Weapons

  • Greatsword

I see Greatsword as mobile weapon – being all over the place, going in and out of meele range while providing constant AoE pressure. I should be able to feel the momentum of this giant weapon. Due to its size it should be able to hit larger area than one-handed meele weapons, but it’s unability of performing precise strikes should cause a slight damage penalty.

General:
Decrease damage of all skills by 10-15%
Increase hit radius of all skills from 130 to 180-200.

F1 – Shockwave (New Skill) – Shoot a wave of energy that damages and knocks down foes in line.
Example: http://youtu.be/-bcpWuc2W4I?t=28s
Cooldown – 10s
Cast Time – 0.75s
Damage – 50% of Eviscerate damage, scaling with adrenaline level
Range – 400/500/600 (scaling with adrenaline level)
Knockdown – 0.5s
Combo Finisher – Physical Projectile

F2 – Sandstorm (New Skill) – Spin in place, disturbing dust beneath your feet, blinding and weakening nearby foes.
Cooldown – 15s
Cast Time – 1s, self root while casting
Damage – 100/250/450 (scaling with adrenaline level)
Blind – 3s (reapplies every 2 seconds)
Weakness – 4s
Radius: 180
Duration – 3/4/5s (scaling with adrenaline level)
Combo Field – Smoke

#1 – Increase vulnerability duration on first two attacks to 10 seconds, increase damage on final strike by 15%
#2 – Rename to Bladestorm. Replace skill with Guardian’s Whirling Wrath mechanic, working only in meele range (remove the projectile part), reduce damage by 30% from original 100b. Increase base cooldown to 10 seconds.
#3 – It’s fine.
#4 – Revert to the state before ‘reverse bladetrail’ removal or increase angle at which skill activates to 180-270 degrees. Currently skill often fails when trying to attack a target outside 90 degree angle in front of character.
#5 – Rename to ‘Dash’. Instead of trying to improve current animation (which often fails even after recent changes), simply replace it with something that already works – Swoop mechanic from Ranger’s GS.

  • Hammer

As another big weapon, I believe range on hammer skills should also be slightly increased.

General:
Increase hit radius of all skills from 130 to 150.

F1 – Earthshaker – It’s mostly fine. Needs a slight improvement when landing point is lower than when you started, so it actually activates when hitting the ground, instead of mid-air.

F2 – Earthsplitter (New Skill) – Slam the hammer into the ground, creating a fissure which blocks enemy movement. (Unlike Guardian Staff wall, this would simply block enemies from moving instead of knocking them down while they try to cross)
Example: http://youtu.be/Fz5t71FF-GU?t=8s
Cooldown – 25s
Cast Time – 1s
Damage – None
Range – 300/450/600 (scaling with adrenaline level)
Duration – 4s

#1 – Smooth out transition between 2nd and 3rd hit.
#2 – It’s Fine. (Current range is 130 not 150 though)
#3 – It’s Fine.
#4 – Make self root kick in 0.25s after cast has started, remove the 2nd root which kicks in after cast has finished.
#5 – Make knockdown duration 2s as it’s supposed to be, right now it’s more like 0.5-0.75s.

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

(edited by Harrier.9380)