Well this has consistently happened every time a patch is rolled out.
I suppose I just have to wait for everyone else to download it before I can.
Hi,
I know this is done for the big balance patches. For the little patches that come through, could you make a forum post or something like that just to let us know what is changed?
I imagine most of the time it is minor stuff in the background, but it is a scary thought not knowing what is different in between log ins. For example, today’s download or the one 2 days ago.
Thanks
Chill stopping dodge was an intended mechanic I think as it is in the Wiki description, however this does not always work. I tested this in a hotjoin with a buddy.
Case 1: when chill was applied, he was still able to dodge.
Case 2: Chill was applied, wait 1 sec, he was unable to dodge.
Case3: Chill was applied, able to dodge once, then unable to dodge a second time
The results were inconclusive, but as you can see it is kinda bugged on that part of chill
As for skill recharge, your timers will just slow down when you have chilled on you, which is basically increasing the recharge time. You do not get extra time; rather, the timer just counts slower.
Don’t let the meta dictate your playstyle because one balance patch and now your the strongest.
You can retrait by going back to the mist.
I can play on Thursday. kinda booked until then
I so want to play hammer warrior. I need a recommendation though. Somebody fluff me up please. K pop
fast hands fix.
Fast Hands: This trait should be built-in to the Warrior class by default, really.
Considering the official site describes warriors as “weapon masters” I agree with that, too.
Especially since you have to spend 15 points for it. It kinda cramps my builds around those 15 points in discipline.
When you use increase stance, for frenzy it increases the quickness and the double damage duration. I think 4 seconds is long enough to do the dew
The point is the weird pathing issues that bouncing attacks take, and while I am not sure if it actually strikes me twice or just realizes that I was the only target, the bow shot does some interesting things on points.
Good players will just damage you while you are charging and then dodge right at rush end. Only person I have successful hit with rush end 100% of the time is the npc on forest.
Why people keep saying Warriors aren’t viable in Paid TPvP?
My team runs two Warriors and I think we’re one of the few teams that play Warrior and I’m 100% sure the only one who plays two, so the question is…
Why do we win with two Warriors in Paid TPvP against top-tier teams?
This means Warriors are fine and 80% of the population doesn’t actually know how to play them properly at a competitive level.
^^ This. Nobody believes me when I tell them that warriors are better in groups.
Honestly about 80% of our traits are about increasing damage. I would love to see a little more utility or survival. There are plenty of ideas here about the trait line here so I guess the discussion is pretty much complete.
AN I suppose you can close the thread.
how do you manage 8 hours a day on this game?
gg right there. good luck
might as well use a tooth pick then since i refuse to use axe/bows/greatsword/warhorn.
and I don’t like rifles or maces.
Lol why are you playing this game then, since that is like 95% of the weapons available
I want to use this thread as a food for thought thread and as an attractor of Arena Net attention.
Who knows, war love for this could be in the dec 14th patch.
In that case let me chime in and say I would like them to simply leave the warrior alone. Speccing for crit is not the be-all-end-all nor should it be, and I don’t want to see them change anything that impacts other build strategies (besides fixing the weapon swapping to work as stated). I consider this nothing but whining as crit works just fine as it is without promoting any particular build.
If you consider this thread whining, then you simply have not played enough war for tourneys. 0.1% per point is abysmal for a trait line. There is no where else in the pvp game where such a fractional amount per point is used.
@Ksielvin
Here’s another issue, ADRENALINE CONSUMPTION. WHY? Why should ALL of your adrenaline be consumed if the bars aren’t full? If you have 1 and a half bar of adrenaline, it should only consume 1 bar and NOT THE LEFT OVERS.
^ This I have wondered for months. I have found myself many times slaying the chieftain will eviscerate, but I realized that I had ~26-29 strikes of adren, just short of full 3 bars, to get a weaker evis. And on top of that, you lose the strikes… I counted the strikes. 2-blade trail, 2-3 whirlwind, 1 bulls, 9 from 100lbs, 1 from rush end, 2 auto attacks, 5 weapon swap, 2 from vulnerable axe, 1 shield bash => 25 adren. useless lol
(edited by Interpret Interrupt.3824)
Uhh did this get patched down from 1% to 0.1% ? Or is this planned? Didn’t see anything in the patchnotes…
This was gutted down after around Beta Weekend #2. People in sPvP were getting 1-shotted, which was the problem. The chosen combo was 30 pts in Discipline, wielding an Axe for Eviscerate, and using the Sigil who makes you auto-crit after a weapon switch. Warriors would switch to the Axe and hit F1 to just murder the glass cannon builds in a single hit. Wash, rinse, and repeat.
ArenaNet responded by:
1) Nerfing the damage of Eviscerate. They may have gone too far, but it was a mostly fair change.
2) Nerfing the +1.0% Burst Damage of the Discipline line down to +0.1% Burst Damage. This was considered to be an over reaction in the Beta forums and it’s still considered to be far too extreme of a nerf in the current Live version of the game.
3) The Sigil… Actually the Sigil wasn’t changed at all. At the time, many people brought up their opinion that the Sigil and the raw damage of Eviscerate were the true problems. By reducing the damage of Eviscerate, nerfing or removing the Sigil would have finished fixing the problem. However since this Sigil chance would have also affected other classes, ArenaNet just chose to nerf down the Warrior’s Discipline line instead.
This is partially correct. In Beta, there was a sigil that made you do 30% more damage with your next attack, sigil of doom, which was reworked to only give poison post beta. That combined with the 30% discipline was the issue. They nerfed the sigil to poison and discipline to sub par values.
Adrenaline functions in a similar manner to gw1. That is why most likely why it runs out when out of combat and builds 1to1 with strikes. War adren skills did not have cooldowns though back then. Not sure why they deviated from the adren model so much but that is a different thread.
Discipline has much room to grow as a tree. The obvious change most people seem to say make it a recharge reducer like other classes.
I want to use this thread as a food for thought thread and as an attractor of Arena Net attention.
Who knows, war love for this could be in the dec 14th patch.
I am a fan of reworking the trait. But here I just would like to know if they seem to be thinking about it.
I think a recharge reduction could be in order. Or an increase in adrenaline gain rate.
To be even crazier a damage reduction. It is called discipline and I would think something worth your while for being patient. Damage reduction would fit well as some builds already depend on 20 discipline.
We have so many traits buffing damage in random places, I would rather see some other buff. (strength 10 points, discipline 10 points, arms 25 points, countless weapon specific crit damage and burst buffs).
I have talked about this before, as 30% extra burst damage at 30 points in discipline was a lot. But is the fix for this going to remain at 3% for 30 points, or is this being monitored. Currently 3% is not noticeable. Even 3% of 10k damage is only 300 more damage.
I am just looking for AN response that it is acknowledged, not necessarily a number you are considering but just hey we realize this.
My suggestion would have been maybe cut it in half to 15% at 30 points. Seeing as we can already get the minor trait in strength that affects the burst damage anyway.
Yeah I wanted to use the mace, but when I did, it felt clunky. I think it does not benefit as much from 20/30/0/0/20. I agree that reflect is a boss.
glass war without eviscerate felt like I was cheating myself in damage.
And going mace without any defense line I was not sure about.
Will the burst damage increase from the discipline line ever be adjusted or is the 3% at 30 points the final tweak of this stat line?
Also comments the risk reward for playing melee builds vs ranged, caster, or AoE builds, and whether or not you think melee damage needs to be increased due to the fact that you must be in the middle of everything to hit with melee attacks?
A warrior specific question. All classes have access to damage mitigation. Most obvious ones in tiers
(eles and guards) blocks, regenerations, and large heals
(rangers and engineers) vigor and regenerations
(mesmers and thieves) teleportations and stealth – deception basically
(necro) secondary life pool minor regeneration
(war) high life pool and toughness
As a warrior player, I feel like we do not have a mechanic for extending survival. I would like comments on this please.
(edited by Interpret Interrupt.3824)
most forgiving in terms of your mistakes
1. ele
2. guard
3. engi
4.thief
5.mes
6.necro
7.ranger
8.war
I don’t know why it does not receive more team time. I think it is mainly because it does not provide much team utility if its playing the back point. I have seen this used in the mid fight and the traps are devastating on the small points.
Plus I think on clock tower, the traps fall through the point and miss.
I have been thinking about this. Are all three 1h weapons viable with the 20/30/0/0/20 setup, or are trait changes necessary?
Talking standard
strength (damage buff and gs damage buff)
Arms (vulnerability, gs buff, auto quickness)
Discipline (crit damage buff, move from immobile)
I figured for mace/shield would use (+50% crit in arms) but for sword/shield do you think any changes are necessary?
Warhorn should always remove cripple, then traited would take the burn in theory. Not quite sure the practice though
I think the thief is a cool concept, but imho I just think the development team did not think a person would just spam an ability. I feel like it was an oversight. When you work on something for so long you start to overlook things.
Yea I was thinking like cost maybe go up for consecutive uses.
I think the costs of things is not the issue. Just the spam ability.
So I thought about this and I am curious of opinions. So I have convinced myself that thieves need the initiative mechanic. As a non thief player I thought hey maybe cooldowns would fix the problem.
But now after more brainstorming, why not have cooldowns and initiative. Something like each skill has an icd with it, but you can choose to pay initiative to take it off cd.
Would that work? Solve and problems? or just complicate the system?
New game modes will cause build variety. In GW1, gvg builds were not the strongest for Ha, Ta, etc. Each mode had builds that worked best for that mode.
Problem now is conquest promotes bunkering, and bunkering promotes glass cannons.
Another mode say central objective or a TDM would definitely promote a new set of builds. That is what is lacking imo. 8 classes in this game, go into tourneys (free and paid), prolly will see the same 20 builds
I just hang on to the dream that I will log on one day and download a patch that fixes everything. I see POV though, if someone says hey we are doing x, y, or z, and it does not happen, I think there is some liability there that they want to avoid.
Although there has been maybe a handful of posts out there that say hey we recognize things need fixing in x, y, or z, but that is about it. I think that is as far as it has gone into detail.
What kills me though is that I feel like I get more information about things from sources outside of Anet themselves. I do not know how many times I have had to use reddit or facebook or just flat out google to get information on the game. I may be wrong about this, but I feel like the patch notes are posted on gw2guru before they are on this very website.
I know we live in the world of social media, but I would like to see more direct communication about things.
yo, K Pop
war
necro
est timezone
r35- if that matters to you
It could work. Or it could be very clunky if you keep running into people and having your character stopped in their tracks.
I am a supporter of body blocking, but not sure how some things would be handled.
i.e. would you be able to dodge through a body block? GW1 was all about the body block, but the game was different in design and play.
5 for rampage. I think conquering is 5 points, not sure though. You just have to reach 5 kills I think.
Stop leading with bulls charge august 26th…
I play war and necro. Trying to find paid team to play with consistently. I can play practically every evening. Something like 10pm est log on approximately.
I am 23
est time zone
r35- mostly from playing my war.
can do glass and control builds-war
condi necro
Apparently my spelling is so strong
I think he means the other way around. Prevent the enemy from walking through you. So you can hit them without them just walking past your attacks.
I see a lot of complaining and whining about things. I just wanted to say I was kinda satisfied about some of the skill tunings. I am not including here things that need to be still fixed, but things that were out of balance.
The thief is more in line now, regardless if people see that or not. Reduction of its AoE ability while maintaining the ability to solo target is key for the class. The CnD nerf was subtle way to approach the problem and it works.
I am not sure how I feel about healing nerfs on the guards yet as I haven’t played paids since the update, but I suspect that rotations will adapt.
And the portal nerf had to be this way so it doesn’t lose viability in WvW.
Would have loved to see an adjustment to burst damage for wars, but I am sure that needs more research and a meta shift to less glass.
I am a big fan of the adjustments. BS did a lot of damage because you would go below 50%hp and the trait would kick in that makes thieves deal more damage when your below 50%. So by removing the ability to get you below 50% health b4 you can react, they have effectively nerfed BS damage as well.
I wanted to know can I quickness commune with the nodes?
Map is kinda cool. I see that in 5v5 tourney meta though that this could potentially be the most balanced map without the real boss buffs. Kill buffs are awesome but as it doesn’t change and of your immediate stats or give bonus to points until you kill a character, it may not become that well contested.
The double point buff though is critical and could make holding one point useful.
I wanted to know if you stun a communing person does it interrupt their channel? We don’t have channels in pvp other places except maybe the treb.
Oh I am not the only person who say this coming I am sure.
with 5v5, unless both teams are even it is so hard to fight man down and now each player becomes more important. It is harder to hide weaker players on the team.
Careful guys, if you whine about eviscerate being worse than axe auto attacks, they might just nerf axe auto attacks.
Dayummmm you’re right -.-
Jokes aside, it is though. And if ANET was on the right mind they would buff Eviscerate instead of nerfing Axe auto. I mean that’s what Eviscerate was meant to do, be a finisher. Yet Axe auto is better at finishing and initiating.
Blame Moldren and the beta axe/axe 30% on 30% more damage eviscerates.
I like axe/mace mace/shield build. fun cc with decent axe burst
It is back. Not as bad as the first time, but I have gotten stuck on the Foefire load screen and the Khylo screen as well. Has to re log to fix the issue. Has happened in both free tourney and 5v5 hotjoin format.
When i say that as a gw1 infuser facing good spikes you must have better reflexes than what you need to negate every possible burst on gw2 people simply say that gw1 is another game or that noone can react in 1 second and stuff like that….sadly gw2 requires far less skills than 1…and people are adapting to it
^^ This. If all quickness had the same drawback, I think it would be balanced. The fact that thief gets no endurance, ranger gets no heal, and warrior takes double damage, don’t all see equivalent risks. As a warrior I would rather have the no endurance gain, but then yeah I think it would be OP.
Defektive I will my shield block saved me as much as yours does. I have even seen myself still take conditions even while blocking, take damage while blocking, or my favorite was when I got KD out of shield block.
I would just prefer it become invulnerability.
Must be WvW people who like it. They can all look the same on the castle walls…
I know this was changed a while back. I was just wondering what was the reason behind it? I logged online one day and I could no longer zoom out when downed.
This is problematic when downed next to objects are the camera pulls into the walls and you cannot see anything, like the person trying to stomp you.
Bladetrail huge damage BUG - all info how to replicate it
in Warrior
Posted by: Interpret Interrupt.3824
It is a bug. You can try this with any other attack that hits people in succession. None of them increase exponentially like this.