All banners have really really cool buffs.
Only one banner has really cool buffs. Another is decent and the other two are bad.
Curious, because I count 5 banners.
And honestly, other people picking up the banner is an issue. With an easy fix, too. Just make it so that only the Warrior can pick up the banner.
Allowing you to have the effects of the banners without the skills would just result in the skills being neglected by pretty much everyone. Oh and it would also strengthen banners significantly, which would probably result in a nerf to their bonuses.
Do you even realize how freaking much work they would have to put in to create the effects found on things like Twilight, Sunrise and Juggernaut in all 403 different dyes?
Wouldn’t necessarily need to dye the blade effects, just the hilt and guard.
Followup: Do you realize how freaking much rage it would cause if you could not dye the blade, and by extension, the particle effects, in all 403 different dyes?
Do you even realize how freaking much work they would have to put in to create the effects found on things like Twilight, Sunrise and Juggernaut in all 403 different dyes?
Bank in the hero panel, how?
If you mean viewing stuff, then I could see that happening. If you mean being able to withdraw stuff from your bank from the Hero Panel, that will never happen as we have consumables for that.
I doubt that it would be an easy thing to deal with the WvW progress bars. Simply because you can repair at 2/4/6/8/10 supplies at a time. Same for building. And the thin part at the start is something that appears in the game in other situations where you have a channel before an action.
As for the crafting and token thing, I personally find that doubtful. It is a major reason for people to buy bank expansions. By increasing the stacks on things (and making dungeon tokens Collectible), you would end up with tons of people who specifically bought more bank space due to the tokens. And trust me, those people would be wanting refunds for the now-useless bank space.
Lol @ slashing with a rapier.
One thing really bothers me, though. You know how signets are supposed to have really powerful active effects? This has been the trend that has been confirmed by developers from the get-go. Well, look at Healing Signet’s active ability
The thing is, the Signet is not supposed to be a burst heal. That’s Healing Surge.
Even that is significantly better than the Healing Signet active skill. Now I realize that the power of Healing Signet is in the passive, but it is senseless to have a Signet that no one would ever want to pop because the passive is leaps and bounds above whatever the active could do.
And yet we’ve had Signet of Rage, which has the very opposite effect, for quite a while now.
- Healing Signet
- 25 second cooldown
- Heal 4,000 + (0.75 x Healing) HP
- Gain Protection for 8 seconds
- Healing Signet
- 25 second cooldown
- Heal 3,750 + (0.75 x Healing) HP
- Fully restore your endurance
- Breaks Stun
- Healing Signet
- 20 second cooldown
- Heal 3,275 + (0.5 x Healing) HP
- You take no damage from attacks for 3 seconds
- Breaks Stun
- Ok, that’s nuts. When are you people going to get it through your skulls that Warriors should not have Protection?
- And how would you do that with “Superior Rune of the Adventurer”?
- Ok, now that’s even crazier than Protection. You’re talking Endure Pain on 20s cooldown with a heal.
Sold on healing signet without a doubt sold bye bye healing surge it’s been fun!
Personally I’m going to be doing Mending in WvW and Signet in PvE.
You’re mistaking it.
Torment ticks once per second on stationary, twice per second on moving target.
Just logged in.
Healing Surge @5,885/6,540/8,180/9,820 base.
Honestly, my personal experience with fixed damage hits in other games is that they’re either too weak or too strong.
And let’s face it, you cannot possibly balance it in this game. Because look at what we have:
- Guardians have the lowest base HP but access to boons makes them very tanky
- Necromancers have the highest base HP but literally no means of reducing damage
Just from those two, you run into issues. If you balance it around the Necros high HP, then you decimate Guardians. If you balance it around the low HP of the Guardian, it’ll be weak against Necros and Warriors.
And let’s face it, fixed damage is boring. There’s nothing there. No exciting high damage hits, no kiting waiting for the damage to be dealt. It just… is.
Where’d you even get 25% for a claim ticket? It was nowhere near that high. and its scraps that are replacing the keys, not the claim ticket itself.
Well, let’s get to the quotes:
Black Lion Chest Keys are now a rare drop from the Black Lion Chest. Most key drops have been replaced by Black Lion Ticket Scraps.
Collect ten ticket scraps and turn them in for a whole ticket.
And to finish off, the drop rate research on the chests averages 23.81% for a key.
So from these two, you would end up with an average of 4.2 BLCs per scrap, for a total of 42 BLCs for your ticket. Though personally I would give it a range of 35-50.
Um…
Have you looked into getting specialized bags? Because if you pick up stuff, those can automatically put them into a specific bag if they are:
- Armor
- Junk
- Crafting Materials
- Weapons or armor
Personally, I run with 2 regular bags, an invisible bag for my swappable gear, a crafting bag and an equipment bag
Basically, by getting a craftman’s bag, an equipment bag, an oiled bag and a regular bag, your drops will autosort on pickup into materials, gear, junk and other stuff. The other stuff will amount to quest items and salvageables. Throw in an invisible bag for any stuff that you don’t wanna sell, such as gear, WvW stuff and consumables.
(edited by Olba.5376)
when will these updates be live?
Sometime today.
Signet of Recharge: All weapon skills cool down 20% faster (stacks with traits). Active: Fully recharge elite skill. Signet of Recharge takes on 150% of the elite skill’s cool-down. Elite skill still takes it’s normal cool down.
Never going to happen. Savage Leap would be rather crazy. Not to mention that there’s plenty of other things that could be end up wonky due to permanent conditions or higher stacks. You would definitely end up with Mace/Shield being completely broken.
(edited by Olba.5376)
The badges of honor and blueprints are for the WvW crowd.
Yeah because you totally cannot:
- Use Badges to save on laurels for Ascended items
- Use Badges to get level 80 exotic gear for your character (cannot MF those though)
- Sell the Blueprints (upgrade to superior first, sells for more at minimal additional costs)
While other professions get strait up buffs, warriors get bug fixes and animation fixes. You can’t be serious and think that a minor buff to healing skills will make warrior viable.
Everypony and their mother has been complaining about how our heals are crap.
You’ll just have to wait and see.
Btw.. i guess Daecollo got what he asked for in terms of healing
I am just waiting for him to waltz in and say one of the following:
- “Mending is still crap”
- “Healing Signet active needs buffing”
- “Healing Surge needs better scaling”
But yes, I would have to agree with the notion that Healing Surge at stage 3 is going to be in the ballpark of 10k and not 14k.
I would think that this puts Healing Signet as the top choice for PvE, with some serious competition between Mending and Healing Surge for PvP, especially if you start considering Restorative Strength.
(edited by Olba.5376)
So let start by saying i have every profession and played all of them extensively. I usually play as a full tank warrior in wvw. So i wanted to make a solo zerk build. I am full zerk except for runes which are runes of hoelbrak. my traits are 25/0/10/10/25 with Great sword and axe/shield. My heal is healing surge and skill bar includes bull rush, for great justice, shake it off and signet of rage. Now i know being a zerk build requires different game play. I fought 1vs1 and won all of them except for this one thief who was a shadow step spammer. I know i am not suppose to win ever fight because some professions have better solo capabilities. I just feel when i am fighting ppl sometimes all my skills miss them and am like wtf. It’s not even an evade or missed, it just a big nothing. Bull rush goes right through ppl sometimes. I threw a bolas at a targeted enemy and it threw the bolas at the ground opposite side of the target. I don’t if it’s just me but some of these skills are glitche. It makes wonder how ppl even enjoy zerk warrior build in wvw. I been trying different traits and styles of play and it just feels meh to me. Maybe i just suck as a zerk warrior. I have no problem in dungeons. i have a full set of orrain heavy armor which i just completed getting and did p3 with a hiccup. Maybe you other zerk warriors can share your build and advice with me. I just feel like i did all that grinding arah dungeon for nothing. I am really trying to enjoy it but it’s hard. Well am done crying now.
Well, how about we start with the fact that your traits are crap? Here’s a few things I can’t figure out:
- Why the hell 25 in Strength? Stick and Move isn’t a gamechanger.
- Why the hell 10 points into Tactics? There’s nothing there for your build.
- 10 points into Defense was for Shield Mastery, I believe. Well, that’s not really a reason to go to Defense, especially not in WvW.
- Again, why 25 in Discipline? That 25 minor isn’t going to change anything.
To me, it just looks like you took a typical 30/0/0/10/30 dungeon setup and swapped around to accomodate your Shield.
Personally, I am running 0/30/20/0/20 in WvW with Axe/Shield and Longbow for now. My gear consists of Berserker armor with Hoelbrak runes and Knight trinkets with Rubies.
But honestly, you have to ask yourself one thing: Is Greatsword with Axe/Shield the setup you want to run? Because there just isn’t one setup that is king in WvW. For example, here you can see Callahan running Sword/Shield with Longbow, which is the current big thing in sPvP. There’s also been fuss about Mace/Shield with GS since they buffed Skull Crack. But currently, we basically have:
- Hammer lost a lot of its usefulness due to changes to Leg Specialist and Blind
- Longbow has been adopted because it averts the Blind issue, allowing Cleansing Ire (20 points into Defense, a major trait) to cleanse you well
- Sword/Shield has gained popularity because of high mobility and Final Thrust having Eviscerate’s damage
- Axe as a mainhand is down in popularity because they shifted about 50% of the autoattack damage to the final three hits, which are difficult to land on a moving target. The fact that Final Thrust has Eviscerate’s damage on a much more mobile weapon is also a contributing factor.
- Mace/Shield with Greatsword seems to be the current go-to for 100 Blades lovers. Skull Crack was recently buffed to 3 seconds for 3 bars, which means that if you stick in a Sigil of Paralyzation, it can help you land a full 100 blades without Frenzy. Throw in the abundance of interrupts (2 stuns, 1 daze) and blocks, along with access to Weakness and it’s a solid set.
(edited by Olba.5376)
The skin copy idea won’t happen for one simple reason: Legendaries.
Your issue of having to buy multiple sets of the same set of skins even though you only want a single piece could be dealt with by having an option of buying just some pieces of the armor sets.
Charge and Call to Arms do not remove all conditions, nor fear specifically. No tooltip change is required.
Pretty sure he’s referring to Quick Breathing which converts conditions.
And honestly, I think the OP is forgetting one important detail: Quick Breathing works on your allies.
And it looks like he’s under the impression that “clears conditions” means that they need to be able to affect all conditions.
Oh and as was pointed out, it’s not the lack of stunbreaking, it’s the casting animations. You can remove Fear just fine with Shake It Off, Shrug It Off and any combination of Shout + 6 Superior Runes of Soldier.
And from the looks of it, the OP only plays Warrior, as he only brought up Warrior skills. Well guess what, the same is true of every single condi clear in the game that has a casting animation.
And let’s not even go into how ridiculously OP it would be if all condi clears in the game were either stunbreaks or instant casts. Conditions are taking enough flak as it is from being able to be cleared at all, they don’t need to be turned into weaklamesauce.
#Less buying, more playing. You can buy almost everything you need for a legendary on the TP. You only need badges (currently thrown at us in obsene numbers), karma, SP’s, Map exploration, and a few dungeon tokens. Everything else can just be bought. I suggest vastly increasing the dungeon tokens, add in laurels and other account bound items, and decrease the buyable items.
- Less sparkle, more awesomeness. Most of the first legendary weapons are pretty silly… the pistol, the SB, and the mace in particular. That’s fine for the people who want that sort of thing, but please diversify. Necros just look silly with their selection of legendary weapons.
- But then you run into the opposite issue. Instead of complaining that it’s all about grinding gold, people will just complain that it’s all about grinding whatever you change it to. Laurels are already causing people to complain that Ascended stuff is timegated. Dungeon Tokens are already hoarded by people in massive quantities, so that wouldn’t really change anything at all.
- You call them silly, but there are people who genuinely like them. For example, I think that the effect of Dreamer is hilarious, but similarly I think that the whole design of Twilight is sad. It’s a freaking massive sword of reflective darkness. That’s not only very 12-year-old, but also way too overdone.
And let’s not forget, Legendaries do not need to be the shiniest, coolest skins in the game. All they need is to have something special about them, such as the footprints or the moving parts.
I have to agree with folks about the PvE thing.
A dragon attacking SM and basically trashing the whole thing, leaving everyone near it dead would be one thing. A dragon attacking SM and everyone on EB and all borderlands suddenly being unable to WvW is just dumb.
Honestly, as someone who has done gear analysis in various games in the past, I find this to be bad math. Here’s the short list of things I found:
- You used a Sharpening Stone and a food that gives vitality, then proceeded to claim that the extra vitality from the food would also give extra power from the Sharpening Stone. This is not how those items function.
- You talked about crit chance, but you failed to notice that you had the wrong formula. You start with 4%, but it turns into 5% at 927, after which you get 1% for every 21 points.
- You never did proper survivability analysis on the Vitality and Toughness
As others have said: Way to point out the obvious.
Also, I think that your analysis got way derailed when you started adding foods and traits.
And let’s be truthful for a moment: No one cares about how much better the Berserker stuff is, all that matters is that it is superior.
Yeah, because you totally cannot cure nor convert fear on your allies.
If I buy all my ascended for one stat set, that sat set is only good for one thing. I use different stats in different dungeons and in wvw and while farming. I use different weapons in different situations and I enjoy this and they need different stats.
That is your prerogative as the player. You can play the way you want, but the consequences are also yours. Just like you can order a well done steak, just don’t complain that it tastes like crap after you do.
If you could read you would have seen that I said having multiple sets isn’t sustainable with time gated ascended just as it isn’t with the amulet and earrings.
Well, considering that I am writing in a language, I would think that implies that I can read. Unless of course you’re suggesting that I am using some kind of software to turn speech into words.
And again: Using multiple sets of equipment is a choice you made. It’s not something the game forced on you. It’s not even something the game hints at being something you’re supposed to do.
Don’t appreciate you tearing my post down in multi quotes either.
It’s a stylistic choice. I could just as well abuse the everloving crap out of the numerated lists and chop out all of the irrelevant parts on your post. But that rises the chance of silly rebuttals about taking things out of context, so I prefer not to do that. Plus, editing your text is something you should do, not me.
You’re saying skills on weapons are bad because otherwise people will not know what to expect when they look at you in pvp from a distance? It’s 5 skills now, you want to do a scripted dance on 5 skills? that’s 2 more then rock paper scissors it has to be that simple before you start complaining that it will be far too many to react to or learn?
It might be 5 skills. I don’t care if it’s 1,857,333 skills, as long as I can tell, from your class and choice of weaponry, whether you’re going to use lots of CC, conditions, burst, direct damage, whether you’re going to spam me with blind or weakness.
Only if that destroys the attached back item, like with every other salvageable piece of gear. And I think that as price for guaranteeing the skin, whatever you’ve slotted into it (jewel, infusion, crest, what-have-you) should be destroyed.
And naturally, you wouldn’t be able to salvage currently unsalvageable backpieces, such as the Karma and quest ones.
(edited by Olba.5376)
Try killing things with a shield if you think scepter is bad.
Try killing things with a Warhorn on a Necromancer or Warrior.
Everyone making a connection between MF and Celestial stuff is making me have fits of giggling.
Celestial items have every single stat in them. Them having the same amount of MF% as MF% items while providing other bonuses is, in my opinion, an oversight by whoever works on that stuff. Same is obviously true for the Critical Damage % values.
Now let me ask: How many people would still get Celestial if the amount of Magic Find it provided was 2/3 of the MF on Traveler, Wayfarer and Explorer? That is, instead of providing 30% MF on the accessories, it would be 20%, while the armors would be 12% instead of 18%.
Nope they need to be harsher. Over-achiever and no lifer come to mind.
Overachiever
Nolife
Basement Dweller
Forever Alone
Sounds about right.
I’m against this.
Firstly, the current Outnumbered buff is 20% MF, 33% exp and 10% world exp. Two things stand out here. First, how would you stack this on multiple orbs? 20% MF per orb? 20% MF for all three? The first is too much and the latter too little. Same for the World exp.
Secondly, the orbs were removed for at least two reasons. First being hackers. People would hack the orbs and bring them to their own servers. This was a major issue and you often heard about how the server with the hackers let the opposition take back the orb without resistance. The second reason is that it made the gaps in power even larger, making already powerful servers into monsters. With MF tied to servers, you would see people transferring servers to the winner servers just so that they could get the MF bonuses for their dungeon runs.
Honestly, trying to entice PvE players to get to WvW is not a good idea. Because the PvE players that don’t WvW… well, don’t WvW. You’ll just create a situation where PvE farmers will move according to WvW situations, which will end up creating a hate between PvE players and WvW players. The WvW players will hate the PvE players for taking server spots from WvW people and the PvE players… well, they’ll just be what they already are.
On that note they announced the new WvW skills in a similar way and they wound up being barely noticable passive bonuses. Hopefully we’ll get new abilities and skills specifically outside of utilities and focusing on the individual weapons abilities with new ones to swap in to bring the less used weapons into play.
Pretty sure there was a point where Arrow Cart Mastery was considered OP. And the new supply-related abilities allow an organized group to build their siege at 5x the normal speed, which can mean the difference between wasted supply and a broken door.
I’d like to see them added to specific weapons to bring in the more underused weapons and stop each one from randomly being associated as condition vs crit.
The thing is, certain type of damage/certain playstyles being tied to specific weapons is kinda necessary with the fast-paced combat. You simply cannot sit around and wait for your opponent to take the initiative in combat just so that you can decide on your approach.
I don’t see set ups like this being sustainable at all with time gated crafting especially since I have similar set ups across all my alts. A majority of the article basically just says, “hey you’re going to have to start from scratch on all your sets with all your hard work made into 2nd rate gear.”
And where exactly do you believe that having Ascended gear will make the difference between failing and succeeding? Can’t be dungeons without a major overhaul (not counting Fractals, obviously). Can’t be WvW, since Ascended still hasn’t affected that front. Can’t be PvP, they don’t get it. Can’t be general PvE without some serious overhauls.
So where is it that having Exotics will make you fail? Because unless they ramp up the difficulty or you’re currently dying like a fly, it won’t change anything.
As for what comes to new skills, it really depends on how they implement it. If we’re just talking giving classes the things that they’re clearly lacking, then it should be good. If we’re talking new weapons, then that will just add extra burden for the developers without really adding much to the game. If we’re talking new weapon skills, then that’s just bad.
I can’t really understand exactly, what you’re suggesting here.
Could you go a bit more into details please?But maybe its just only my lack of understanding English, as I’Äm no native speaker of it xD
Are you suggesting here, that weapons should change their skins, so more monsters you kill with them ?
Or are you suggesting here, that Stats of a weapon should change, so more monsters you kill with them ??
or maybe both?
From what I understood, he’s saying that the weapons would change their skins with more monsters killed. He called it “bloodlust weapon” simply because Bloodlust is the name of the most commonly used Sigil that provides on-kill bonuses.
Honestly, for a team setting, I don’t see much point in running Vigorous Shouts over Inspiring Battle Standard. Considering that the healing is barely over 1k with no Healing Power, the banners would provide more for the team due to their native effects.
And personally, I am a major fan of Warhorn. The only downside as a team cleansing tool is that unlike shouts, it has an animation. But depending on what you’re doing, that won’t matter.
And how would that differ from just having those skins outright?
Because let me tell you, unless the cost is lower, no one would go for this. After all, if you like any of the skins before the “top tier” one, you would get those instead.
And what if I don’t like Arah, Destroyer, Corrupted or Volcanus? What if I want Juggernaut, Bolt, Twilight, Incinerator and The Dreamer?
There is one progression I could see working. The Cultural pieces. Both armor and weapons.
(edited by Olba.5376)
New trait in Tactics Line:
I win – Gain Unshakeable, Determined and Frenzy for 5 seconds when hit. 1 second cooldown.New trait in Strenght Line:
Evil eyes: anyone on ur screen die immediately bypassing downed state
New Trait in Arms Line:
The Cena Maneuver : 100% chance to cause Blind for 10 seconds on critical hits. 1 second cooldown.
Never, ever going to happen.
Firstly, this would be ridiculously strong in PvE, where downing is rather rare in the first place. Secondly, it would make the Warrior heals ridiculously strong (16,880 on Healing Surge?!).
Oh and thirdly, look at what you’re saying. Healing from all sources? Well, Regeneration would thus be 260 + 0.25*Healing, Healing Signet would be a passive 400 scaling at 0.066*Healing. Adrenal Health would be 720 + 0.3*Healing every 3 seconds. With zero Healing Power, those alone would total 900 hp/s. Throw in some Healing Power, say 1500 or so and we’re talking 1,524 hp/s healing.
That is kittened up.
New trait in Discipline line:
Endless stance – all stances have unlimited active time
Lol, so we would take no damage from physical hits nor unmodified conditions and we would get permanent Quickness and Stability? And we would have ridiculous adrenaline regeneration? I counter with:
New trait in Tactics Line:
I win – Gain Unshakeable, Determined and Frenzy for 5 seconds when hit. 1 second cooldown.
(edited by Olba.5376)
Personally, I started out getting the Unidentified Dye package every once in a while.
However, I quickly did some calculations to find that I would get more Dyes if I used my Laurels on Heavy Crafting Bag, sold the contents and bought Unidentified Dyes on the TP.
Though my reason for this is that I am using a mixed set of trinkets (Knight with Ruby jewels), so getting Ascended stuff would either lower my crit damage% significantly or I would have to get a whole new set of armors (Knight instead of Berserker), which wouldn’t be so bad but I would also need a set of Transmutation Crystals for the looks.
Pretty sure an SotG a while back mentioned that they’re thinking of it.
However, it did also say that it would come to sPvP first, then later to PvE. Mostly due to the fact that there’s a lot of bumps to work out in PvE that simply don’t exist in PvP.
And honestly, there’s a lot of things to work out in something like this. Firstly, you have to implement a way for the template swapping to act as a gold sink, just like the current trait swapping. Secondly, you have to consider the requirements of the templated items. Do they need to be in your inventory? If so, then how do they interact with the different kinds of bags you can have? Do they need to be in your bank? If so, would that warrant a PvP Locker-like addition to Bank? Do the templates have their own space? How do you get the templates? Do you buy them from the Gem Store or do you get a free one? Maybe a quest? Can you have multiple templates? If so, can you unlock more? If so, how many and for what price (Gems/gold/quest)?
And after all of that is done, you come to the toughest of all: Pricing. Considering that it acts as a complete reset, it would be reasonable to price the base service at a price higher than the trait reset. But even that takes careful consideration, as for some people the costs are always the deciding factor. And then there’s the fact that if it saves you inventory or bank space, you have to consider the costs in relation to buying additional bags/bank space/inventory tabs.
You know what would really help, saying what do you mean by the perfect inscription, and from the sound of it, it looks like an item that’s going to make warriors more OP in pve then they already are, so… NO.
A quick search got me a Guardian trait.
And honestly, I have to be against it. First off, we get +power, +precision and +toughness from Signets. A lot of people use 1-2 of those three. Throw in an additional 20% and it gets rather powerful: 204 stats instead of 170. Might not be much on its own, but you have to consider that we also have access to Banners, which give 170 passive to a stat of our choosing as well.
And besides, how would you implement that change on Healing Signet and Signet of Stamina?
That and no one likes the passive on Signet of Rage.
I don’t think that anyone in particular is wrong, though the argument of what is or is not a gold/karma sink a bit off topic. Not everyone can be expected to agree or even play the same way, and simply having an existing alternative does not make it attractive to some players or invalidate the desires of others for a more reasonable option.
Perhaps we can refocus on the merits of the initial suggestion based on existing and previous gem store items, or perhaps offer improvements or alterations?
The argument about gold sinks is not off topic. Gold sinks remove lots of gold from the game, reducing inflation. Waypoint costs do just that.
Buying a wp cost eliminator would significantly reduce that process. You pay real money once, and all that in-game gold stays inside the game.
Having that in mind just shows how ridiculous the comparison of wp costs with harvesting tools was.
people buy gem store items, prices of gems go up, more money is sinked through higher prices of gems when people buy gems with gold. no inflation here.
That assumes at least a few things that are at best questionable or downright insane. First off, the only gold sink in the Gem Store is the fee that gets taken out. Second off, the Gem Store is a different gold sink. What you’re assuming is that the higher gem price from people buying this kind of item would far outdo the costs of waypointing that they would avoid. Which isn’t necessarily true, considering that most people would likely buy the item with real money instead of Gold.
I’ve already offered a relatively effortless way to make up waypoint costs, so its usefulness as a gold-sink is negligible as it is. Typically when people waypoint somewhere, they make up the cost by doing whatever it was they went there to do (the same could be said about the harvesting tools). I would dare say that all but the rarest circumstances result in having more silver than you started with after waypointing.
I waypoint a ton of times a day, but most of it is to do events where I get guaranteed rares. Selling even one of those rares on the TP makes up most of my waypointing costs for doing it.
However, that does not undo the gold sink, as the gold I am gaining is from other players, not something newly generated by slaying monsters. Which, I would imagine, a lot of people do.
The issues with the orbs were twofold.
Firstly, the strongest server had the orbs, always. This meant that the naturally stronger enemies were made even stronger by the system they were put into. While you might argue that rewarding the winners is a good thing, it’s not going to work if the rewards you’re giving are making them win even more.
Secondly, there were hackers. It wasn’t exactly uncommon to hear of a hacker porting in and stealing the orbs. It was so bad that even the servers that housed those hackers would let the opposition get the orb back by letting them capture the structure it was in, all in the name of fairness. And with hackers, came the usual accusations. Servers that had lone but dedicated hackers were getting badmouthed all over the place for being “hacking servers”.
Replace Healing Surge for Refresh Stance.
Refresh Stance: Regenerates health, adrenaline and endurance for 10s. CD = 30s.
- Health Regenerarion = 1000/s.
- Adrenaline Regeneration = 3 extra strikes per second.
- Endurance Regeneration = 2 extra strike per second.
Even counting the cooldowns, this would be 333 hp/s on average. In comparison, our current best heal, Healing Surge, is 281 hp/s.
And as was pointed out, the endurance regeneration that you’re suggesting would basically be Vigor on performance enhancing drugs.
And that’s not all. Take a look at the Stance-related traits that we get:
- Sure-Footed increases Stance duration by 25%. This would mean that we’d now have 1,000 hp/s regeneration for 12 seconds total. That gives you 400 hp/s on average, which is absolutely ridiculous.
- Vigorous Focus gives 8 seconds of Vigor. Coupled with the natural regeneration offered by the heal, we’re now talking about 400% endurance regeneration for 8 out of 30 seconds, 300% for 4 out of the remaining 22 and 100% for the final 18. That’s an average of 150%, which is ridiculous.
Please go back to the Necromancer forums, you obviously don’t play a warrior.
This would be the second time you claim I don’t play a warrior. And the second time you get proven wrong.
Oh and also, if it’s the combination of low heals and lack of utility on those heals to compensate, you better say that. Because that’s very different from claiming that we have the kittentiest heals.
Judging from your history so far, you have done nothing but tell people they’re ideas are overpowered, your one of the reasons this class is held back by false feedback.
That’s because most of the suggestions that people give are overpowered. And honestly, we already get enough complaints about ANet nerfing classes, the last thing we need is to give them reasons for nerfing. Because giving overpowered abilities and then nerfing them down would do just that.
And just out of curiosity, let me ask you. Just equipping Warhorn gives you 50% uptime on Vigor. Traiting for Warhorn makes it 80% uptime. What would you do to give us other sources of Vigor without enabling Warhorn users to get permanent Vigor?
Warhorn user could already get perma vigor. Warhorn traited + vigor on stance with a couple stances = perma vigor.
In the same effect a guardian spends 5 points in getting what we get spending 40 points. They don’t even have to waste there time refreshing it either it does it for them
And unlike Guardians, we have much higher crit rate so such a trait would never work with us.
Wait…do stats effect each profession differently? Wouldn’t a Guardian have as much crit as they spec for? I have a DPS guard I mess around on and he’s over 50% crit. And I only had to spend 5 points for basically perma vigor in combat.
Warriors have a much easier access to Fury, not to mention stuff like Banner of Discipline and Signet of Fury. My warrior up there has 66% crit rate out of combat with no foods. He goes up to 86% with Fury (which I can easily make permanent), then an additional 340 Precision from Signet of Fury and Banner of Discipline and we’re talking over 100% crit rate.
Please go back to the Necromancer forums, you obviously don’t play a warrior.
This would be the second time you claim I don’t play a warrior. And the second time you get proven wrong.
Oh and also, if it’s the combination of low heals and lack of utility on those heals to compensate, you better say that. Because that’s very different from claiming that we have the kittentiest heals.
Judging from your history so far, you have done nothing but tell people they’re ideas are overpowered, your one of the reasons this class is held back by false feedback.
That’s because most of the suggestions that people give are overpowered. And honestly, we already get enough complaints about ANet nerfing classes, the last thing we need is to give them reasons for nerfing. Because giving overpowered abilities and then nerfing them down would do just that.
And just out of curiosity, let me ask you. Just equipping Warhorn gives you 50% uptime on Vigor. Traiting for Warhorn makes it 80% uptime. What would you do to give us other sources of Vigor without enabling Warhorn users to get permanent Vigor?
Warhorn user could already get perma vigor. Warhorn traited + vigor on stance with a couple stances = perma vigor.
In the same effect a guardian spends 5 points in getting what we get spending 40 points. They don’t even have to waste there time refreshing it either it does it for them
And unlike Guardians, we have much higher crit rate so such a trait would never work with us.
Cleansing Ire works great with longbow, but otherwise I find that the very conditions it’s mean to clear, prevent you from using/landing it (blind, cripple, immob).
That is a problem with how adrenaline works, not with how the trait works.
And while some people seem to want to fix that issue by making Cleansing Ire remove 1 condition whenever you gain a bar of adrenaline, that is not only much less consistent, but also potentially broken with various trait setups or utilities:
- Berserker Stance would result in it cleansing 1 condition every 2 seconds. Coupled with its current effect, that would be crazy powerful.
- Signet of Fury would cleanse 3 conditions
- Furious and Sharpened Axes would make the cleansing speed excessive
- Inspiring Shouts would make all shouts gain the 6 rune effect of Runes of Soldier
- Healing Surge would cleanse 3 conditions, thus making Mending obsolete
And shout healing is exactly what I’m talking about. You have to spec JUST TO GET alternate sustain. It’s all or nothing. Every other class (except perhaps rangers) gets alternate forms of sustain outside of the #6 button, baseline, with 0/0/0/0/0. Check above for my list of examples.
I’m probably going to get a ton of crap for saying this, but I am pretty sure that a lot of the “sustain” of Stealth comes from going 30 into Shadow Arts. That is kinda like our Tactics line.
(edited by Olba.5376)
Consume conditions is better compared to Mending (comparing to healing surge makes no sense). And in that contest, Consume is far superior.
I was not contesting it as a good healing skill, I was contesting the statement about Warriors getting the lowest amount of percentage-wise healing from healing skills.
I feel this baseline sustain would be best accomplished by linking some form of healing to gaining adrenaline, and by giving us some baseline access to protection and/or regen.
Add some healing to Cleansing Ire?
As for Protection, I am against that simply because it’s a bit too close to Guardians. And let’s be honest, the moment you give Warriors Protection, it just turns from “WE WANT PROTECTION!” to “GUARDIANS HAVE BETTER PROTECTION!”, essentially changing nothing. Unless of course you copy Guardians or make us superior to them, neither of which is a proper choice of action.
As for Renegeration, we already get that from traiting into banners. And before you refute banners and/or the Tactics line as useless, that’s a whole different issue.
I then want our Tactics and/or Defense tree to actually enhance this already existing sustain.
It’s already there, with things like Dogged March, Cleansing Ire, Quick Breathing and Vigorous Shouts. It just needs tweaking.
Please go back to the Necromancer forums, you obviously don’t play a warrior.
This would be the second time you claim I don’t play a warrior. And the second time you get proven wrong.
Oh and also, if it’s the combination of low heals and lack of utility on those heals to compensate, you better say that. Because that’s very different from claiming that we have the kittentiest heals.
Judging from your history so far, you have done nothing but tell people they’re ideas are overpowered, your one of the reasons this class is held back by false feedback.
That’s because most of the suggestions that people give are overpowered. And honestly, we already get enough complaints about ANet nerfing classes, the last thing we need is to give them reasons for nerfing. Because giving overpowered abilities and then nerfing them down would do just that.
And just out of curiosity, let me ask you. Just equipping Warhorn gives you 50% uptime on Vigor. Traiting for Warhorn makes it 80% uptime. What would you do to give us other sources of Vigor without enabling Warhorn users to get permanent Vigor?
(edited by Olba.5376)
….
Consume Conditions is a necromancer ability.
Which heals 5240 base out of their 18372 hp pool, which is a lot less than the 8440 we get out of Healing Surge. Thus making it worse healing based on % than what we get.
Granted, I’ll give you that Healing Signet needs to be boosted.
After almost months of promised sustain we have gotten nothing but a nerf to our damage, and now that our damage is along the line or more along the line of other classes DPS wise, what are we going to get to make us as tanky as guardians, or atleast close to them?
Why should we be just as tanky as guardians?
Currently we lack damage reduction, sustain, good healing (worst healing based on % in the game atm.) and vigor.
Um, I’m pretty sure that Consume Conditions is worse than Healing Surge.
You want Vigor, you go Warhorn. Simple as that.
Honestly, to me it looks like you want Warriors to get high uptime on Protection and Vigor, along with passive condition removal and great heals. Well let me ask you: How the kitten would you do that without making Warriors OP or nerfing our damage to ridiculously low levels?
I can think of at least one reason why there shouldn’t be autoloot.
Because it doesn’t work if your inventory is full.
And let’s face it, the amount of bags that you would leave unpicked because of a full inventory would be far more annoying and far more numerous than the ones you leave because you didn’t do your rounds to pick up stuff manually.
And the next step? Demanding the option to automatically sell/drop/not pick up items of certain qualities.