Well, they would need to remove some things from the Daily if they ever did this.
In my opinion, the following would cause issues:
- Daily Crafter because you can just sit at a crafting station and get it done within a minute
- Daily Feast because you can just click your way to it
- Daily Recycler because you can just click your way to it
- Daily Laurel Vendor because it’s already ridiculous
- Daily Karma Spender because you can just click your way to it
- Daily Kill Variety because I’m not sure how many types of enemies there are in the game
- Daily Dungeon Completer because it would be ridiculous
- Daily Mystic Forgesmith because you can just clikc your way to it
(edited by Olba.5376)
If I had to wager, I’d say 131. At least it rounds up when you’re at 0.7, so I cannot really see any reason why it would round down at 0.6.
i use lyssa, removes all condtions + all boons for 5 sec. + 10sec boon on healing
(often get protection, at that point i feel like a god.. lol :-P
The thing is, massive condition removal is a big thing against necros, but they can also turn all of your boons against you.
Melandru is nice but i dont want to run all day around eating food also.. (dont have that much gold)
So without the food melandru is missing the point.
You could just buy Bowl of Poultry and Leek Soup for like 3 silver a piece. That’s what I do.
Also note that the +15% crit chance buff from Heightened Focus is inaccurate. I’m fairly convinced its still +9% as it was originally if it even buffs you at all (Effect doesn’t display on the stat page and the supposed crit rate boost is more of a placebo effect.)
Is you conviction based on a gut feeling? Or have you actually been in a situation where you did not crit when you should have?
Because if you ask me, testing a hypothesis like yours isn’t too easy. Granted, you can always go to sPvP and smack around things with 86-90% crit rate and get within a 99.999% confidence or something, but whether that’s conclusive proof is up to debate.
Well, they should be account bound even when you equip them. The ascended Karka backpiece is account bound even after equipping. I switched that one between my alts till I found the right character for it.
Yeah, that probably has more to do with the fact that the Sclerite Karka Shell is a one-off event item. After all, Fervid Censer and Toymaker’s Bag are also account bound.
Do note that the backpiece skins that you get are also all account bound on acquire.
The roles are fine, the issue is that there isn’t any content that requires them. You can spec full support or tank and be good at it, but your party would be better off with more damage, due to the way the content is designed.
The thing is, GW2 is a lot less consistent with tank and support-related things than most other MMOs.
For example, there are literally no aggro skills in the game. There is also no other guaranteed means of getting aggro, such as having the best DPS. That leaves any “tank” partial, since they can’t actually “tank”. They’re just a big blob of survivability.
As for support, the standard healing paradigm was completely eliminated, which pretty much results in most healing-related skills being lackluster. On the other hand, Defiant completely destroys the already limited control skills.
Honestly, when I first checked out the skills on GW2 and noticed that the Dazes and Stuns were few and of short duration, I was very surprised. My previous MMORPG was Perfect World, where PvP was pretty much ruled by DPS and good timing on stuns and silences (the equivalent of daze), not to mention things like items that offer extreme healing or downright immunities to control effects or damage.
However, as Perfect World (and probably many other MMORPGs) demonstrate, you can have a working dungeon mechanic without relying on control skills. In Perfect World, pretty much all bosses were immune to all control effects. Granted, they still had tanks and dps and healers, but the support in Perfect World was all about buffing allies. Sadly, it wasn’t very well done, as the healer and tank classes had the best buffs in the game.
(edited by Olba.5376)
also, if you can add “determined” buff to the ‘obsidian sanctum’ that’d be great
so make the pvp jp pointless?
Yeah so that all the carebears can get their badges without having to take part in WvW.
Not like they didn’t just implement a thing that literally throws tons of badges in the laps of all PvE players.
It would be extremely bad, especially in PvE.
Furious and Sharpened Axes, coupled with high crit rate results in Axe/Shield getting a full 3 bars in a matter of a few seconds.
No way to balance it around that, as your options are:
- Balance it around Furious and Sharpened Axes, resulting in it being too weak without those
- Ignore the adrenaline traits and risk warriors becoming tanks in PvE
Not to mention that it would quite literally make Signet of Fury into a beefed up Endure Pain.
Honestly, I think that’s awesome.
The Greatsword was obviously split into pieces. And it’s cool to see it in use. It’s very unique. I might go get that thing now.
I am pretty sure that someone somewhere mentioned that the a single dye can colour differently depending on what material its dying.
And as is obvious from playing the game, this does not mean “heavy armor looks different from medium which in turn looks different from medium”, but rather that the material in the armor piece, such as cloth or metal, dyes in a different way.
And naturally, there are even differences within those parameters.
That could be it, then it would be helpful to somehow differentiate those parts. I understand that some parts of the armor is metal, leather, or cloth. There should be some icon or label to indicate this.
Not quite that simple. For example, a lot of Heavy Armor has dye slots that colour both metal and cloth parts in one.
So for your idea to work, they would have to alter the colouring system by adding new slots.
I think more warriors are running sword now that axe got hit with that Damage nerf..
Wait, axe didn’t get hit with a damage nerf….?
People are talking about how they balanced the damage on the auto-attack chain so that it’s roughly 25% on Chop, 25% on Double Chop and 50% on Triple Chop.
http://gw2skills.net/editor/?fIAQJAs8icOKPMRBizDAMFyreYHAEHA-TgAg1CqIKSVkrITRyisFB
Here, go to the mists and use this build to test it.
The idea: you have 70% crit chance. With Fury 90%. With Blademaster 100%. You should be able to get perma fury.
Hack the golems with a sword for a while. If you see a non-crit, the trait is bugged.
Use Flurry to hit many times in less time.
The OP is saying that the +10% crit doesn’t show up in the Hero Menu when he looks at the stats.
And I’m pretty sure it’s always been like that.
But yes, it is very easy to test.
I am pretty sure that someone somewhere mentioned that the a single dye can colour differently depending on what material its dying.
And as is obvious from playing the game, this does not mean “heavy armor looks different from medium which in turn looks different from medium”, but rather that the material in the armor piece, such as cloth or metal, dyes in a different way.
And naturally, there are even differences within those parameters.
You mean… like… changing your armor and traits? GASP!
and it only took one post for someone to hate on it…
NO NOT LIKE CHANGING YOUR ARMOR AND TRAITS. i mean like whole new skills,limitations and advantages,weapon usability
OH! I get it. You mean like changing armor, traits, weapons and utility skills!
……………still no, so please stop being a jerk
So let me get this straight.
You want them to implement actual skill changes to allow for specialization instead of just the traits we already have? And changes to the armor you can wear and/or the weapons you use?
Because without those, it really is just the traits. Guardians can already choose a weapon and spec that centers on team support. They can also spec for tankage. As for Thieves? Well, Shadow Arts gives good reason to stay in stealth and the rogue part? Well hello, I see a shortbow. Evasion-spec Thieves are rare, but they exist.
And honestly, I don’t like the idea of changing skills and weapons through some kind of system. That just makes the whole game more complicated than it needs to be. And the game is never going to have fullblown healers and tanks, so give up on that notion too.
- Restorative Strength: Using a heal skill removes crippled, chilled, immobilize, weakness and blind
- Dual Wielding: Damage is increased by 10% when wielding an axe, mace or sword in your offhand
- Distracting Strikes: Apply 4 stacks of confusion for 8 seconds when you burst a foe. (10 second cooldown)
- Blademaster: Increase your critical hit chance with a sword by 10%. Sword skills recharge 20% faster.
- Adrenal Health: Regenerate health per strike of adrenaline gained (50 health, scales 3% of your healing power)
- Armored Attack: 10% of toughness is given as a bonus to power
- Dogged March: Incoming immobilize, chill, cripple and blind durations are reduced by 33%. Gain 3 seconds of regeneration when you are inflicted with one of these conditions (10 second cooldown)
- Cleansing Ire: Gain adrenaline when hit. Remove a condition for every bar of adrenaline gained.
- Spiked Armor: Gain 5 seconds of retaliation and 3 seconds of protection when struck by a critical hit. Cannot trigger more than once every 15 seconds
- Leg Specialist: Apply a 2 second immobilize whenever you cripple a target with a skill (6 second cooldown)
- Shrug it Off: Remove blind and an additional condition when blinded. This can only trigger once every 30 seconds. Also breaks stuns.
- Signet Mastery: Signets recharge 20% faster and remove 1 condition on use.
- Heightened Focus merged with Berserker’s Power (Discipline, Grandmaster tree)
- This would literally make Mending a useless skill. Not many people use it now because of the low amount of healing, but you’re still proposing a trait that specifically targets pretty much all the conditions that a Warrior is perceived weak to?
- I think 10% is a bit too much, considering the abundance of other +damage% traits we got. Especially with your proposed +15% to Maces.
- I don’t like this trait simply because the duration, plus placing in the traitline makes it so that it’s actually 8.8s confusion on a 10s cooldown. Permanent conditions from traits are a bad idea.
- I think 20% on Savage Leap might make Warriors a bit too mobile. We’re talking a 900 range Leap on a 6.4s cooldown.
- I don’t like the idea simply because I like Adrenal Health because it allows you to regain health without attacking.
- 10% Toughness to Power for 25 points in a traitline that most people go 20 points into for Cleansing Ire? I think that’s a bit too powerful.
- Again with the Blind durations. Give it a rest already. Not to mention that tying our weakness to Blind to specific traits (10 Strength, 20 Defense) would pigeonhole everyone into taking one or both of those traits.
- I don’t like this idea simply because I prefer being in control of my condition removals. Not to mention the obvious issues such as utilities or traits that affect adrenaline gain and the baseline differences in adrenaline gain between certain weapons.
- Why the Protection?
- 2s immobolize on a 6s cooldown is way too powerful, considering that things like Hamstring and Throw Axe give very high uptime on Cripple already. They made the change to Leg Specialist for a reason.
- AGAIN with the blind? Seriously? And why are you eliminating the connection the trait has with Shake it off? That’s not cool.
- Not a fan of this idea simply because it makes Mending even more useless.
- No, not a good idea. They made those traits Grandmaster in separate trees for a kitten good reason.
Also note that the travel distance of Savage Leap is larger than the range of the actual skill.
^^^
Final Thrust is the new Eviscerate :P
They need to change the animation of Final Thrust to something cooler.
There’s just something downright magical about landing a Shield Bash > Eviscerate and downing your foe.
And they didn’t get deposited with your collectibles?
Oh dear, now that’s both a bit embarrassing and scary.
I didn’t even notice myself depositing those.
Just a moment ago, I bought a Heavy Crafting Bag with a single Laurel. The game showed that I received 1 Vicious Fang, 1 Elaborate Totem and 1 Vial of Powerful Blood, both as icons and in the chat log.
I opened up Black Lion Trade Post, intending to sell them, only to notice that the items weren’t on the list. This rang an alarm bell, since they should have gone straight to my Craftsman’s Bag, which would show up on the Trade Post. Well, I proceeded to check and found that the items were nowhere to be found.
Um…
Are you talking about crit chance? At level 80, it’s 21 Precision for 1%, so 210 for 10%.
ok so basically drop 3k HP and gain 40% crit and 40% crit damage, but 7x% crit unbuffed is over kill, don’t you think?
Well that depends.
Personally, I would prefer having 70% before Fury so that Kill Shot is guaranteed 100%. But I suppose you could do with a little bit less.
You could go with a superior sigil of intelligence and focus on optimizing your average damage rather than optimizing your Kill Shot. Considering that the setup I offered had Berserker and Knight’s stuff, that would probably mean switching some of the Knight’s stuff for Soldier’s, thus gaining Vitality and Power at a cost of some Toughness and Precision.
Personally, I started out with Soldier armor and Berserker trinkets. I later moved to full Berserker. Now I am playing Berserker armor with Knight’s trinkets with Ruby Jewels in them.
After the signet buff/changes, being a WvW player who likes to be a bit ‘beefy’ but able to do good damage, I was looking at a x5 signet build and wanted to ask what you guys think?
-93% Condition to sel
+2261 Power
50% Crit
50% Crit dmg
1528 Toughness
+569 healing
- It’s -93% on immobilize, Chill and Cripple. Leaves you with -60% on Bleeding, Poison, Vulnerability, Confusion, Blind, Fear, Torment and Weakness. And of course -0% on Stun and Daze.
- 49% crit damage isn’t exactly stellar, considering that you’re running 20 points into Discipline.
- 569 Healing Power gives you 23 hp/s on your Signet and 290ish hp on the healing, not worth the price you pay for it.
- Why the hell would you use 5 signets without Deep Strike?
Here is a more defensive build that added points to buff burst dmg:
http://intothemists.com/calc/?build=-s;4RKVO0o-RL-60;9;5T9-T;116A0;357A4-F0;2qObSqObSQpks0-i2P0;0Vn-u0xX0374Da7LV4V0NV5PcW5P;9;9;9;9;9;54-6y
Again, why 4 Signets but no Deep Strike? If you wanna go with a build centering on Kill Shot, you should make sure that you get 100% crit rate on that. Otherwise it’s a bit of a waste. This is what I would go with.
(edited by Olba.5376)
As to the Static Discharge benefit, I propose gaining the Quickness boon upon using an adrenal skill. Depending how many levels of adrenaline you’ve built up gives you more Quickness. This way the warrior can act like a someone drunk on bloodlust, they’re fighting and fighting, use the adrenaline skill and quickly follow up with a burst of attacks
That would probably prove overpowered.
Think Earthshaker, Skull Crack or Flurry. Skull Crack/Flurry>100B/Final Thrust.
Heck, it would result in a ridiculous boost in PvE for Axe. Eviscerate>Auto-attack.
Actually I will devalue that.
It is actually 2 strikes extra, not three. It has been bugged for quite awile and its balanced because you can only get so many strikes every 10 seconds.
Oh, but you could easily go x/30/15/x/20, that gets you Furious, Adrenal Health and Sharpened Axes, along with a 8.25 cooldown on your bursts. That’s pretty much the ideal scenario.
However, I still don’t think it could be properly balanced. And that’s not even the only problem. For example, Healing Surge into Flurry would result in a significant gain in the burst heal you get.
Now for cleansing ire, lets say you do get that and boon duration. Now you risk it being removed or stolen (the worst.) Or boon hate traits working against you.
You also would need to be 0/0/30/30/0 build… which would mean you wouldn’t be doing any kind of punishing damage.
You have other, much better sources for boon duration. You could get 30% Boon duration, along with 20% protection duration from runes. That already gives you 13.5s Protection while in combat. That’s permanent, especially coupled with your proposed immunity-to-blind trait.
And boon hate? Aren’t you one of the people who went around telling everyone that Destruction of the Empowered sucked because of Protection?
Lets just say the trait heals for 75 per strike.
As you said, it’s 2250 every 10 seconds. That’s better than the current passive of Healing Signet, just for comparison. Oh and the opposite end of the spectrum? Well, 2250 in 7 seconds for 320 hp/s, which is better than Healing Surge.
You have to look at not only the base, but how it scales to the extreme. Because if it’s good enough, people will go there.
(edited by Olba.5376)
Thick Skin – Stays as minor trait:
Gain 1 second of stability and 2 seconds of blind Immunity when you use a burst skill.Cleansing Ire – Moved to Grandmaster:
Gain adrenaline when hit. Remove a condition for every bar of adrenaline spent. Each condition removed this way gives you 3 seconds of protection and 2 seconds of regeneration.
I don’t like these.
They make bursting too powerful. Remove the full 3 conditions and you get 9 seconds of Protection, which is affected by Boon Duration.
And what’s with the Stability? Why is it there?
Adrenal Health – Changed slightly:
Gain health when you gain a strike of adrenaline. (This means it would mesh a lot better with the current traits without completely changing what it does. Currently since the warrior in the defensive line never holds his adrenaline, we never gains full benefit from it anymore like we used to, I feel that the “Healing on Stage” effect should be moved and merged to Berserker’s Power or Heightened Focus.)
This would never work because of the high variability of strikes. At base, it’s 1 strike per hit. However, with Furious, it’s 3 strikes on crit. Throw in Sharpened Axes and it’s 4 strikes on crit.
It’s literally impossible to balance it so that it’s:
- Not overpowered with high adrenaline gain
- Not too weak without adrenaline gaining traits
Not to mention that it would benefit Axe/X and especially Axe/Axe a bit too much either way.
I think warriors should get a signet like the one eles use , per strike you heal.
Actually, the Eles it’s per spell. That is, per skill use.
Thieves get the per hit heal. And let’s be honest, that could end up being a bit too powerful.
Yeah, let’s give people free items so that they can save 500 gold just because they’ve been playing for a year.
Why not just mail everyone 500 Gold so that the ones who are not going for a Legendary could get something worth their time as well?
Heck, why stop there? Why not send some universal “Get 1 account bound version of any single skin the game” ticket?
Benefits the many and hurts the few? Excuse me? The amount of people wanting Legendaries sure isn’t that many. Heck, I am pretty sure that quite a few of them would rage the crap out of ANet if they did something like this.
You would really kitten of a ton of people, actually. After all, it’s not like the rest of the Legendary is that hard to get. You do that and then what? You go play WoW or what-have-you until you get your free precursor. And that’s even crappier than being told that you should save up 500 gold, because all you can do is start counting the days.
And besides, if you start a trend like this, you’re gonna have to keep it up. What about someone who gets two years in, eventually? Three? Seven?
(edited by Olba.5376)
My suggestions
- Remove Healing Power from the game, and to compensate…
- Make Vitality (in addition to its current effect) also work as a weaker form of Healing Power for incoming Healing
- Make Power and Malice (in addition to their current effect) also work as a weaker form of Healing Power for outgoing Healing
The purpose is keeping a somewhat similar ability to heal, without forcing you to sacrifice an attribute for it.- Give all Skills a coefficient for both Power and Malice.
- Conditions get a 100% Malice coefficient, and a low Power coefficient (25% or so)
- Single-hit Skills get a 100% Power coefficient, and a low Malice coefficient (25% or so)
- Multi-hit and periodic damage Skills get a fairly even coefficient for both Power and Malice
This results in alot more builds, and a greater amount of Equipment variety.- Make Prowess and Precision increase damage from Burn and Poison
- Make each player own one stack of Burn and Poison.
This means 5 players results in a potential of 5 stacks of Burn and 5 stacks of Poison.
Obviously, the healing reduction from Poison would not stack.
This makes Burn – and Combo Field: Fire – less useless.- Replace the “rating” Attribute bonuses in Trait Lines with interesting bonuses like those found in some Traits, such as X% of Toughness converted to Power.
Please discuss.
- Well, I don’t see how that would work at all. Firstly, all classes have different amounts of base hp, so that’s an issue. Secondly, if you heal yourself, it’s both outgoing and incoming. So that would basically make Soldier’s gear god tier in terms of bunkering, since it adds Power and Vitality. Not to mention that it would give an unnecessary boost to the tankiness of a full zerker setup.
- I don’t really get what you’re trying to do here. Physical damage and condition damage already benefit from Power and Malice, respectively. Some skills just have higher physical damage than others, while some have stronger conditions. And that’s done on purpose.
- So now Burn and Poison benefit from condition damage, condition duration, Precision and Criticals? Ok, that’s insane. They’re already very strong conditions, they don’t need to be able to crit. Especially not since its easy to build a high crit rate condition build.
- That would add to the amount of burden on the servers, so it might not even be possible. Not to mention that it would have to come with a pretty serious nerf to their damage. And that in turn would mean revamping every single skill, trait and utility that deals with either of those conditions.
- I have no clue what you’re talking about here. Clarify please?
OH GOD WHY DO WE HAVE ALL THIS FREE CONTENT? WHYYY!
On a serious note, you’re complaining that they’re releasing free goodies that are all optional.
BUT OH GOD WHAT ABOUT IF I DARE TAKE A DAY OFF AND DO NOT GET TO DO ALL THE CONTENT?
THAT WOULD KILL ME!
But yes, optional or not, people will still complain:
- Some will say that the content is still crap and too easy to do
- Some will say that developing it takes resources from other place
Personally, I am most worried about how far they can go before they run out of “original” ideas. I sure as heck wouldn’t want them to start implementing content for every single stereotypical “holiday” out there. Can you imagine Thanksgiving in Tyria? Me neither.
Slashing power actually should be moved to adapt.
I think it should be removed from the game. It adds damage to an already high-damage weapon.
Heck, I think that overall most of the traits in the Strength line are rather boring.
OOOOOO Thats cool feel kind of bad for sword though.
Because stunbreaker/boonremoval is bad.
No more stunbreaker, though.
10 seconds other than sigil of strength which has a 2 second internal cooldown.
It’s not quite that straightforward, I am afraid.
If you have two on-crit Sigils, only one of them will ever proc.
I think it’s the mainhand sigil than will proc.
I think if they fixed the animations and made blademaster reduce sword cooldowns it would be at a better baseline
With the exception of Lightning Hammer and of course Heartseeker, Savage Leap is already top in terms of movement.
Giving it a -20% cooldown reduction, even if it’s from a Master trait, would make it 6.4s, which is a crapton for a skill that has a range of 600 and a maximum distance of 900.
I’m still pretty miffed about it; making two weapons weaker for a single, still terrible (for actual combat, it’s still a good escape/closer) weapon.
Well honestly, I think the cripple on auto-attack is interesting for that weapon. It allows permanent in-combat fury, which previously required a lot more. It also made applying bleeds with the auto-attack faster and easier.
There’s a lot of complaining about Final Thrust, but it does good damage if you land it. And it’s not exactly the first time Warriors get one of those skills. Kill Shot, Eviscerate, 100 Blades are all in that boat.
(edited by Olba.5376)
Change „Stick and Move“ from „Get a damage bonus when endurance is not full.“ to „Incoming blind, immobilise, Chill, and Cripple durations are reduced by 33%.“
So you want to give a passive Dogged March sans Regeneration?
Change „Deep strike“ from „Gain +40 for each unused signet you have equipped.“ to „33% chance to cause weakness on critical hits“
I think this is a bit too powerful, considering that Weakness cuts all damage now and we already have Cull the Weak and Sundering Mace.
Merge „Furious“ and „Last Chance“ to a new Grandmaster Trait. Let´s call it „Furious last chance“
: Gain tripple adrenalin on critical. Your sword attacks are 33% faster. You are taking 25% more damage.( This effect will triger once every 15 seconds)
Excuse me? What the hell? So you’re saying that once every 15 seconds, I get to take 25% more damage for an unknown duration of time? I don’t see any point here.
Remove „Dogged March“ and „Sure Footed“ and add a new adept trait. Let´s call it : „Defensive Stance“
: Gain 33% Damage Reduction (this effect can only be gained once every 10 seconds). Increases stance duration by 25% .
So now, instead of going 10 into Defense, I have to go 25 into Strength? No thank you.
And passive Protection? I think not.
Merge : „Cleansing Ire“ and „Spiked Armor“ to a new Grandmaster trait. Let´s call it: „Warriors Wrath“.
:Gain adrenaline when hit. Remove a condition for every bar of adrenaline. Gain 5 seconds of retaliation when struck by a critical hit (This effect is triggered once every 15 seconds).
Oh come on? You’re making people go 25/x/30/x/x for a benefit they could previously get with 0/0/20/x/x?
Change : „Fast Healer“ from „Increases revive speed by 10%.“ to „Reduce cooldown on heal by 20%.“ and make it Adept.
A 10 point trait that reduces healing cooldowns by 20%? That’s rather powerful.
Ok. All I am seeing is a ton of combinations, most of which don’t really make sense and moving stuff around.
By the way, in the Current state of the game they talked a bit about warrior, only a bit, and they promised more sustain… i hope this time its true:
Well, they mentioned that the could not quite come to an agreement on whether the Healing skill cooldowns in the leaked patch notes were too powerful in PvE and WvW. Curiously, they mentioned having considered upping them in sPvP only.
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However, I have also a serious question: which one do you think is better? Berserker’s Power or Heightened Focus?
Berserker’s Power. In general, flat +dmg% adds more damage than +crit%.
Yes, but there’s also the part about that +10% crit damage, that outweights the +100 power.
The difference should be small, and Berserker’s power should be more effective.
Well, at base, Berserker’s Power comes out ~13% better. Even with full Knight’s (which favors Heightened Focus) and a setting where the 12% makes the difference between 100% and not 100% (which is the ideal setup for Heightened Focus), Berserker’s Power comes out at ~8% better.
So if you have to choose between 20/x/x/x/30 and 30/x/x/x/20, the former is always better.
However, there’s also the problem about the fact that crits might make the difference between life and death: a lucky spite might make the enemy not in position of healing. And healing is our worst enemy. Can we take into account that?
It’s not really something that you can put a number to.
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Potential Fix #1: Increase Toughness
-Increased Warrior trait skill that allow higher increase in toughness (armor rating)Reason: If healing cannot sustain current health pool, increasing HP will not solve anything. Increase toughness will make Warrior last longer and does not need to have incredible healing power of Guardian.
But how much more Toughness would we need? And how would you supposedly balance it?
Potential Fix #2 Increase Damage
Reason: Might be controversial. However, look at it this way. Since Warrior is not guardian, it is a class about dealing damage. It currently cannot dish out enough damage to kill another player within the amount of time that their HP and Defense allotted them.
Controversy: PVE Warrior already do enough damage, this might make it even more op. Let’s be honest, all class can do PVE contents it is just some people wants to do speedrun with whatever classes. This is not a big issue. What will be a big issue is that PVE mobs start spamming conditions and blinds.
The thing is, increasing damage is problematic because of a few things we have. 100 Blades with Frenzy can easily end up being way too powerful. Similarly, Unsuspecting Foe with Shield Bash and Eviscerate for guaranteed crits is easy to take too far.
Also, the recent State of the Game mentioned that they’re considering lowering the cooldowns on healing skills and increasing our base HP, both in sPvP only.
(edited by Olba.5376)
Warriors swap weapons, a common build with leg specialist was hammer + sword/x
Jump root => swap Aoe snare then whatever.
It really helped us catching squirrel builds, its a cc nerf we did not need
We did get a cripple on Savage Leap to make up for it, though. Granted, it was 7 seconds on Hamstring whereas the Savage Leap is 3s.
I suppose that they could increase the cripple on Savage Leap to 4s, replace the cripple on Hamstring with something cool like Poison and take away the ICD on Leg Specialist.
I just thought of two trait ideas that may make the warrior a bit more feared in PvP.
Warrior’s Endurance
Gain X Healing Power and Y Defense for every enemy around you (Max 5)Primal Rage
Gain X Power and Y% Attack Speed for every enemy around you (Max 5)Was thinking like 100 for Healing Power, Defense, and Power, and 5% for attack speed. No idea how balanced that would be but getting it balanced would make the Warrior someone you don’t want to gang up on because they get stronger the more backed into a corner they are.
Thoughts?
So in WvW you now sit somewhere with trash mobs within range and wait for some1 to try to poke you?
1. Trash mobs would have to be aggressive towards you.
2. If these traits were real who would go attack a warrior who is just waiting to be attacked?
1. It would still work against Necro minions, Ranger pets and especially NPCs in WvW.
2. Again, why should a Warrior get a trait that gives them an advantage against Rangers? They don’t even get a choice for the pet.
And what about any situation with mobs? Events? Attacking a lord in a Tower?
And that’s without taking into consideration that because of these changes, leg specialist doesn’t work so well anymore with Greatsword, Hammer and Rifle (traited).
The only one of the three that I see affected, not counting weapon swapping, is Greatsword. After all, the ICD on Leg Specialist is 5s, whereas Hammer Shock is 10/12s and Aimed Shot is 8/10s.
Daze/stun/knockdown/knockback all trigger unsuspecting foe
.
They don’t.
Stun is a completely different effect from Daze. Knockdown and Knockback are disables. Daze/Stun/Knockdown/Knockback together fall under the flag of disables.
Note the difference in description between Unsuspecting Foe and Merciless Hammer.
Wrong, it affects all disables. Did you actually test it or did you go off the tooltips because you should never do that on vague tooltips. Ive tested it and it works like i posted above.
Well, since you asked, I tested it in HotM using Eviscerate, Bull’s Charge and Shield Bash. 52% crit rate, so Unsuspecting Foe would push me to 100%. I tried both Shield Bash + Eviscerate and Bull’s Charge + Eviscerate and found that the latter did not guarantee crits. It’s a knockdown, so according to you, it should.
Collectibles:
-If we can send collectibles to the personal stash wherever you are, why don’t let us be able to retrieve them from there also? There were several times when i accidentaly send to stash things that i didn’t want to because i wasn’t aware that they would vanish from my inventory as well as other collectible items. And then i couldn’t retrieve them from there.I assume you’re talking about minis—so suggest a solution for minis, not one that basically invalidates the whole banking system. Things like banks, merchants, trading post NPCs and crafting stations exist in order to make cities meaningful places where players congregate.
Not to mention that access to bank/crafting outside of the NPCs is a Gem Store-related priviledge.
This testing… is it PvE or PvP?
Because if it’s in PvE, no one cares. And it’s old news.
If it’s PvP, no one still cares. It was buffed in the recent patch, but it’s still not something anyone uses.
Daze/stun/knockdown/knockback all trigger unsuspecting foe
.
They don’t.
Stun is a completely different effect from Daze. Knockdown and Knockback are disables. Daze/Stun/Knockdown/Knockback together fall under the flag of disables.
Note the difference in description between Unsuspecting Foe and Merciless Hammer.
It won’t happen for the same reason that profession changing won’t happen:
ANet would never let you skip their content.
It’s absurd of you to ask them to let you do that. Because let’s face it, even if you have played all the races and all the orders, most people have not. And of course, the same applies to every other choice in the Personal Story. There’s tons of miniarcs that have two or three different routes. Not to mention that every single race has 3 possible starting stories.
Heck, just the last of those amounts to 15 different routes.
if they get dyed then there will be no point of making 5 types of quaggan backpieces, color keep them unique
This is pretty much the reason that you will most likely never see dyable backpieces.
Because ANet first chose to sell themed backpieces in multiple colours.
At best, it’ll be a gem store item.
What’s next? Protection Hate because “DotE isn’t good”?
Why would French people go around acting like tourists… when you could have harassed him about GW2 questions in a locked basement in a remote location?
They already are, though?
Lost Orrian Jewelry Boxes can contain Obsidian Shards.