Sword changes are cool, but until I see coefficients it will still be a secondary mobility option to me. GS evasion is still most attractive for movement, so unless sword can offer me advances over my gs or axe, I cannot phase it in.
The problem is that GS 4th skill was awesome with Leg Specialist, but with the next nerf to Leg Specialist, using skill 4 won’t be as effective as before. And DPS speaking, Sword auto-attacks deal more damage and sword F1 is way more usefull than GS F1.
We’ll see
Too lazy to make new builds until the changes are finally published, but I will be playing hammer that is like 75% certain now
Not attracted by sword?
Warrios obviously They keep using “Vengeance” after any update XD
Warrior here btw :P
patch isnt even out yet rofl
You see, people is whining even before the patch…
@EnRohbi: Yes, that is why I suggested to add account name between brackets near commander’s name.
@Zumi: True and I agree that if they put it account-wide, then you should be able to activate it only if the currently used character is level 80 (for WvW). No restrictions about PVE though.
@Lighter: As Ezrael said, most, if not all, Guardians in high tier TPVP is running nearly same build. Check some famous TPVP streams and you’ll see he is right.
@kaplis / @Med: You may notice that the title of the topic is “new hope?” with a question mark. I’m not expecting a revolution but being pessimist about all updates will not help you; it will just make your mood worse
@Romek: It is not patch notes so you can’t be sure, but yeah, solo queue was not mentioned… which is a very bad sign…
I’m not for account-wide pins. If people start bringing alts or new characters through with a pin, it’ll get messy. No matter how WvW savvy someone is, I’m not following a lvl 10 commander around.
Discounts for pins after the first one would be welcome, though.
Sub level 80 chars are so 2012.
True. Most “hardcore” players already have 3 or more characters at lvl 80, maybe also one per class. And if someone buy a commander book, then it is not that idiot to go in WvW with a character lower than lvl 80.
And anyway, character level does NOT affect leadership capabilities.
As I know, there were tons of threads like this one, when a “big patch” was announced…followed by disappointing flame threads on Anet after releasing it.
On June 26th, the first page of forums will be flowed over with “fail patch” threads…probably…though, I hope this patch will change things to good…
Yea but this time it seems more “concrete”. It is not “some fixes”, it is “wide-scale revamp of traits and utilities for every profession”. This is why my hopes are bigger this time :P
As you can read, there will be a massive update on June 25th.
Main points for SPVP are:
- Wide-scale revamp of traits and skills for every profession to promote a wider range of playable builds.
- Custom Arenas and Spectator Mode for PvP are also leaving beta.
Is this the rebirth of Warrior and Necromancer? A diversity to Guardians and Mesmers?
Anyone has some more information?
Anyway let’s hope that it will be a refresh to current staling SPVP
Just a related thought: If you have multiple commander tags, then make sure you give the two commanders similar names so PUGs on the map recognize you. Few people put faith in a commander they haven’t won battles with and/or don’t recognize.
You’re right. A possible solution to this is that commander displayed name is the account name. Or maybe put account name between brackets near character name.
Thanks for pointing that out
I guess that someone else already suggested that but I didn’t find any topic with “Search”.
Basically the idea is: make the Commander ability account wide and not character bound.
The 100 Gold price was meant to prevent that everyone buy it. So only people who really want to/need to will buy it. Then the question is: why they have to spend 100 Gold for each character?! The person playing is always the same, so why forcing to buy it again? In my opinion it is a very bad idea.
Make it account wide and refund 100 Gold to people who used it on more than one character (if anyone ever did it).
Or just let items stack in the pvp locker as they do in your bank… either way I agree with the sentiment.
- Stacking will not help. If you buy a very expensive skin, like halloween’s shield (the one with black flames, that costs 300 gold), then you will have to move it from a character to another all the time, no one is going to buy more than one expensive skin.
- Stacking won’t solve another problem: one-time skins, like Holographic Shatterer Wings.
- And stacking will cause a problem: the deposit collectible function will deposit also the already owned skins, so you won’t have a “filter” to know what can be salvaged because you already have it.
I thought about stacking too but these reason changed my mind.
- The problem: You just found a good-looking weapon/armor and you are using it on one of your characters in SPVP. Some time later you decide to start playing with another character, that uses the same weapon/armor so you have to deposit it, change character, withdraw it again, take another sigil/rune and put it in.
And if you want to play 2 characters (like some matches with the first, some matches with the second) you have to keep swapping.
This is very annoying and I personally (and I guess most of players out there) simply stopped caring about skins in SPVP, too much to bother around. - The problem 2: You want to use dual weapons, like dual swords, dual daggers, dual pistols etc. and there is a skin that you like a lot. You have to obtain two skins then. But if one day you decide to stop using dual weapons, then only one skin can be deposited. The other skin, most probably, will be salvaged because it is a “space-taker” in the inventory. So if later you change your mind and want dual weapons back (or just using another character) you are missing the second weapon.
- Solution to both problems: Make weapon, armor and backpack skins in SPVP working the same way as sigils, runes and jewels.
It means that once you deposit the skin for the first time, then you can withdraw it unlimited times.
Before someone says “you want free items” I want to point out that they are not free items because you can pass ANY skin from a character to another one without paying any fee. So putting unlimited withdrawals will NOT mean free items, it will be just a solution to a very clunky process.
(edited by Oni Link.4621)
The suggestion was posted by Tumri.7892 three weeks ago here:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Normalized-Character-Models-in-sPvP/first
For TL;DR people: basically an option that players can enable to see everyone as a human. This way there will not be advantage based on chosen race.
This is the only and the perfect solution imho.
I guess that someone else already suggested that but I didn’t find any topic with “Search”.
Basically the idea is: make the Commander ability account wide and not character bound.
The 100 Gold price was meant to prevent everyone from buying it. So only people who really want to/need to will buy it. Then the question is: why they have to spend 100 Gold for each character?! The person playing is always the same, so why forcing to buy it again? In my opinion it is a very bad idea.
Make it account wide and refund 100 Gold to people who used it on more than one character (if anyone ever did it).
or perhaps there is a hidden test server for few and selected where ppl spend their time.
There is a beta server, since 2011 if I’m not wrong. The problem is that developers ignore/underestimate the major part of feedback from players playing the beta server.
And about SOTG, meh, all players there just say “hmm hmm” when developers say (for the 1000th time) “we prefer small tweaks rather than big changes followed by nerfs”. It seems like no one from player side is capable to criticize developers at all. I don’t know if they are shy or what, but they have the opportunity to say a direct and unavoidable critique and they just waste it…
Mah, maybe I’m just too serious about it, but this game is absurdly stale.
That’s right. I’ve never looked at it that way but I have to agree. 100B was “OP” until people realized how easy is to dodge it (just an example).
Good point
It would be nice to remove “On My Mark!” and put again “I Will Avenge You!”. In my opinion it was not that overpowered if compared to Engineer’s “Toss Elixir R”.
(edited by Oni Link.4621)
I can’t give too many details (sorry to say that so often guys)
You may change it with “I could tell you, but then I’d have to kill you.” XD
Mine was a pure theoretical consideration with the purpose of clarification for a player who was wondering about a possible “power saturation” on skills.
@Varonth I have to quote myself… I wrote exactly the reason but again, you answered without reading carefully.
Enough of this, Anstasis is right.
I’m not mixing anything because I never talked about possible scenarios.
Mine was a pure theoretical consideration with the purpose of clarification for a player who was wondering about a possible “power saturation” on skills.
I repeated a lot of time that mine was NOT a real scenario but everyone kept saying “no here, no there”. It is obvious that very rarely you’ll find a situation like this (where you have to decide between X crit damage and Y power which is equal to X of your current power) but no one here seems to be able to read what I write.
Seriously, last 14 posts (this included) are absolutely useless and off-topic.
And statement “power is always better” was about the theory, not practice. But again, people prefer to answer rather than reading.
We’re telling you that you’re wrong. Just take a look at my previous post. There are breakpoints where each stat overtakes the others in terms of effectiveness. Just stacking power does not mean maximum DPS.
In your post you’re taking a normal value for Power, not a percentage.
Let me explain it again:
Let’s suppose you have 2000 Power, 50% critical chance and 0% critical damage (so a critical is 150% of a normal hit in this case).
Let’s add 50% critical damage: a normal hit will be (example) 2000 damage, a critical 4000.
Let’s add a value of Power equal to 50% of your current Power, so you reach 3000 Power: a normal hit will be 3000, a critical 4500.
I hope you get it now. Otherwise I’m out.
PS: We can also do the same but with 100% critical rate. In this case there will NOT be any difference between rising Power or Critical Damage (except for skills that can not crit like Mug), but in most cases you won’t have 100% critical rate.
Your statement would be true if 1% crit damage would actually equal 1% power. But that is not the case.
Oh god. I was talking about RAW STATS, not traits, neither stats from traits.
I was talking generally, were you can compare 1% critical damage and 1% more Power based on current Power. Have I to repeat again?
I was NOT discussing any build, my first post was about raw values and values only. You guys started talking about traits but I’ve never mentioned them.
My post reason was that if you have to chose between adding X% critical damage or Y Power equal to X% of your current Power, then Power is better.
I hope that everyone now got it, I repeated it 5 times.
Guys, I was NOT debating about trait lines.
I was just comparing RAW stats. So please don’t say “you can’t rise that without that” or “this trait line is better than that one”.
I was talking ONLY about raw stats. And in that case, no traits involved, Power is obviously better than Critical Power. I hope that everyone get this.
And by the way we are going off topic XD
@Blackhat I know why they do it. The question was “sarcastic”. And even if it is not a big advantage, it is still an advantage. And it should be ripped of.
@Edell No one here said “everyone must play human”. We are proposing to put an option to SEE everyone as a human.
decent players don’t care bout your size…bad ones can’t do kitten no matter if you’re small or big…so not a big deal at the end of the day..
Then explain me why big majority of top players play Asura.
Since you don’t have to level up you can just create an asura too if you think it gives you so much advantage…just complete the first pve mission and you’re done, here you are your op asura ready to go…
No, this is the worst solution. It is like saying “Everyone use drugs in sports except. You should start use them too.” With that mentality you ruin games. It is like saying “game is unbalanced so everyone should take the strongest class”. Do you want to see something like this? I hope not.
The whole point of precision line is gs traits. If you just want power may as well run one hand axe and drop gs if your not going to run forceful gs. That is my point.
Going 0 points into arms is like not grabbing mobile strikes when you have 4 movement skills.As far as the math thing goes, if you add 10% more power, you get 10% more damage approximately because skill coefficient goes up as well. There is no argument against this because critical damage will not balance power scaling.
However, my original statement was about skill coefficients saturating. not anything about power not being linear
This is not exactly right if I remember correctly (I invested a ton of time in understanding the min/max of all things GW2 before I left about 1.5 months after release). While yes its a linear increase of 10% more, its in relation to the original weapon damage the skill does, so if the original skill does say 400 damage and you have approx. 2000 power invested (200% increase, although I believe its every 900ish power does 100% more damage) your doing 1200 damage with the skill. Another 100 power will yield 40 damage while 10% crit damage will yield 120 damage if you had 100% crit chance, or 60 if you had 50% crit chance.
So yes there is a time when you want to invest more into something other than power.
You are interpreting it wrong. You do NOT have to compare 100 Power and 10% Critical Damage.
The correct comparison is 10% Power increase and 10% Critical Damage. In this case Power is always better, except when critical rate is 100%, in that case doesn’t matter.
So Power is always better if you compare things in “same percentage of increase”.
It depends how the skill coefficients change. They may saturate in which your power would get less of a return for each point.
Btw a gs build without points in precision is scary.
Damage formula is
Power * Weapon strength * Skill coeffcient / (Thoughness + Defense)
So output damage scales linearly with Power.
Is a extra 2% to crit damage really worth losing power over? I’d like to see some maths on that.
I don’t know exactly what you are talking about but Power wins over Critical Damage, always, in any build, doesn’t matter what or how. This is always true because Power affects normal hits and critical hits, while Critical Damage is critical-only.
And even if you have base Power (916) and 100 critical rate, 2% of it is 18. So increasing Power by more than 18 points will be better than increasing Critical Damage by 2%.
Queue must be split first. And then the voice chat should be added for any kind of party (PVE) or team (PVP, tournaments only).
(edited by Oni Link.4621)
No guys, the OP is absolutely right. There MUST be an option to see all characters as humans. You don’t have to use it, but it there should be. It is not about “I can’t see what an Asura does”. The problem is “why Norns are so easy to read while Asuras aren’t?”.
SPVP should be balanced in EVERY aspect.
You are not forced to use it, but there must be the option for who wants too.
PS: And yes, there is a difference between Asura or non-Asura, just look at tournaments: most of players are Asura. Ugly to play against and ugly to watch, really.
It’s annoying when you have to create a new character of the same class but as an Asura, just to be on equal footing in tPvP.
I will never do something like that, it’s really too “sad”. I prefer to be first target in teamfights and be “easy-readable” rather than using such expedients.
Absolutely agree. It is the same problem noticed in other games where you can modify the height of your character during character creation.
+1
This should had been implemented long time ago and it is a “high priority” issue in my opinion.
As a quick FYI, Stronger Bowstrings currently has an unlisted effect that is better than the one you suggest replacing it with. The unlisted effect is 100% finisher on the projectiles, which means you’ll deal way more damage with the unlisted effect than with your new suggested effect. Your #1 spam will always proc 2 burns in your AoE burst combo field.
I didn’t know about it. Probably that effect is NOT intended. If it’s not, then it should be together with cooldown reduction, while the damage amplification against burning target shall be removed or moved to another trait.
If it is intended, then there is another trait description to fix…
-GS4 pushing enemies away would not make sense. You want to close in your targets that are kiting you, why would you push them away? The only reason you would want that is vs. other melee which are a minority more or less. I’d rather have a way to close a gap when I have a melee weapon.
Adding an extra gap expander on the rifle or longbow, yea that would be nice.It was a matter of coherency: if the sword coming back pull enemies, why doesn’t the same sword push them?
Again..why would you want to push away you targets when you are melee?
Again: I did NOT say I want that effect, I just said that this is how it should work to be coherent. Please, don’t let me repeat again. It is not a debate about “useful or useless”, it was ONLY a matter of coherency. If a flying sword pulls, then it pushes too.
And by the way, I said a very small push, which won’t bring enemies out of range but will still interrupt them.
-GS4 pushing enemies away would not make sense. You want to close in your targets that are kiting you, why would you push them away? The only reason you would want that is vs. other melee which are a minority more or less. I’d rather have a way to close a gap when I have a melee weapon.
Adding an extra gap expander on the rifle or longbow, yea that would be nice.
It was a matter of coherency: if the sword coming back pull enemies, why doesn’t the same sword push them?
This topic was NOT meant to fight class vs class, bring your fights somewhere else.
The topic here is “Warrior changes for SPVP viability”. If you want to compare classes, create a your topic please.
It is exactly the same as any other event skin guys. It is not a matter of “that even had nothing to do with PVP”.
That skin is connected to the vent. No event, no skin. It was the same for Halloween, it is the same for Rox and Braham weapons.
I think this PVP have 1000 players, so this is not full players and can not find your personal rank.
This topic is old. Currently if you log in, your stats are clearly visible. Please do not rebump old threads, especially if the problem was solved.
As a developer, depending on their DB architecture this can be both simple and difficult.
They already do this to an extent where zoning between PvP / PvE wields different builds. But depending on their current DB table relationships you may be asking them for a bigger task then what’s needed at this current moment in the games life cycle.
In my opinion, it is more an issue of UI than database. They may also save it locally on your PC rather than on the server (very bad idea but very easy to implement).
I guess they didn’t it only because of UI changes needed for that.
They’re already working on it as a means to monetize the pvp side. You’ll receive one free template and others will be purchased through the gem process.
Where was this mentioned?
That is just a his idea, no one from dev team ever said that as far as I know.
Those gauntlets were EVENT RELATED.
The event of Molten Alliance ended.
Gauntlets disappeared.
It is perfectly logic and correct. They said it before and everyone knew it.
Yes, they are still in beta.
Tokens are for people who already have an arena and wants to increase its duration.
No saving builds is the reason why I play WvW with PvE build or play PvE with a WvW build.
Not that I don’t wanna pay every time (though I’d love to see a separation between PvE and WvW spec), but the fact that you have each and every time to remember and put again all your traits is extremely boring.
Agree, that is why I never go to WvW, it’s really too annoying to switch build. PVE speaking bothers me the change between speedrun build and serious build too.
SPVP speaking it is even more annoying, most of times I don’t change the build because it is way too annoying.
Every time I log in, I’m surprised to see the lack of “trait pages”, mah.
@XII
- The healing you suggested would be nice but incoherent. ArenaNet cares a lot about coherency (you won’t see Warriors casting spells) so you have to find a reason to make it “realistic”.
- Stealth detection would be awesome. Many Thieves just keep going invisible, heal, come back, attack, hide again, repeat. They win fights because they can “pause” the fight whenever they want and that should NOT be rewarded. Agree with you.
- Warrior forms are what many other people suggested as how stances should be, give a look to Warrior sub-forum. I think that introducing F2, F3 and F4 to Warrior (offensive, defensive and utility stance) would make them a lot funnier to play.
- Immobilize and snare are the same thing, can’t understand this point.
- About GS skill 4: based on your suggestion, I suggest to make the sword pushing back all enemies it hits while flying forward and pulling all enemies it hits while flying backward. It would be a nice CC very based on positioning (and a lot of of fun to see in teamfights XD).
- The boon ripping from trait is a great idea, for sure more useful than increased damage.
Time to nerf warrior signets by 75%, that’s 50% over the pre-buff era. Seriously, I didn’t understand how a.net could buff the most OP build by 100%. That’s just silly.
Some people care about PVE balance you know …
We know that there is people who care about PVE (me too) bu this is SPVP sub-forum and the topic of this thread is written in the title: “how to make Warrior viable”.
SPVP-wise, yes, the title is missing that part though XD
Can this thread be moved back to Warrior forum please? This section is for overall game suggestions, not class specific.
PVE and SPVP should be separated, definitely, once for all.
I know that ArenaNet wants to keep the “class consistency”, but it is impossible to let PVE and SPVP live together.
They must be split, it’s the only possible way to balance both of them.
Hundred Blades is good just for number of attacks, not for damage. Damage speaking, autoattacks are better, but since 100B hits more, you get more Might stacks from “Forceful Greatsword” trait.