It’s an atrocity to fashion wars and needs to be removed/reworked.
I was hoping Ranger wouldn’t end up in the same style dumpster that Guardian and Mesmer have been rotting in for so long, but now ALL the classes seem to have been forced into a homogeneous appearance.
I hate having to fight my character’s class’s forced color coordination, and this aura is absolutely atrocious. I hope they remove/replace it with something like a spirit outline.
The damage increase from Sic’em is one of the best things about Soulbeast, why would you want to remove it? Theres already enough condi utilities, this is our only power one. I agree about making it work like the Warrior shout though.
Because Rangers are so used to having terrible damage for so long, that when it reaches "Almost competent’ levels, they get scared of it.
Gonna say it again, a measly 200+150 stat buff does not come even close to making up for the loss of dps from the pet.
200 power and 150 ferocity does not equal 2-3k DPS. This is pathetic.
Please try to get someone who knows math when designing elite specs.
What about 280 power, 80 precision, 300 ferocity, 10% Damage when above 90% health, +40% damage on a 32 second cooldown, Extra damage skills, and +50% damage on Maul?
Still not enough compared to what a Ranger with a beast out is doing, when you actually look at the combined contribution from the ranger’s pet and the ranger’s action, or what Thieves, Warriors, and Elementalists can do baseline.
“OH NO! WE’RE ALMOST COMPETENT! ANET NEEDS TO NURF!”
I love Dagger 3. It’s fast, fierce, pouncy, and lets you rip into your foes. (Dagger 5 needs some ammo desperately, though).
I find Soulbeast clunky because we can’t swap pets while transformed – being able to use your pet’s abilities, merge with it, use its next tools, swap pets, use the new one’s abilities, then unmerge would be fun, and it also prevents the irritation of having to unmerge, wait, and merge again to access the new set of beast powers.
I’d love to try it more (I was super-hyped before I actually played it)… but while I had a lot of fun running Dagger+Shortbow, I found the animations and effects absolutely revolting.
I don’t like the Falling Leaves effect – We’re Soulbeast, not SoulTree. A faint green glow might work – but honestly, I hate the green aura and bladetrails that came with this Espec, because they put Ranger in the same Fashion Wars dumpster as Guardian and Mesmer in having to coordinate around the colors of our effects.
I wish we had a “Spirit animal” effect matching our species we merged with on our arms and head (And possibly tail)
They won’t put more work into it, chances are they will just remove it all together and ranger will be left with no interesting animations..
Having an animation related to soul-beast is important, it adds a lot of flavor. perhaps it should be a little gentler and less fart. I agree.
No animation at all would be far, FAR better than the current one.
I don’t really understand why ArenaNet implemented Soulbeast.
It will be a disappointment for all the rangers that want to get rid of their pet as that is clearly not what the specialization is meant for. You have to swap in and out Soulbeast so you still need a pet.
I don’t understand what the logic is behind the pet archetypes. For example the three devourers are all in a different archetype. The carrion devourer will give you more condition damage and precision. The whiptail will give you more vitality and concentration and the lashtail will give you more power and ferocity. The only difference between these three are the way poison is used (the first two) or bleed is used instead of poison.
I guess my carrion devourer will get a rest as condition damage is useless for my build. Time to change to whiptail (for the poison) or lashtail to get the power and ferocity for my power LB build. Or simply forget about the Soulbeast.I will do some more tests today to see if I can get the specialization to work for me.
Meanwhile, I love being able to bring my Carrion Devourer back out on my Shortbow ranger, who now has an awesome dagger to rip and tear her foes apart with (I just hate the green bladetrail on it. I really hope Incinerator covers that kitten up). The different archetypes make each pet unique, while also not restricting you to an animal family for your build (But why no Supportive Moa?!), though it seems like it does so to mixed results.
I just wish we could get better animations, at least for Charr. I made a huge post about it nobody cared about. Wimpy punches and kicks are wimpy.
So, I have been really, REALLY hyped for Soulbeast ever since it leaked… but now that it’s being demo’d, it’s left me really, really disappointed, especially in the animation department for Charr. The developers talked about trying to experiment with how characters would use animal’s attacks. I’m not sure about the other races, but… Charr have tails, horns, claws, and teeth too, just as the beasts that attack.
Unfortunately, we’re stuck with what have the be the least impressive punches and kicks replacing what should be amazing attacks. I think we can and need to do better. In fact, it’s even possible to get better results through re-using already-existing animations. And to that extent:
Feline Skills:
Bite: Currently, the animation is… open-palmed punches? No. We have massive teeth and jaws, and should actually be able to use them. It may require tweaking of another skill or animation, such as one of the many roars
Maul: Currently it’s a double-swipe with one hand, and rather lame-looking, even for a single use. Re-use the Norn Snow Leopard transforms Auotattack. Let us rip and tear with our claws! In fact, the Snow Leopard form animations can be used for a lot of these animations, since it seems to use the Charr rig.
Devourer Skills: Alright, I admit I was hyped when they explicitly mentioned the devourer in the blog: They remembered my favorite pet! But unfortunately, the skills are lackluster.
Tail Lash- Currently, this is the wimpiest swipe/punch/uppercut I think I’ve ever seen animated outside of cheap early 3-D indi attempts at games. Sorry, but it is. It should use a larger, more dramatic animation – possibly unique. Unfortunately, Charr tails don’t arch over their heads. Therefore – we’re going to have to backflip! Other races could possibly get away with having a two-foot kick in the flip. But the current animation is terrible.
Devourer Retreat: Pirouette into the ground and pop up somewhere else? That’s not right! It should be a quick duck, followed by the tunneling to the exit and popping out again!
Bear Skills:
Again, we have Bite. It should be an actual bite, not that open-palmed punch
While not mandatory, a full-body flex would probably look better for Defy Pain.
Canine Skills:
Crippling leap: The “Two hands brought down” was dumb when Oblivion had it in 2006, and it’s dumb here. Honestly, re-using Snow Leopard skill 3’s animation would look better.
Brutal Charge: It’s a wierd, glidey kick that looks terrible. The Wolf itself lunges with its jaws. The Charr should likewise use their head- we even have horns! Re-using the Warrior’s Headbutt animation would be better than the current kick.
Drake skills:
Chomp: Again – we have teeth. Let’s use them, instead of this wierd, slow punch/swipe thing.
Tail Swipe: This is a wierd animation, and I think it distorts the body. An actual tail-swipe for Charr, and a Chuck Norris Roudhouse Kick (With the burst on the ground) for non-charr would be an improvement, IMO.
Bird Skills:
Swoop: Again with the overhead double-smash? I was hoping for something more agile and more or less floaty… though I guess Dagger 3 already stole whatever it could have been.
Spider Skills:
Okay, I’m at a loss for these. They look terrible (Just throwing something), but I have no idea what they could be.
Porcine Skills: OKAY SO THIS IS WHERE ALL THE COOLANIMATONS ARE HIDING! Brutal Charge should finish with a headbutt instead of a kick, though. We may not have tusks, but we do have horns.
Wyvern Skills:
Again with the Tail Lash – I’d rather it be an actual tail lash instead of this wierd, glitchy multispin.
Wing Buffet: This one needs to be reworked for all races. We should leap up with our arms oustretched for balance (Like the Crane pose from Karate Kid), and kick with both legs to knock our enemies back!
The bristleback skill is fun and fine.
The Smokescale’s Smoke assault is fine, but the Takedown sounds like it should be a tackle with both arms outstretched., not Yet Another Kick.
Jacaranda: These skills might look better as a spit instead of a throw, but possibly not.
Rock Gazelle: Finally! Animations that match our attacks! Just… bring the head down a bit more for Charr, so we’re slamming with our horns (Except for the minority of horns that are front-facing instead of top-covering or back-facing)
It worked fine in PvP – but it’s possible that in WvW, you got cleaved down instantly. A 4k heal or whatever it is doesn’t last long against 30k DPS from an enemy zerg.
“26k damage Maul on a 4-skill rotation” is supposed to be impressive?
If rangers think that’s overpowered, they’re in DESPERATE need of power buffs. That’s less than 12 DPS in a burst – and pitiful in an extended fight.
Ranger’s soulbeast is also awful. I hate its overbearing visuals (“Fartshroud”), and the animations are awful for Charr. It’s also extremely clunky to play.
Smoke Assault doesn’t seem to be an Evade while in Beastmode
It’s not an evade for Smokescales, either.
Graphical Bug: Charr animations are completely nonsense, and do not correspond to what the skill says it does.
My improvements to Soulbeast, aside from “Make Dolyak Stance Actually work”, are purely cosmetic, and mostly charr-focused:
1. Rework the animations. Charr have tails, teeth, claws, and horns. Let us use them in our attacks. Chomp and Bite should be actual chomps and bites, not those weird open-palm strikes and punch-things. Likewise, our Tail lash and Tail Swipe should actually put our tails to use – Devourer tail lash should leap up and lash the tail under to knock our foes back, while the Drake Tail Swipe should be a duck+spin with the tail out. Charge attacks should be a headbutt, like the Warrior’s Bull Rush or Headbutt skills. Maul and other attacks should let us go to town with our claws.
2. PLEASE REDUCE THAT GREEN AURA! Core daggers skills neither have nor need the green bladetrail. Mainhand dagger skills, except those that apply poison, don’t need it either. The Soulbeast merge is just overpoweringly green smoke and tendrils, and should be toned down significantly. It looks bad, and smells bad.
The worst part of Soulbeast has to be the animations on Charr. Charr have tails, horns, claws, and teeth – so why the hell are they just throwing the most pathetic kicks and punches this game has ever tried to animate?
The Charr beast animations are disappointingly underwhelming.
So many options with the Charr’s already beastly anatomy – but they gave us bland punches and kicks. Let us tail lash and tail whip with that big fluffy thing behind us! Let us rend and maim with our claws! And let me put my massive teeth and horns to use!
Well, there’s the Lightward Battlestaff and Hammer in VB…
I really wish this game didn’t have so many of its cosmetics tied up in the Gemstore. Half the glider skins should have been earnable in-game (Auric and Vine-Touched Destroyer stand out here), and most of the Black Lion weapon box skins should have been in-game as well – I prefer those skins to be unrelated to the game’s actual content. Timekeeper weapons are great for the Black Lion chests. Pact Fleet (Tied to the HoT story) and Fused weapons (Tied to way-back-when’s Living Season 1 episode)- not so much.
I’m actually sad that they nerfed several of the world bosses so that they are too face roll now. There should be some difficulty to these massive events.
Honestly, all the world bosses are probably the most balanced they’ve ever been. If they seem weak, it’s because players are stronger relatively than they were when the game launched.
The problem with World Bosses is that they lack meaningful mechanics. Heart of Thorn’s bosses feel a lot better.
Also – That Flame Legion Shaman and his Effigy should have been upgraded to Plains of Ashford’s World Boss.
(edited by Sartharina.3542)
I strongly suspect the drop rate has been jacked up for the demo, as they did for the HoT beta.
It’s all garbage loot. There are no rares and exotics, that’s the point.
Except there ARE rares and exotics. That’s the problem – I ID’d 33 Unid items from a Forged camp, and I received 4 Rare Elonian weapons and 2 Exotic Sunspear weapons.
Now, if only there was some way to do instanced content without having to randomly group with people with different expectations than you. Oh, wait, there is. Sure, it’s more effort to find a guild of like-minded people, develop a friend’s list, or start your own group. I guess people prefer “log in/LFg/do content” because they think it’s more convenient. At least, it’s more convenient until you get kicked because a random grouping tool grouped you with randoms with meters.
>Start group
>label it a casual run
>4 players join,
>Start Fractal
>Get kicked for low DPS anyway.
Also – There really needs to be a “Confirm Group Merge” in LFG. I keep getting people merging with groups I form when they have completely different goals:
Start an event map in Silverwastes? Get merged with a kitten Chest Train
Look for a casual fractal run for achievements? Get merged with people trying to speedrun dailies.
Looking for a specific dungeon path? Get merged with people who want to do Storymode.
Why is it bad?
At least it can stack, and that’s handy!
1. It replaces all sources of Rare and Exotic Gear
2. It doesn’t replace all sources of Fine, Common, and Masterwork gear.
So now, we no longer get good loot. We have to pay for a chance of earning a Rare or Exotic from the loot we’ve earned in the world. It doesn’t stop inventory clutter. It costs 1.67 silver to identify – far more than the materials are generally worth. Instead of having to go to a vendor to sell our sigils, we now have to go to one to identify our gear if we want rares/exotics. And, because it all salvages when you hit “Salvage all Masterwork and Below”, we can’t even simply clear our inventory of trash in the open world without losing all our Exotics and rares!
it’s a massive step back in terms of inventory management.
They are basically the same as Bag of Gear except you can skip the opening step.
And lose all potential Exotics, Rares, and ectos. Where the hell are people getting the idea that the color of the unidentified item corresponds to the tier of rarity – There’s one tier of unidentified item: Green. It identifies into White, Blue, Green, Yellow, or Orange.
Where the hell are you guys getting the idea that it cuts down on inventory clutter? you’re still getting trash blues and greens and the sigils from greens, even with Unidentified Gear. And the Exotics and Rares are hidden behind that unidentified gear.
In fact, Unidentified Gear being Green makes inventory management more inconvenient than ever – I can no longer “Salvage All Masterwork and Fine items” and be on my way – I have to manually salvage the trash greens to avoid salvaging the Unidentified Gear, and the potential Rares and Exotics it identifies into.
I love the idea of unid gear, makes for easy inv management. But, only if they group exotics as a separate unid item, I don’t care about rares but exotics drop rarely enough that they deserve an unid trophy item of their own.
Well, they don’t.
What’s the big deal? You can either trade the unidentified gear to a NPC for a random piece of equipment of random quality, or you can just salvage it for crafting materials. You’ve got nothing to lose either way.
No. You either lose well over a silver for each item, or you lose the ability to get Rare and Exotic Items. You lose either way.
This is why this system is good—if you don’t care about rare/exotic drops you can just salvage from the get go. If you’re farming your inventory will never get clogged up with sigils and runes, and then you can ID the gear for a chance of getting higher tier gear.
This is why it’s bad – The number of people who don’t care about exotics and rares is negligible. Also – we’re STILL getting flooded with trash blues and greens that are already identified.
And now inventory management is even harder, because if we care about Rares and Exotics, we can’t just “Salvage all Fine and Masterwork” gear, deposit our materials, and keep moving – We have to manually avoid clicking on our source of Rares and Exotics.
Uh…I cant tell if you are serious or that dull…the point of the identification system is to reduce clutter dramatically. instead of running around with 900 greens and blues that require 4 stacks of 250 salvage tools, you can now run around with stacks of 250 of that useless gear in one slot and salvage it without receiving the useless sigils anymore. I don’t see the problem here…this is a huge step forward.
Well, it doesn’t work, because my inventory is STILL full of trash blues and greens.
(edited by Sartharina.3542)
I mean, just imagine the Lion’s Arch banker…
Are you saying there’s actually an NPC standing in the playable area, and we’re not actually interacting with a porthole in the side of the bank to access our stuff (Presumably with a teller behind it, or that’s what I always assumed)
As far as “Break bars” on mounts – our mounts can take ~7k damage before you’re knocked off them.
The mount needs emotes, especially /dance and /sit (They even have the animation for /sit. they just need to tie it to an emote instead of just being an idle animation)
There’s one absolutely atrocious part of the game, however: The kitten Dust Mite spam.
I like the size of the raptor on the Charr – Charr and Norn perfectly sit in the saddle, while Humans, Sylvari, and Asura struggle to fit in it. As a human, it’s like riding a massive dinosaur. As a Charr, it feels like riding a slightly less-cowardly and far more fun Saurus from Quest for Glory 2.
My only problem so far is the NPCs merely refer to me as “Outlander”, instead of recognizing that I’m a Charr. Also – I wish my character had responded to “Kormir has answered our prayers!” with “Kormir had nothing to do with this.”
Actually, it looks like all the mounts are designed with Charr in mind as the ‘base’ size for the mount. I’m glad that raptors don’t get magically larger if a Charr hops on one.
They nerfed all classes cause you need to buy new expansion to be competitive.
Except every expansion Elite Spec is strong on its own and fills a niche untouched by the current elite specializations, and Spellbreaker doesn’t get Arc Divider.
You cannot adapt to these changes with berserk spec, no sustain and no condi cleanse is not adaptable.
By “Adapt”, he meant “Give up everything you found fun to play”
This thread is almost at 6000 views with zero input from dev’s with so many people saying the exact same things…..
Solid communication ArenaNet.
Because every time there are nerfs to warrior people seem to lose their minds, writing posts that alternate between outsized declarations of outrage and self-pity.
Like after the last patch, people learned to adapt. It’s not that bad, and warrior has been in worse shape before. Anet will eventually buff some stuff, and people will find a way to complain about that too.
That’s why they don’t bother to comment on these threads. They know that it’ll only magnify the scale of the already enormous lack of perspective and emotional maturity that lives here.
You know how people "Adapted’ after the last patch? We switched to Cancer Condi, or tried to salvage the fun we originally had with Power Berzerker, in the hope that this time around we’d get Power Warrior back.
The only time berzerker was in a “Worse Spot” (Allegedly) was early in Heart of Thorn’s PvP, when we had far more deadly and fun Primal Burst skills (Decapitate, Arc Divider, and Gunflame were all stronger), but insufficient sustain to contribute competitively.
I really wish the developers would stop taking fun things away, especially when it’s generally underperforming anyway.
And what’s this nonsense about Berzerkers being OP in WvW? Druids, Engis, and thieves all were better roamers, and Guardians, Elementalists, and Necromancers outshined Warriors in larger fights, while Mesmers provided insane utility (And roaming power with GS). Then again, it seems any time Warrior is strong enough to provide a real role and hold its own, players of other classes perceive it as OP because Warriors aren’t merely the stock disposable redshirt footmen everyone fighting them wants them to be.
I miss my Strength/Defense/Berzerker GS warrior
I appreciate those who weighed in and I thank you. I don’t roll too much with zerg simply because it’s a bit lag when I do. Plus as was mentioned seems like everyone is running reflects. Guards, Ele, Engi, Mesmer, Warrior, even thief sometimes.
Did anyone notice that Signet of Renewal is pretty lame now too as it’s passive does not cleanse condi over time? Or am I blind? I see the regen but not a condi removal passive.
The condi removal passive was a joke. The regen works slightly (Not much) better, but it now has a shorter cooldown, allowing you to actually cleanse conditions more often. The passive usually just left you clearing a random bleed from a Power build (They happen), or Vulnerability from a stray warrior Greatsword AA, leaving you helpless against the later Condi Bomb.
Also – your pet won’t die now from the transfer.
I was looking forward to Soulbeast, but the gutting of Berzerker has made me question Anet’s competence in designing specializations that give a strong offensive focus without shoehorning them into “Condi” or “Power”.
With legendary weapons being such a large investment (And fashion wars being so strong), I wish the game was balanced so that every class had at least one viable build using each weapon available to it.
Core warrior will be trash in WvW until they upgrade Killshot to be as nice and functional as Gunflame – We need some CC (Even a 1/4 second daze, but I’d prefer a knockdown at T3), possibly a little bit of bleed, and NO kitten ROOT on that skill.
If they wanted to take away the Berzerker, they should have taken a look at the garbage Core Burst skills warriors are stuck with (Especially flurry – that skill is suicide to use.)
Almost seems to me that Anet is trying to move Berserker to a more condi spec and using Spellbreaker for the power warrior elite spec.
Which, honestly, is a complete kitten direction to take it, especially because Spellbreaker has no sign of offering new abilities like the Berzerker did (Those primal bursts are a godsend – and unfortunately, leave core Rifle, Sword, and Hammer’s bursts feeling like clunky, suicidal-to-use pieces of kitten.)
I liked the Berzerker because it gave a focus on strong, temporary assault, and actually gave the warrior respectable DPS at the cost of its general survivability (Taking defense to get some of that back cost the DPS again), while also making the class far more active and fun. And yes, it gave viable condi ability to a class that was previously completely lacking in such – but its flexibility and support for power as well was also great. Spellbreaker already had a strong, defined role with its emphasis on counter-offense.
I want my kitten Arc Divider back. I hoped Might Makes Right would alleviate some of the lost sustain for Berzerkers, but its healing ability seems way undertuned.
Is there something wrong with my build or expectations? I find the health and endurance gain to be completely negligible (<100 at level 80)
I’m just hoping we can get a stat set with mainstat healing power, Power, Precision, and Ferocity. Because screw all the healing power stats being tied to useless ones.
So i’m a bit confused on why there is so much salt for Condi Ranger. I’ve been playing this game since beta and put the game down like 2 weeks after Hot was released and just came back to the game a month ago due to RL. My point is before HoT the meta was zerk/power w.e you wanna call it for YEARS. I come back to the game to find the community had finally accepted Condi in other activities other than PvP. I was extremely happy to play ranger again. Why so much salt?
A lot of us actually liked Power. Condi being a thing is great, for those who like condi. But the fall of Power is a great “Screw You” to those who liked Longbows, Greatswords, Swords, and Off-hand axes for rangers, and (In my much saltier opinion), Greatsword for Warrior.
I really hope the Soulbeast provides a condi mainhand weapon (Because we desperately need one. Axe is trying, but it’s confused) without being shoehorned into a ‘condi’ spec. However, the butchery of the power support from the Berzerker elite for Warrior these last two balance patches has me really concerned that they’re not going to respect that flexibility in Soulbeast.
That said – I’m making Incinerator for my current ranger, who currently runs Shortbow and Greatsword (What can I say? I love my Sunrise and Chuka). I was REALLY salty about the change to Signet of the Wild, but now that I’ve calmed down, I think I might actually like it – My Kudzu/Caladbolg+Warden’s Caller Sylvari Druid needed the Ferocity boost, and the power-based plantiness looks great on him. I’ll probably put Sharpened Edges in its slot on my stompy Chuka-wielding Ironclad Charr ranger.
I have a pretty might-centric build, but I didn’t even trait it simply because the 20% damage from BP is a lot to give up for so little health and endurance. I just cant see the trade off being worth it… maybe for a condi ps build?
How the hell are you maintaining 20% BP? As a core warrior, 30 Adrenaline comes to slow and the cooldowns are too long. As a Berzerker, the cooldowns are STILL too long, and you have to earn 30 to spend 10.
Fairly New to the game. So is viper’s totally useless on ranger? or is it more or so even with power now? Or is it just best to switch to power ranger?
Power Ranger got nerfed into the ground. Stick with Viper.
I really dislike the Signet of Renewal change, the passive condition removal was a lot more valuable than Anet seems to realize. They should have made it remove more conditions per tick, not removed it altogether.
It never ticked when you had a serious condi (That 1 Vuln+Cripple) wasn’t really a threat), and it did nothing against the follow-up bomb that killed you before the next one.(While SoR was cooling down after clearing that 1 vuln, you’re burning to death from 8 Burning, 13 bleeding, 10 confusion, 10 torment, and 12 poison. And Chilled.)
So why do they continue to options to core players and make them more reliant on the elites? Or, in the case of Warrior, make the class reliant on the elite, then nerf that into oblivion.
You see it as a “nerf” now but have you tried it in PoF with duel daggers….
Sorry, but I have absolutely no desire to try Spellbreaker or its dual daggers – I worked hard for Sunrise, and I want to use it, kitten!
Your choice and I respect that. You may sustain yourself with that play or you may find it doesn’t work. I have played Thief and Necro without elite specs. They work so not necessary but you do lose some advantages here and there but no different than spec’ing into elite and lose other advantages from regular trait lines. Good luck
I’ve been running Core Ranger for two years, and have seen nothing but nerfs – especially its survivability – to it as Druid got buffed more, while being the problem. Core Warrior is in the same boat – All Warrior traits got reworked to feed Berzerker, and our core weapons nerfed because of Berzerker (Shield bash comes to mind, because that+Skull Grinder+Headbutt proved overwhelmingly powerful), and now we’re losing tjhat. We can’t go back to Core Warrior. And, outdated skills like Killshot and Flurry (Pure suicide to actually use) have been overlooked, while other core burst skills were outright nerfed. We can’t go back to Core Warrior, because it’s been taken from us by Berzerker.
I struggle with ranger but I always find a way to succeed and again this is the point. If GW2 stayed the same way since release without changes it would be boring. When I read patch notes and they say this is being ignored and we want to make it worthwhile to try this is what they are trying to balance. If we all took the same weapons, stats and traits because that is what works it gets boring. Right now I am running a ranger in game with power gear, trinkets are condi and using a shortbow mostly with some weird traits, non-meta pets and runes and guess what? IT WORKS and isn’t meta. META changes and this is what I and everyone else has to adapt to…. changes.
kitten the meta, and kitten the justification for some of these changes (Especially SotW). I too have been running off-meta (My ranger is Greatsword/Shortbow, based around Signets- especially SotW.)
I don’t want people to be running all the same weapon. What I want is for our weapons to work, and actually be fun. The changes to Warrior have stripped that. And for “Changing the Meta”? ST/LB condi meta is only stronger than ever for warrior, even as the Non-primal Sword burst remains a suicide tool, and Rifle remains forgotten.
Why would you nerf the primal burst and make it level 1? The tool tip isn’t even updated either. This nerf to warrior primal burst now makes condition builds against warrior in berserk mode stronger.. You can’t clear the conditions fast enough, you’re better just running core warrior now instead of the elite spec. I don’t understand this illogical nerf… this was definitely not a balance to Berserker. I would’ve taken a Arc Divider range nerf , or adding an ICD to Rousing resilience , maybe even a adrenal heal nerf but to nerf the primal burst… Theres literally no reason to go berserker mode if its level 1 burst.
Hadi this is planned obsolescence and a prop to encourage sales of the next expansion. By largely invalidating primal bursts they make Spell Breaker more appealing and the obvious choice.
Sales matter , money talks and balance walks.
I’m thinking about getting my PoF Ultimate Edition refunded after this update. I loved my warrior, and have since launch, but this balance patch ruined it, and I can’t see it improving.
Best skill in the game for 5 years, SoR, just got obliterated. I’ve lost any desire to play for a while.
What? Signet of Renewal just got a major buff. The passive condi clear never procced when you needed it, and the active just killed your pet.
Dessa’s actions seem to just be creating and messing with little islands of existence within the Mists. The Mists incorporates the entire multiverse, and the gods went somewhere humans of Tyria cannot reach.
It seems unlikely that her actions caused Balthazar to become so severely weakened he’d go on a war rampage to regain his strength.
Dessa is not a human, though. She’s an asura.
So why do they continue to options to core players and make them more reliant on the elites? Or, in the case of Warrior, make the class reliant on the elite, then nerf that into oblivion.
You see it as a “nerf” now but have you tried it in PoF with duel daggers….
Sorry, but I have absolutely no desire to try Spellbreaker or its dual daggers – I worked hard for Sunrise, and I want to use it, kitten!
Your choice and I respect that. You may sustain yourself with that play or you may find it doesn’t work. I have played Thief and Necro without elite specs. They work so not necessary but you do lose some advantages here and there but no different than spec’ing into elite and lose other advantages from regular trait lines. Good luck
I’ve been running Core Ranger for two years, and have seen nothing but nerfs – especially its survivability – to it as Druid got buffed more, while being the problem. Core Warrior is in the same boat – All Warrior traits got reworked to feed Berzerker, and our core weapons nerfed because of Berzerker (Shield bash comes to mind, because that+Skull Grinder+Headbutt proved overwhelmingly powerful), and now we’re losing tjhat. We can’t go back to Core Warrior. And, outdated skills like Killshot and Flurry (Pure suicide to actually use) have been overlooked, while other core burst skills were outright nerfed. We can’t go back to Core Warrior, because it’s been taken from us by Berzerker.
So why do they continue to options to core players and make them more reliant on the elites? Or, in the case of Warrior, make the class reliant on the elite, then nerf that into oblivion.
You see it as a “nerf” now but have you tried it in PoF with duel daggers….
Sorry, but I have absolutely no desire to try Spellbreaker or its dual daggers – I worked hard for Sunrise, and I want to use it, kitten!
So why do they continue to options to core players and make them more reliant on the elites? Or, in the case of Warrior, make the class reliant on the elite, then nerf that into oblivion.