Hello Brude,
Thanks for posting this. I drew some inspiration from your post to develop some suggestions myself. Do us a favor though, would you be able to enable commenting? Click on the top left button “Share” and enable commenting. It allows for easier collaboration. (To add a comment, it’s CTRL + ALT + M, after highlighting something)
emkelly, could you do us a favor? Enable commenting on your document. On the top right corner of the page, click on the share button, then change it so anyone with the link can comment.
Highlight a portion to comment, and press CTRL + ALT + M to add a comment. Makes it easier to collaborate.
I like how generally realistic these changes are, nothing too OTT and as a whole I can see Anet actually implementing some of these. Some comments about things I feel are off (as I read through these changes) though:
- I think if any weapon deserves some baseline CD reductions Hammer would be it, you mention that shield bash is too long CD for a single target stun but Hammer’s single target knockdown is on a 30s CD and much harder to land?
I didn’t realize this. Thanks for pointing it out. 25 seconds seem reasonable, don’t you think? I don’t want it too low because backbreaker and shield stun is not the same. Apples and oranges if you will. Backbreaker deals significantly more damage than the shield stun, and I have a suggested trait (merciful hammer in discipline specialization) that makes hammer skills unblockable (including the cooldown reduction).
On second thought, I’m going to revert this as well as the shield cooldown reduction. Changing these would ruin balance more and then I have to consider the mace’s pommel bash. Cooldowns should be fine as is because we shouldn’t rely on one weapon (baseline fast hands)
- No changes to Primal Hammer burst? That thing is completely trash
I agree that they’re weak, but they’re stronger than level 1 adrenaline bursts for warriors, and they only use 10 adrenaline to fire. Elaborate more on this if you will, and we can brainstorm on some suggestions.
- Scorched Earth already pulses per second afaik so no real reason to reduce it’s direct damage
Noted. Thanks.
- I’m fairly certain Rifle butt turning into a launch doesn’t justify a CD increase considering they’re the exact same mechanically if the range is the same. Heck, it’s way easier to stunbreak a launch because the animation takes longer for you to reach the destination. Actually I’m not really sure what this change is for lol.
I put it there for the same reason you said. The launch animation takes longer- thus control period is longer. This enables you to attack your target longer- that is, unless your target breaks stun. I have another trait that punishes enemy players for breaking your applied controls. (see Absolute Control in strength specialization)
Another key difference is that you can launch downed enemies, interrupting attempts to ressurect.
This is more of an afterthought. If the community likes it, then we can keep it. If everyone hates it, we can scrap it.
- There’s no incentive to -not- cancelling Flaming Fury since burn is all it does. and 5s Burn would be craaazy in pvp with condi duration boosts, thats 8 stacks of high duration BURN which is kind of spammable
Noted, removed the buff.
- Rip should steal or rip(lol) at least 2 Boons considering there’s a massive telegraph on Impale, a massive Telegraph on Rip itself, and the massive telegraph of the status effect on your bar telling you ‘wow I should probably stay away if I don’t want my boons stolen’
Rip and impale have pretty high base damage, plus the damage from the 5 stacks of torment is strong if the warrior spec’d for condition damage. I’m not sure if 2 would make it stronger than needed. The number can be played around and tested (that is, if arenanet even sees this post)
I’ll let others chime in on this to see where we go.
- Torch is a completely trash OH especially when compared to your improved OH sword. Personally I’d make the 20% CD reduction baseline, let Blaze Breaker short-term immob instead of cripple, and let Flames of War pulse out 1 condi cleanse to allies during it’s duration.
Blaze breaker is capable of hitting 15 targets in 1 attacks, applying conditions to all of them. I have included a trait overhaul (Leg specialist in tactics, and opportunist in arms), will apply a brief immobilize on all targets, while also granting you fury and swiftness. Other traits in the berserker specialization boost the burning damage even more, but then again, I’m not sure about the numbers. Take a look at them and let me know what you think. If anyone else is reading this, please let me know what you think as well.
- Heal skill base heal increases are great, but To the Limit’s cast time is so long it functions as a terrible ally stun break. For reference Eye of the Storm on tempest isn’t even taken ever despite being instant cast because of how janky ally stunbreaks are. I think bumping the Endurance gain up to 50 should be good enough.
- Battle Standard’s party stunbreak doesn’t work for the reasons I’ve stated before too
The stun breaks are more of an afterthought, it was designed to synergize with the new rousing resilience in the defense specialization. (nearby allies that break stun heal and damage nearby enemies)
I’ll let others chime in on this.
- Stunbreak on Defiant Stance is cool but I think it deserves a little more than that considering it’s quite literally worth h a l f a Revenant’s healing skill
I think it’ll be fine as is with the instant cast and stunbreak. The only vanilla difference here is the healing coefficient
http://wiki.guildwars2.com/wiki/Defiant_Stance
http://wiki.guildwars2.com/wiki/Infuse_Light
- Staggering Banner > Aegis change, even if it was instant cast it’d be bad because Aegis is a reactive skill and having to pick up the banner is already far far too long to use Aegis properly. See: Retreat on Guardian, it’s always on your bar and available, that’s how you’re going to save that ally about to be killshot/eviscerated.
Changed to 8 seconds of retaliation then.
- Also for PvE it’s much better to have both offensive stats covered in one Banner (Strength), I’m not really sure what that change is aimed at. 1 Warrior in a 5 man party would have to have their entire utility bar dedicated to banners like that.
I had to make the tactics banner useful some way. That was what I came up with. Anyways, I think this would be okay. It allows for more collaborative play over solo play. (e.g. warriors running different banners)
I’ll let others chime in on this.
- Plant Standard is way too fast as it is to be a Finisher sadly, it’d have to have cast time increases to even consider it. For reference it’s like almost half the cast time of the full Daredevil Finishing Blow elite chain.
That’s disappointing, I was really looking forward to it, but I agree with you here. 1 second vs 3.5 seconds is a big difference. How about we increase the cast time to 2.25 seconds, and increase the cooldown to 20 seconds?
I generally only see people use plant standard to blast combo fields, and not so much to drop the banner (swap weapon key drops it faster). If anything, I think the ability to finish downed enemies makes it more useful than a tool to blast finishers, because there are plenty of blast finishers here. The new powerful synergy here is redesigned to activate all finishers twice for enhanced effects.
I’ll let others chime in on this.
- Fear Me is fine as a Fear if you already have Taunt on On My Mark, I don’t see the need for 2 Shouts that perform the same purpose and for a Supportive Warrior build like Shoutbow getting enemies away from Allies has it’s uses too. Like say you’re moving to res a downed ally, congrats you’ve just taunted everyone around to cleave the both of you. Revenant sword Auto is practically their Highest DPS.
This really can go either way. I’m not going to disagree with you- vanilla fear me has saved me a few times already, but that’s when I was relying more on myself rather than my team mates. By giving warriors an AOE taunt utility, we could pull in 5 enemies for allies to target, while letting necros take care of AOE fears.
I’ll let others chime in here.
On the topic of “On my mark”, how about draining the target’s endurance rather than another taunt? Some variety here.
- If anything I think Outrage should get ~2s Resistance on use because then it functions as an omni-break out of anything, and gives it uses outside of stunbreaking. It’s not like you don’t generally immediately dodgeroll in situations you need a stunbreak.
Resistance is such a strong boon though, and on 10 second cooldown, it’s hard to make this balance out.
Can’t really comment on Traitline changes as those need to be viewed on a different scale.
Traits are arguably the most important changes proposed. Some skill reworks are meant to go with the traits. Take a second look and let me know what you think.
Anyways, thanks for letting us know your valuable input. If anyone else have anything to add, please drop a few words in this thread.
(edited by TheBravery.9615)
@skyper
Thank you for your valuable tip. You’re absolutely right about kill shot warriors with unblockable abilities. I’ll keep evasion out and blind immunity in.
@widebody I completely forgot about adrenaline, and yes I do think adrenaline decays too fast after leaving combat. At very least, there needs to be a 5 second delay before decay kicks in. I’ll note it in the opening post.
@chris and zeghart, thank you.
The purpose of this thread is to facilitate discussion on balancing the warrior’s skills and traits and address current flaws; all while simultaneously accounting for interprofessional balance.
Message to the community
Feel free to drop feedback in this thread. I read everything here and will make changes if necessary. There is a lot of content. Please save your responses as sometimes the forum “bugs out” and eats your response.
Cast a vote on the strawpoll link above after reading the suggestions to share whether you approve or disapprove of these suggestions.
Message to the ArenaNet developers
Please take a look at these suggestions, and consider them for a future patch.
Updates
- 05/10/2016 – Post SQ2016 balance patch, document is outdated.
- 03/10/2016 – Beta revision 2 released. Criticism welcomed / Please vote on the strawpoll link above. Editing put on hold to collect feedback.
- 03/10/2016 – Beta revision 1 completed. Feedback results: 3.06/4 from 45 voters Screen cap
- 02/24/2016 – Beta revision 1 released. Criticism welcomed / Please vote on the strawpoll link above. Editing put on hold to collect feedback.
- 02/24/2016 – Public alpha draft completed.
- 01/05/2016 – Public alpha – Undergoing heavy construction. Please hold off on commentary until document reaches “Beta”
FAQ
Why should ArenaNet be concerned about balance?
A balanced game is a critical aspect that can not be ignored if ArenaNet has any aspirations of making the game successful in the E-sports scene. In order for a game to become a popular sport, there are 2 major requirements: accessibility and consistency.
ArenaNet made a good move to make the game more accessible to the masses by making it free to play, but the game is still inconsistent in terms of balance. This is why the meta-shifting approach to balance is not effective. It’s easier to implement, but yields lower quality results and fails to cultivate the potential profits of a game that’s popularized by the E-sports scene. Why’s that?
Because every time there’s a meta-shift, you force a player to relearn a profession, and it takes away the momentum from the player to build upon, as well as from the audience. Without consistent balance, players can not become masters of their craft and the audience will have a tougher time following it- the game will never achieve the “easy to play, hard to master” aspect many competitive games have. On the flipside, when proper balance is achieved, the game will have a greater chance at succeeding at the e-sports scene.
What’s your approach to dealing with imbalance?
There are many ways to balance a game: Power Creep, Nerf Bat, Meta Shift, and Equalize. (see attached image for visual)
- Power creep: Raise the power of weak abilities to match the strong
- Nerf bat: Reduce the power of the strong abilities to match the weak
- Meta shift: Take turns in what’s strong and weak (Current model for ArenaNet)
- Equalize: Reduce the power of the strong, raise the power of the weak. Achieve equilibrium
I have done my best to avoid the meta-shift, nerf bat, or power creep approach when it comes to balance, and opted to deal with the imbalance issue using the equalize approach. These ideas are cultivated through thorough deconstructions of the profession in order to create an ideal and balanced profession. The suggestions are then presented to the forum for further refinement. I will try my best to collaborate with everyone, but understand that I won’t be able to achieve full consensus on every suggestion.
I intend to give all professions the same treatment so no one profession is stronger than the other.
I disagree with your changes
Tell me why and what should I do to achieve balance? Allow me to gain your perspective so I can refine these suggestions.
Preview (Traits)
Due to the size of the project, a summary won’t fit in this forum post (1500 message limit). Below is a preview of some trait changes. See spreadsheet for more in depth explanations as well as weapon and skill changes.
Strength
- Reckless Dodge – reduce damage slightly
- Death from above – Remove unblockable properties
- Peak performance – remove recharge reduction and damage increases (made baseline.. sorta), reduce recharge for a static amount each time you are hit. Include super armor while casting attacks.
- Restorative strength – Increase might duration, reduce might stacks
- Axe mastery – Critical axe hits gain extra adrenaline. Axe skills deal more damage based on how much adrenaline you have built.
- Forceful greatsword – Decrease modifier slightly, but make part of the damage increase baseline for greatsword.
- Stick and move – Decrease damage modifier slightly
- Absolute control- Foes that break your control will be immobilized and weakened. Removing stability from foes applies cripple per stack of stability removed.
- Berserker’s power – Decrease modifier slightly, make some damage increase baseline
- Resistant Concentration- Increase boon duration. Attempts to steal, rip, or corrupt your boons are reversed.
Arms
- Berserker’s fury – Gain adrenaline while in combat. Gain fury and swiftness when you reach maximum adrenaline.
- Mighty expertise: Might increases applied condition duration.
- Signet mastery – Signets recharge faster. Cast signet of might when one of your attacks is blocked. Increase precision gain.
- Blademaster – Swords have an increase critical hit chance against bleeding foes. Critical strikes with a sword grants endurance. Reduces recharge on sword skills.
- Deep strikes – Fury grants increased condition damage. Fury you apply lasts longer.
- Concussive strikes – Stuns, dazes, knockbacks, pulls, pushes, and launches inflict bleeding and weakness. Cause confusion when you interrupt a foe’s skill. Increase critical hit chance against disabled foes.
- Burst precision – Remove blind and weakness before using burst skills. Burst skills have an increase critical hit chance.
- Dual wielding – Critical hit chance and attack speed is increase when wielding a sword, axe, or mace in your off hand.
- Furious – Include ferocity increase with effect.
Defense
- Thick skin – Increase toughness for each foe you are currently in combat with.
- Cull the weak – increase damage to weakened foes. Pulse weakness to nearby foes when you stay in combat for extended periods of time.
- Dogged march – change regeneration to vigor
- Adrenal health – gain health when you gain adrenaline.
- Defy pain – Activate endure pain for 1 second when you are hit for more than 10% of your maximum health. Does not break stuns
- Sundering mace – Mace auto attack have a chance to apply vulnerability and daze your foe.
- Last stand – Remove increased stance duration and vigor gain, decrease recharge of stances
- Rousing resilience – Gain fury when interrupted. Heal and gain stability when you break out of a stun. Gain protection whenever stability negates incoming control.
Tactics
- Determined revival: Add increased revive speed
- Empowered – Increase damage per boon on you. Damage nearby foes when you receive a boon from an ally.
- Leg specialist – Immobilize a target when you cripple them. Gain superspeed if you strike a foe from behind.
- Vigorous shouts – Removed adrenaline gain
- Burning arrows – Longbow skills deal more damage to burning foes. Longbow skills recharge faster.
- inspiring presense – Allies healing skills are more effective when they are near you.
- Powerful synergy – Combo finishers are twice as effective.
- Inspiring battle standard: Banners deal damage when summoned. Wielders of your banner are granted protection after a brief delay. Banners pulse regeneration.
Discipline
- Crack shot – Increase range of rifle and harpoon projectiles. Reduce recharge on rifle and harpoon skills.
- Vengeful return – Include a reduced cooldown on vengeance
- Reckless abandon – Damage nearby foes when you swap weapons.
- Brawler’s recovery – Include a incoming condition damage reduction effect when you swap weapons
- Destruction of the empowered – About the same, reduce incoming damage if foe has more boons
- Quick breathing – Converts conditions into boons
- Heightened focus – Gain boons and adrenaline when striking a foe below health threshold.
- Merciless hammer – Hammer reach is increased and hammer skills are given special effects based on adrenaline level.
Berserker
- Primal rage – remove attack speed boost, replace with crit chance
- Heat the soul – Incoming burning gives regeneration when you wield torch. Mainhand burst inflicts burning when wielding torch. reduce torch cooldown.
- King of fires – When you use a rage skill gain a fire shield. Gain adrenaline when a foe strikes your fire shield. reduce rage cooldown.
- Smash brawler – Reduce multiplier to 6% / 12%
- Burning fight – Chance to cause fire nova when striking a foe in berserk mode.
- Blood reaction – % of outgoing hits converted to healing. Primal bursts heal you.
- Dead or alive – Taking fatal damage while in berserk mode will end berserk mode, but heal you and damage + burn nearby foes.
- Dragon punch – Automatically enter berserk mode when you fall below health threshold. Stay in berserk mode for extended period if you maintain might threshold. Gain adrenaline when leaving berserk mode.
- Fatal flame – Defeated foes trigger a fire nova.
- Bloody roar – Taunt and bleed nearby foes when you enter berserk mode. Increase damage in berserk mode.
- Eternal champion – Break stun when entering berserk mode. gain stability and vigor in berserk mode. Reduce incoming damage in berserk mode.
- Savage instinct – Activate berserk stance when you enter berserk m ode. Gain increaesd condition damage in berserk mode.
Other Balance Discussions
(edited by TheBravery.9615)
why did you keep thick skin? it’s a pretty terrible trait for warriors to begin with.
edit/
adrenal transfer healing might be too low (gaining a full bar gives you 900 HP, and warriors have alot of HP to begin with. What happens when adrenaline is full?)
Chop block’s ICD will make it a poor choice vs berserker’s power and even axe mastery
Arms tree looks alright
Rousing resilience has always been a poor grandmaster due to the fact that stability works against it. How about changing it so you gain a stacking damage reduction effect whenever stability negates income CC? (e.g. rousing resilience, 10 seccond effect, 10% damage reduction per stack, up to 5 times)
I like your powerful synergy change
(edited by TheBravery.9615)
Only reward I need is the satisfaction of killing enemy zergs.
How about keeping the rewards “kills only”, so it encourages actual fighting and less karma-training?
I have a good one!
Guild wars 2 Esports
This is a silly idea. If you really wanted to protest, just stop playing, stop buying gems, and give gw2’s wvw bad publicity through criticism and negative reviews.
Who’s in charge of these WvW patches? Whoever it seems to be full of terrible ideas. I regret purchasing Heart of Thorns if I knew how downhill this game is going.
WvW was the only mode I played in GW2. To me, it was the only mode (besides sPvP) where I could have fun, but that’s all in the past now.
I do have to thank anet for ruining it though, GW2 is very much a time waster.
The only kind of reward I want is the satisfaction of destroying enemy zergs with coordinated squads.
I’m ok with this as long as there’s a counter, like an “anti-air” cannon that disables gliders on targeted players
would be hilarious to see players fall to their death after an attempted coup
I agree
I absolutely LOVE the verticality of the new borderlands, because exploration is what WvW is all about.
But most importantly, there is absolutely nothing more thrilling than farming monsters in the oasis to charge the skysplitter.
In all reality, the new borderlands is a flop. Take for example, blood gultch in the Halo series. It was so simple, yet became so popular, it made a return in Halo 2 and inspired similar maps in sequel games. Learn from this. WvW does not need complex terrain and tacked on PVE content, players play wvw for many reasons, but I could safely assume that we are not here to explore or PVE. I’m here to player kill (something that the regular game mode lacked).
Seems to only happen with 64bit client for me, 32 bit bypasses this
- Place waypoints on each supply camp, that activates in 5 minutes after it is captured. This gives players a spawn point closer to action and forces enemy teams to capture the supply camp to cut off reinforcements. Would introduce some interesting plays and increase the importance of supply camps.
- Place waypoints in towers that activates in a set time frame (shorter than keep waypoints, longer than supply camp waypoints). Capturing towers will allow players to secure a fortified rendezvous point until enemy players recapture it.
- With all the new waypoints, make the use of the waypoints non-instant. Require the player to stand still “channeling” the waypoint for a set time.. like 10 seconds as well as being out of combat. Taking damage while channeling the waypoint will interrupt the player.
- Assaulting an objective should contest it for a longer period of time.. like 5 minutes as opposed to the default 2 minute 30 seconds.
- Remove Righteous indignation from champions.
- Increase the amount of time required to capture objectives
- Increase superior / guild siege decay time to 6 hours. This is mainly added in here because I’m sure everyone know how tedious it is to refresh siege. Worst part of wvw.
Here’s what I think without reverting back to the old borderlands.
People are complaining about how large the maps are, how it takes too long to get to certain destinations. This problem could be solved by adding more waypoints to the map so players can defend positions faster and get into the battle faster.
- Place waypoints on each supply camp, that activates immediately after it is captured. This gives players a spawn point closer to action and forces enemy teams to capture the supply camp to cut off reinforcements. Would introduce some interesting plays and increase the importance of supply camps.
- Place waypoints in towers that activates in a set time frame (shorter than keep waypoints). Capturing towers will allow players to secure a fortified rendezvous point until enemy players recapture it.
- With all the new waypoints, make the use of the waypoints non-instant. Require the player to stand still “channeling” the waypoint for a set time.. like 10 seconds as well as being out of combat. Taking damage while channeling the waypoint will interrupt the player.
- Assaulting an objective will contest it for a longer period of time.. like 5 minutes as opposed to the default 2 minute 30 seconds.
- Remove Righteous indignation from champions.
- Increase the amount of time required to capture objectives
(edited by TheBravery.9615)
Voice customization packs, could be different voice actors or different ‘personalities’
possible personalities: Insane, ferocious, noble, courageous, calm, hyper, always angry, etc etc
does this mean gunflame is still a 1 hit kill on everything?
I’m sure anet knows about all of this, as with other profession’s ‘baseline problems’, however, as it stands, the Warrior’s gameplay is not serverely hindered by this- so I doubt this issue is very high up on Anet’s To-Do list, especially with HoT and more traits to balance.
In other words, don’t expect a developer response.
I’m not sure if I follow when you guys say you want this and that ‘baselined’. It’s kind of like elementalist players asking for attunement recharge reduction baselined or guardian virtue recharge baselined.
Strength
- Reckless dodge: I admit, this hits very hard for a minor adept trait. (talking about 4k dodge rolls when might stacked as a berserker warrior)
- Forceful Greatsword: Way too potent for a master trait. Perhaps remove the 10% damage increase and add an internal cooldown of 1 second per might stack, but increase might duration???
Are you talking PvP or PvE here when it comes to the dodges?
Also – FG is a strong and solid trait – without it warrior GS would be pretty much dead and warrior in PvE would find itself without a role.
The chances you propose are very poor and would damage GS on warrior a lot.
I agree with you that it is strong, but it’s not in any means balanced. You know this as much as I do if you’ve been playing warrior; Forceful Greatsword allows warrior to pump out DPS no other profession is capable of doing. It needs rebalancing. If you think that my suggestions are poor, please share with us your idea of a balanced Forceful Greatsword.
Agreed @Tipper.6973
Disagreed @TheBravery.9615
Strongly disagreed @TEGG.2859Take away our greatsword perk and what do we have for damage?…nothing pretty much..i see you have some sort of intent on nerfing warriors in general..in fact most of the things you listed just hurt warriors..we have been nerfed enough…directly and indirectly since 2012…just baseline fast hands and leave us be.
Take away our banners? whats wrong with you? take those AND ps away from us and warrior becomes USELESS in group pve. We are one of the most balanced classes out there atm.
I don’t intend to nerf warrior per se, I’m just pointing out stronger traits within a category (eg. master / grandmaster) while also pointing out weak and useless traits. I just gave suggestions but by no means should Anet follow them, however they do need to be tweaked to align with other traits to make other traits viable rather than being a “be all and end all” essential trait option. (eg. if you’re running greatsword, forceful greatsword is too good to pass up, but if you’re running sword, you could ignore blademaster)
You can’t simply improve warrior if you can’t acknowledge that some traits are too strong. You said it yourself that warrior is balanced at the moment, so more buffs would make warrior disproportionately stronger than other professions.
(edited by TheBravery.9615)
Strength
- Reckless dodge: I admit, this hits very hard for a minor adept trait. (talking about 4k dodge rolls when might stacked as a berserker warrior)
- Forceful Greatsword: Way too potent for a master trait. Perhaps remove the 10% damage increase and add an internal cooldown of 1 second per might stack, but increase might duration???
Arms
- Blademaster is completely lackluster in comparison to forceful greatsword which works on both spear and greatsword, whereas blademaster only works on swords. If this trait affected harpoon guns, people would consider using this.
- Unsuspecting foe is completely useless because it only works on stuns, and even then, you have a short window to attack your target. If this was broadened to something like “increased critical chance against foes with [CONDITION],” it would have more utility.
- Burst precision is useless since everyone has access to a sigil of intelligence which gives 100% critical chance on the next 3 attacks. Maybe give it some bleeding or something.
Defense
- Thick Skin: Not really sure why this is here and if it even works. It’s hardly noticeable and doesn’t synergize with the defense trait line which is based on mitigating damage as you take it. 90% is a high threshold and any warrior running a defense line is not going to be playing ranged. Warriors using the defense line will most likely be playing melee, therefore taking alot of damage.
- Sundering mace: 5 stacks of vulnerability for 10 seconds is pretty good, but considering the slow attack speed of a mace, the low range, and the short duration of daze/knockdown/launch/stun, this trait is rendered useless, unless I proc quickness somehow.
- Rousing resilience: I mentioned in another thread how useless this is considering that it requires you to break a stun to heal, and how stability will work against you, and some stun breakers like defy pain makes the 1000 toughness gain useless. I know the berserker’s elite is a self stun, so I’m not sure how that will work with this trait, but as it currently stands, it’s pretty awful in comparison to cleansing ire and last stand.
Tactics
- Quick Breathing / Vigorous shouts: I consider quick breathing before the trait overhaul when it had condition converting to boons more useful than a shout heal and it allowed for greater self sustain than a fixed heal amount from a shout. If anything I suggest that condition conversion is brought back and quick breathing and vigorous shouts swapped places in grandmaster and adept.
- Empowered: This trait doesn’t fit well with the rest of the traits which seemed more support based. Could be in the discipline line (swap with inspiring battle standard, maybe increase it to 2% per boon to keep it in line with it’s destruction of the empowered counterpart)
- Burning arrows: A weak additional 262 damage on your bow auto attack for a ‘master’ trait. Also doesn’t seem like it belongs here, could be in arms line, perhaps merging with blademaster somehow. Maybe replace it with more banner traits or something (example, more boons per banner like protection on banner of defense, fury from banner of discipline etc)
- Phalanx Strength: This became the bread and butter for a warrior in any dungeon / fractal environment, because it has no ICD, allowing warriors to quickly gain 25 stacks of might with no problem if used with forceful greatsword.
- Powerful Synergy: Requires a leap and an field, which the warrior don’t have alot of. Not much of a grandmaster trait in that sense. However if this affected more combo finishers (eg. blast) this would be very handy.
- Vigorous shouts: 1000 flat healing power with an additional point of HP per healing power. For a grandmaster. Just swap this with quick breathing and give us back conditions to boon conversion.
Discipline
- Inspiring battle standard: Swap this with empowered in tactics trait line and modify it’s values so it’s in line with destruction of empowered.
- Merciless Hammer: Kind of like unsuspecting foe and sundering mace, it’s hard to make use of this considering the short duration of CC effects and the slow cast time of the attacks. Rather than giving it a damage increase, how about a cleave increase? It would be nice if hammer range wasn’t 130 and mostly limited to 3 targets per strike. (eg. increase cleave range by 100 and strike 1 additional targets per attack)
(edited by TheBravery.9615)
Perhaps on my mark could remove defensive boons like protection and aegis or drain the target’s endurance.
Lot of good point; couple of extra comments:
Forceful Greatsword is an amazing trait. +10% damage AND might on crit (no cooldown) AND 20% faster on BOTH greatsword AND spear … and it’s not even a grandmaster trait. Let’s face it: might on crit on a 1 second timer alone would be better than half the warrior grandmasters.
The tactics minors: reviver’s might and determined revival: these are awful. Just combine them into a single (still lousy) trait and put in something less sucky. The whole tactics traitline is basically carried by phalanx strength.
Speaking of which: phalanx strength deserves to go into might. A trade-off between berserker’s might and phalanx strength makes for a hard choice: boost the team or top the DPS? Yes, -of course- it would be a nerf to no longer be both the best DPS and the best buffer -at the same time-… but then you might be able to have a real warrior balancing discussion.
all good points. You’re right about forceful greatsword being very strong for a master trait, maybe they should reduce the 10% damage increase to 5% or something and add an internal cooldown on the might stack.
Pretty sure you can get away with making fart sounds as voices and people would still buy it for kittens and giggles
Depends on the quality of the voice acting (which really is a bunch of grunts in combat)
~400 gem without personal story dialogue
~800 gem with personal story dialogue
+1000 gem for quality voice acting
Anet, you are losing out on a lot of potential profit by not selling voice packs on the black lion trading company. Hell, I don’t care if the new voices don’t replace the original voice during the personal story, I would still buy them to get rid of the kitten I'M FASTER THAN A CENTAUR PLEASE MAKE IT STOP
Fear Me should fear and Taunt and then the enemy should bug out due to not knowing wtf to do and fly upwards and then take enough falling dmg on the way back down to cause death. This would make fall dmg traits viable in competitive pvp;
maybe make it into a skill chain
“Come at me bro” (taunt) → “Nevermind, stop go away!” (fear)
Strength
- Reckless dodge: I admit, this hits very hard for a minor adept trait. (talking about 4k dodge rolls when might stacked as a berserker warrior)
Arms
- Blademaster is completely lackluster in comparison to forceful greatsword which works on both spear and greatsword, whereas blademaster only works on swords. If this trait affected harpoon guns, people would consider using this.
- Unsuspecting foe is completely useless because it only works on stuns, and even then, you have a short window to attack your target. If this was broadened to something like “increased critical chance against foes with [CONDITION],” it would have more utility.
- Burst precision is useless since everyone has access to a sigil of intelligence which gives 100% critical chance on the next 3 attacks. Maybe give it some bleeding or something.
Defense
- Thick Skin: Not really sure why this is here and if it even works. It’s hardly noticeable and doesn’t synergize with the defense trait line which is based on mitigating damage as you take it. 90% is a high threshold and any warrior running a defense line is not going to be playing ranged. Warriors using the defense line will most likely be playing melee, therefore taking alot of damage.
- Sundering mace: 5 stacks of vulnerability for 10 seconds is pretty good, but considering the slow attack speed of a mace, the low range, and the short duration of daze/knockdown/launch/stun, this trait is rendered useless, unless I proc quickness somehow.
- Rousing resilience: I mentioned in another thread how useless this is considering that it requires you to break a stun to heal, and how stability will work against you, and some stun breakers like defy pain makes the 1000 toughness gain useless. I know the berserker’s elite is a self stun, so I’m not sure how that will work with this trait, but as it currently stands, it’s pretty awful in comparison to cleansing ire and last stand.
Tactics
- Quick Breathing / Vigorous shouts: I consider quick breathing before the trait overhaul when it had condition converting to boons more useful than a shout heal and it allowed for greater self sustain than a fixed heal amount from a shout. If anything I suggest that condition conversion is brought back and quick breathing and vigorous shouts swapped places in grandmaster and adept.
- Empowered: This trait doesn’t fit well with the rest of the traits which seemed more support based. Could be in the discipline line (swap with inspiring battle standard, maybe increase it to 2% per boon to keep it in line with it’s destruction of the empowered counterpart)
- Burning arrows: A weak additional 262 damage on your bow auto attack for a ‘master’ trait. Also doesn’t seem like it belongs here, could be in arms line, perhaps merging with blademaster somehow. Maybe replace it with more banner traits or something (example, more boons per banner like protection on banner of defense, fury from banner of discipline etc)
- Phalanx Strength: This became the bread and butter for a warrior in any dungeon / fractal environment, because it has no ICD, allowing warriors to quickly gain 25 stacks of might with no problem if used with forceful greatsword.
- Powerful Synergy: Requires a leap and an field, which the warrior don’t have alot of. Not much of a grandmaster trait in that sense. However if this affected more combo finishers (eg. blast) this would be very handy.
- Vigorous shouts: 1000 flat healing power with an additional point of HP per healing power. For a grandmaster. Just swap this with quick breathing and give us back conditions to boon conversion.
Discipline
- Inspiring battle standard: Swap this with empowered in tactics trait line and modify it’s values so it’s in line with destruction of empowered.
- Merciless Hammer: Kind of like unsuspecting foe and sundering mace, it’s hard to make use of this considering the short duration of CC effects and the slow cast time of the attacks. Rather than giving it a damage increase, how about a cleave increase? It would be nice if hammer range wasn’t 130 and mostly limited to 3 targets per strike. (eg. increase cleave range by 100 and strike 1 additional targets per attack)
Share your thoughts.
(edited by TheBravery.9615)
Tbh, only banner of strength and discipline is useful when it comes to fighting bosses. Other than that, fights don’t last long enough to merit the banners and it’s cumbersome to carry them around to enter a new combat engagement. Perhaps if they reworked the ‘inspiring banner’ trait to give them different buffs rather than just regeneration, people would have an incentive to carry them into battle.
example:
banner of defense: protection
banner of discipline: fury
banner of strength: 2 stacks of might
banner of tactics: retaliation
battle standard: 1 stack of stability
Boon duration applied and proc interval can be altered since some boons are stronger than the rest, but any of these are certainly better than regeneration, dealing damage when they are summoned, increasing area of effect, or reducing cooldown.
edit/ oh and it would be nice if banner skill 5 was a ranged skill (eg. throw the banner), since combat is mobile, engagements often move outside the banner’s circle of influence.
(edited by TheBravery.9615)
Rousing resilience is lousy in a sense that it requires you to break a stun for it to go into effect, meaning that you have to get CC’d, then using a stun breaker. It’s very situational and certain stun-breakers such as endure-pain can’t even make use of the 1000 toughness gain. It might have it’s use in berserker specialization with the self inflicted stun and short stunbreakers, but it’s hard to make use of this once you gain stacks of stability.
TLDR Rousing resilience is still terrible.
https://wiki.guildwars2.com/wiki/%22On_My_Mark!%22
https://wiki.guildwars2.com/wiki/%22Fear_Me!%22
This is old news but could these skills get a buff?
On my mark is like the dumbed down version of an engineer’s utility goggle analyze (shorter cooldown + revealed) and hardly any warriors run this on the utility bar. Suggestion: increase vulnerability stacks, or duration, or add a secondary inflicted condition or effect like revealed.
The only benefit and advantage of Fear Me over stomp is being unblockable and has a longer range, but both skills serve a similar purpose. Fear me has niche uses but it would be nice to differentiate the utility skills to serve different purposes. Suggestion: Change fear me into a taunt or something along with some protection… sometimes I wish I had a skill to draw aggro away from squishier allies. (inb4 holy trinity, druids happened)
I wouldn’t be surprised if Living world season 2 would eventually become free like the base guild wars 2 game did. Living world season 2 is almost an integral chapter to the guild wars lore and the heart of thorns story wouldn’t make any sense if the player didn’t play living world season 2.
The stealth mechanic of this game is something that bothered me from the start of the game, especially in WvW. Stealth allows players to break off as a target, and lag prevents stealthed players from reappearing immediately after coming out of stealth. As a warrior, I find it hard to deal with Thieves and mesmers considering the facts. The only option for me to fight them is to swing a melee weapon to see if the chain pulls through, but it’s hardly an effective counter against the stealth mechanic.
I propose that more professions get access to a revealed debuff. As it currently stands, Rangers have “Sic ’em” and Engineers have “Analyze”, allowing an effective counter against the stealth mechanic for a tradeoff against more favored WvW oriented skills.
Please consider adding the ‘revealed’ effect to the following utility skills:
Warrior: On my mark
Guardian: Sword of justice – Command
Elementalist: Arcane blast
Necromancer: Shadow fiend – Haunt
Thief: Signet of shadows
Mesmer: Arcane Thievery
The skills I chose were what I thought is currently underused in WvW and PVP, anything giving the revealed effect would be appreciated. This allows all professions a counter against a mechanic which I believe needs a rework.
Meh. I can no longer play my condi/bunker ele with any kind of useful mobility boost, my condi necro is effectively dead in PvE, I am forced to take some borderline useless traits on my turret/rifle zerker and condi/rampager engis… I guess that’s it, no will to play anymore. I’m actually too tired with the game to tinker with it anymore. It was an awesome run, tho. My 300 steam games, here I come, your long wait is over…
That’s kind of like how I feel. The traits feel forced and doesn’t allow for much flexibility in builds.
Lion’s arch does look nice, but that’s not really what I’m asking here.
Choose one and use this discussion to explain your choice.
Just throwing an idea out for people to participate in until arenanet fixes the snowballing-effect of an over-dominant server with 3 orbs.
If your server is dominating, fight naked! if your guild is in wvw, have them fight naked too.
This is a temporary solution against a server dominating in wvw. A fix is clearly still needed.
https://forum-en.gw2archive.eu/forum/game/suggestions/WvW-outmanned-balance/461336
Thebravery – yaks bend
I just thought of another thing that might help. If I remember correctly, WvW was designed with 3 servers against each other to prevent a single server from dominating (source needed); however, this isn’t working out too well. It’s all kill- or be killed, regardless from which server you’re representing.
Perhaps there could be a way for ‘pacts’ to be triggered, allowing the 2 weaker servers to work together for a limited time. It could be something along the lines of..
- Triggered when X number of commanders from the 2 weaker servers vote/purchase a pact agreement from a special npc
- Makes the 2 servers 1 color for a limited time-maybe voted by the commanders, from x hours to x days (red + green = brown, green + blue = blue/green, red + blue = purple), Evenly distributes point gain to both servers during pact.
- When the pact ends, all pact-claimed territories become neutral, allowing all servers to enter and attempt to kill the tower watcher / supervisor etc.
- Shows allied server players as players with green names, but showing them as (server) invader/defender to keep anonymity.
- Allows allied players to share siege equipment
- Allows you to communicate to the allied server via map or say or party.
- Must have obvious restrictions: Like can’t form alliance with the leading server in the current match-up, leading server must have X number of territories over the 2 servers, the lesser populated server must ____ etc, pact will end when your alliance holds more than 2/3 of the territory possible.
I like this idea because it brings diplomacy and politics into WvW, as well as give commanders more responsibilities.
also a screenshot to show the imba
(edited by TheBravery.9615)
I disagree with reducing the amount of supplys thing, I’m all in favor with giving bonus to the smallest teams in order to balance the match a little, but the servers that have more people shouldn’t be harmed just because the others couldn’t gather enough players.
You don’t know how I feel when I see a parade of siege golems tear down a tower in under a few minutes.
All I’m saying it’s not the bigger teams fault if your server doesn’t get enough people there, giving anything to those in disadvantage is fine but taking stuff from those who aren’t is unfair…
http://i.imgur.com/cZQWI.jpg
Theres actually more behind that failed to load in time of the SS (another problem of the game)
The other option then would be to increase the amount of supply that the low pop server players can carry, and its essentially the same effect (except supply camps deplete faster)
I disagree with reducing the amount of supplys thing, I’m all in favor with giving bonus to the smallest teams in order to balance the match a little, but the servers that have more people shouldn’t be harmed just because the others couldn’t gather enough players.
You don’t know how I feel when I see a parade of siege golems tear down a tower in under a few minutes.
(edited by TheBravery.9615)
Lets face it. Everyone that is not terrible at the game has rebound their keys to become more ergonomic (or is using gaming hardware). It’s terrible that this game was designed with movement controls and attack skills bound to one hand while only camera controls on another. Default controls need to change, or control schemes need to be introduced to the game. Here’s what I’m suggesting.
Original control scheme: Controls remain as they are to prevent people from crying that they liked the original controls (not probable but also not impossible). (movement/combat on keyboard, click-selecting targets and camera on the mouse)
Combat mode control scheme: Add an option to lock the camera in place, removing tab targeting, but instead instantly target opponents on the center of the screen (with a crosshair in the center). Introduce skill highlighting with the scroll wheel. (movement on the keyboard, camera and combat on the mouse)
- What I had in mind:
W- forward
S- back
A- Strafe left
D- Strafe right
F1: Auto run
Tab – Change weapon / Toggle attunement
1-3 : Utility skills 7,89
ZXCV: Profession skills
R: Elite Skill
Q: Call target
E: Take target
F: Interact
R Ctrl: Finisher (I want a separate button to finish enemy players. Too many times have I tried to finish a player, but instead attempted to revive someone.)
L Shift: Toggle lock-on target (the default control in game is to hold down the key, which doesn’t make sense)
Space: Dodge Roll
L Alt: Jump
+- : Zoom in/out camera
(underwater)
Alt + W/S: Surface / descend
Mouse 1 (left click) – Activate highlighted skill
Mouse 2 (Right click) – Activates skill 1
Mouse 3 (scrolling) – scrolls through skills 2-5. If the skill is ground targeted, display the target aoe when the skill is highlighted.
Mouse 3 (click) – Activates skill 6
Use interface controls are the same.
Point and click control scheme. Give players an option to move to areas via click of the mouse. Not putting much thought into this, but should still be an option for players to use.
Anyways tl;dr, Default controls are terrible from the start and schemes will give more flexibility to the game.
(edited by TheBravery.9615)
Ok, so it’s not fun for either side if one server is dominating 4 maps 24/7. There’s little to fight or there’s too much to fight against. I have several thoughts on how to help.
- Remove the power bonuses from the orb of power, replace them with bonus exp / magic find / gold / more badges per kill / crafting crit chance, etc, things that would improve the server’s economy
- Remove and scrap reviving of dead players in WvW. The mechanic is fine in PVE but this allows the server with more players to keep the pressure on the weaker servers. This also removes ‘corpse spying’.
- Make the outmanned buff into a toughness/vitality buff- scrapping exp/magic find/ gold. seperated into tiers- depending on how badly outmanned you are. Should also buff the NPCs (veteran supervisor, guards, etc)
- Decrease the number of supplies you can carry if your server has more players.
Lets talk.
(edited by TheBravery.9615)
Sorry for the bump; does it work in wvw?
