You’re not over thinking. But I think the word you are looking for is mitigate and not migrate.
I don’t know which is correct but what I do know is that the skill feels like it takes about an hour to cast.
Did any of those players who needed the event the succeed mention they needed it for the Living Story in chat before it was failed?
I’m sure most of the farmers there most of the time will be happy to let it succeed if someone needs it to succeed if the person asks nicely.
The players farming it have just as much of a right to play how they want as you do. When things conflict, most times if asked nicely the group that is blocking progress is more willing to play how you want for one round.
No, they really don’t. Abusing game mechanics to farm an event that is not meant to be farmed does not fall under “play the way you want” game play.
That’s abusing game mechanics for profit pure and simple. In fact I’m pretty sure you can get banned for doing it.
These are the people that are responsible for continually getting our event chains nerfed. You farmers create your own problems.
Yes, as far as I know ANet already fixed the timer on this event. They have also outright STATED that purposefully failing events is not an exploit, merely another way to play. At the same time, I think we are all in agreement that failing events shouldn’t be more profitable than succeeding (yet ANet designs their game in this way in many areas). I mean, if failing stuff if better for my wallet than succeeding, what does ANet expect is going to happen? Why can’t we be equally rewarded for success? I just don’t get ANet’s mentality on this.
Where have they stated any such thing? Last I remember they said it’s a big nono. And the evidence of event chains being nerfed serves to prove that point.
And yet, somehow, leveling up doesn’t feel any more rewarding now than it did before.
Getting stat points and skill points every few arbitrary levels is not rewarding. When I level once, I expect to grow in power once. Not level 5 times and grow in power once. Even if the ratios are the same. That’s just weird and not only makes the game generally feel unbalanced as you level but it makes it more tedious as well.
I can’t believe I’m defending the NPE right now (someone call my doctor) but those rewards were designed for new players. Furthermore, leveling up previously gave you nothing other than skill points and stats.
I’ll take something over nothing any day of the week. Are some of the rewards kind of dumb and could probably use revising? Undeniably.
If we want those wonky-looking rewards to be more level appropriate, our best bet is to point out why and give some suggestions for replacements. I mean, what exactly were you expecting for level 38?
And yet older players have to deal with the mess, too. Just because we’ve been here since the start doesn’t mean it makes our feedback invalid.
P.S. I asked my cousin and his kid, both of which just started playing about a month ago and they feel the changes are really confusing and don’t make leveling up more rewarding. They’re actually genuinely confused about what most of it means and why it needs to show up in a special box. Keep in mind this is a new player saying their new player experience changed for the worse.
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Honestly when they talk about profession based loot rewards I think they pretty much only meant the level up rewards. And that everything else remains rng the same as it always has, DR willing.
So, as someone that loves his warrior and never PvPs due to total apathy and lack of anything that can even be considered interest…my Pv*E* utility has been smashed. Because a single group of screeching, bunnyhopping attack mashers had their little girl panties in a wad over warrior being mean to them. PvPers scream, PvEers pay.
I thought this /wasn’t/ World of Warcraft?
The hyperbole is strong with this one.
Not really. Anet admitted that they “listened to feedback on the forums” to make the changes they did, in this very thread. I’m talking specially about the nerfs to warriors.
And what do the balance sub forums consist of? Mostly of people complaining about things they refuse to adapt to and try to counter. Go ahead and look in the profession balance sub forum and you’ll see plenty examples of that.
It’s also a fact that anet balances the game around pvp and pver’s have to deal with those changes and nerfs which mostly don’t make any sense in context of the game mode.
Yeah, I’ve got almost an entire full bank tab of boosters.
And wouldn’t you know it, you can’t put those little kittens in a guild bank even if you’re the only person in the guild. That kind of annoys me.
Yeah, the patch was good for the game if you play any class but warrior, apparently.
Adrenaline loss on miss? Okay, we’ll deal. But the rest was 100% completely unnecessary.
I prefer axe/sword or axe/shield myself. Shield helps with setting up and landing eviscerate. Also axe is much better at generating adrenaline with sharpened axes.
If I could work in the new trait duel wield agility I think that would be fun but you’d have to sacrifice either damage or survivability to get it.
I realize this isn’t very meta but I play what I want. Which is why right now I prefer ele to warrior. Sad. Elementalists seem like they have so many different possible buiilds that synergize well while anet has done everything they can to get rid of synergy within warrior builds. And that is ironic considering their goal of trying to nerf hambow..
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Honestly the buff to the adrenaline gain on Signet of Rage passive is not very good.
Not having might, fury, and swiftness for 1 extra adrenaline every 3 seconds is not worth it. You would need to be in combat for more than a minute before it would make any difference.
It’s a sub par buff that we got just to make it look like “hey, we didn’t only nerf warriors this update”.
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Seven skill points, a booster and a salvage kit? Sounds like a decent reward to me.
previously we used to get 1 skill point per level. now its 7 skill point given at end of every 7th level !!! lame
Actually it’s not lame. It’s better. Because by the time you get to higher levels, 1 skill point does absolutely nothing. You probably all the one point skills you need long before that. When this game was designed skill point scrolls didn’t exist either.
There’s nothing lame about the decision.
So your position is that absolutely no one ever has any use for a number of skillpoints smaller than 7, and that’s why it’s better to just give out 7 at a time?
Not my position at all. My position as quoted in another thread is that getting the same reward every single level predictably is more boring than getting different stuff at every level. When you got a skill point every level, it wasn’t special. It was something you got every level 75 times in a row. It’s very hard to look at a single skill point at level 63 and go YES! a skill point.
Even though it’s exactly the same, because you don’t get it every level it’s far more exciting to see seven skill points. This is basic, human psychology.
To people playing the game, it makes less difference than people starting new probably but it still makes a different for me. I see the new rewards and I get a bit of a boost from them. I never got that from the old rewards.
You know one thing no one ever complained about? Getting the same basic reward every level. It’s almost like you didn’t know how boring and unrewarding the old system was until Anet told you that the new one was more rewarding. Which it isn’t.
And I know for sure that when I got 1 skill point I knew I could potentially unlock a skill (when anet didn’t decide which one it was for me). Under the new system? Nope. You unlock skills when we tell you that you can unlock skills. You’re lucky we let you decide which one.
And it’s not basic human psychology. It’s trying to a fix a problem that didn’t exist except in their metrics.
They’re letting a computer tell them what is good for the game instead of basic common sense. They spent a lot of dev time designing this kitten instead of literally anything else that has been requested (ahem precursor crafting/scavenger hunt) or talked about in the last 2 years.
Like I said before, they’re trying to fix a problem that didn’t exist.
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Hey Chris,
Well, if you’re still working on that list of things the CDI’s have added to the game, I’ll say the new “Superior Runes of the Trapper” look awfully familiar .
My compliments to the team: I still like my 4/6 bonus better but can see why it might not have been technically possible. Their version of the 6/6 is better than what I came up with – love how it plays off of both classes’ other abilities. Elegant (a word I don’t use lightly).
If you’re in the goodie giving mood, I’d totally take a recipe to make them and maybe a dozen, so I can put them on my ranger and thief and try them out!
Just thought I would throw this in here. Not all of these are directly related to a CDI and it is not not a complete list as it is not updated for the most recent feature pack.
However your comment made me think of the following document.
https://docs.google.com/document/d/1FwI3ZJ2J6L7EnrSurfn03YcPBIeHpyKgaJJ3mkSVALA/pub
I like the part where the gem store list is the longest.
I feel like we also need a new trait as well. We can call it Viagra Injection. It would give us the old adrenaline decay back. The text for the trait would read “Performance issues got you down? Viagra Injection keeps you stronger longer”.
Probably gonna get a warning for this post.
Warriors thrown under the bus to appease forum whiners, basically.
It’s Rangers turn next. It will happen. With the changes to warriors adrenaline and Anet outright admitting that they made those changes due to “feedback” from the forums rangers are on the chopping block next. Because right now the “feedback” for rangers on the forums rivals or is far outpacing the “feedback” that was ever given to warriors over the course of the last 10 months.
Enjoy your day in the sunshine.
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Hey all.
Wanted to touch on a few issues brought up about the Warrior stuff.
@ Warriors in PvE using Berserk’s: Yes, we knew this would be part of it. Now Warriors can’t just run around with full adrenaline all the time doing bonus damage. If they want to use their burst skills, then they obviously lose out on bonus power. This is an opportunity cost they need to factor into PvE encounters due to the new adren change.
@ Warriors in PvP vs. a condie meta: Yes, there’s a lot more play now, and condie builds are less reliant on multiple stats than dps builds are. I expect we’ll see more Melandru/Hoelbrak in order to deal with the loss of condie clear the Warriors had before. I think this is ok though – no longer can 1 build (the Ham/LB) bring great damage, amazing condie resilience, a lot of sustained power and CC in one package. Every build needs to be weak to something, and I look forward to see what Warriors do in the coming weeks to deal with changes to adren. As of now, while watching games on live, I’m still seeing Warriors in pretty much every team. I think they’re still able to compete just fine, and bring a lot of great tools to a front line.
While I realize it can be frustrating to have your favorite specs toned down a little, I’m also receiving a lot of messages from non-Warriors who feel like they, too, are able to compete for spots in PvE, WvW, or PvP. Now that Warriors have to build up their Adrenaline due to losing it more often in-between fights, and have to be careful on when they’re using it, there is a lot more play and counter-play on both sides of fights.
Sorry for such a rushed reply, but I wanted to thank all you guys for the great feedback.
-Chap
I’m sorry to be blunt but this answer is a non-answer. You didn’t tell us anything we didn’t already know.
What we would appreciate an answer to is the question of what are you guys are going to do about all the traits that were indirectly broken nerfed by these shortsighted changes?
There are at least 8 traits and 2 skills that were indirectly touched by the adrenaline changes that were nerfed into varying degrees of uselessness. Some of those traits were used in a wide variety of builds while some were rarely used at all ensuring that they will never be used after the changes.
This is the question you guys need to answer and yet seem to be avoiding. And if you can’t answer this question it can only mean 1 of 2 things and I’m not sure which is worse.
1) You knew the traits would be affected and didn’t care. You were okay with leaving them being balanced for adrenaline as it was designed over 2 years ago. As opposed to being balanced for adrenaline as it was designed 2 months ago.
Or
2) You didn’t think the change through, and didn’t consider that traits other than Cleansing Ire would be affected, and still don’t care.
P.S. Although less important we would also like to know why arcing slice was changed from the version you guys advertised to the version we got which is barely better than how it was before.
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Yeah, being okay with some traits that are outright broken because of shortsighted changes is disappointing.
Oh well, over the last week I made an elementalist and I’m enjoying it a lot. Warrior gets shelved for the next 6-8 months while anet pulls their collective heads out of the sand and fixes this mess.
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Weather your build was affected or not it doesn’t change the fact that quite a few traits and several skills received indirect nerfs from the “update”.
Saying your build is unaffected helps no one.
The trait system is badly thought out just like most other recent changes to the game.
I know what they wanted. A scavenger search for skills like GW1 has. But it’s like they took everything that was fun about GW1s way of unlocking things and threw it out the window in favor of something 100x more tedious and un fun.
But the scavenger hunt was ONLY for Elite Skills and you had your own Instance in which to obtain them. You didn’t have to try to kill a certain boss in the open world and have a whole zone get mad at you for it because it messed up their “farm-train”.
That’s exactly my point. Like I said, they took what was fun about GW1’s unlock system and twisted it and made it the exact opposite of fun.
After I finish leveling up my elementalist and ranger I probably won’t ever make another new character again with this current iteration of the trait system.
The trait system is badly thought out just like most other recent changes to the game.
I know what they wanted. A scavenger search for skills like GW1 has. But it’s like they took everything that was fun about GW1s way of unlocking things and threw it out the window in favor of something 100x more tedious and un fun.
There’s an Elementalist trait that you have to finish the big event chain in Harathi Hinterlands to unlock.
There are lots of reasons why this is bad design. First for something as basic as a blue level trait it’s in a fairly high level area. Which is already more than a new player will be able to handle.
Second, you have to complete an event chain that requires a lot of people to finish it all the way.
And this is just for a blue trait. A group of 15+ people should never be needed to unlock something as basic as a blue trait.
And yes I’m aware they can be bought but that’s a completely different issue. Good thing for me I had a stack of 200 skill point scrolls saved up. Something no new player will have access to.
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Could something explain the logic why a condition removal needs be counterable by opponent’s active defense?
What counterplay for example Brawler’s Recovery has? Or pretty much any other condition removal…
Warrior is being held to a standard that doesn’t exist for other classes. Because apparently only no-talent scrubs ever played warriors and that needed to change.
Abyss is all you need.
Hey what’s up man.
Before this change, it was the case that the Warrior Dogged/Cleansing specs were able to pretty much just spam their burst skills and remove condies. We had a lot of players (on forums and in person, talking to them at Gamescom) talking about how they wanted to have more play/skill to this, and they also wanted (if they were players who played AGAINST this type of Warrior) to have more counter-play.
This change means that Warriors need to be thinking ahead to their condition cleanse, as they will no longer be able to get them without risk. It also means that missing a burst skill can hurt the Warrior more than it did before, so even if you’re not running Cleansing, an opponent making you miss your burst skill can be a really big, really impactful moment in a fight.
This change means that some Warrior specs will need to shift/adjust, and you’ll need to do more “setting up” of your burst skill (to give it a higher chance to land) if you’re relying on Cleansing for condie clears.
I’m very confused… how can you spam an ability that has a 7-10 second cool down?
I especially like this..
“We had a lot of players (on forums and in person, talking to them at Gamescom) "
So basically. They did listen to all the whiners who refused to adapt their play to counter warriors and just assumed that since they’re obviously the best players in the world and a warrior beat them that warrior is OP.
Okay, whatever. We lose adrenaline on a miss. Now address the extremely short sighted change that is adrenaline decay out of combat. And while you’re at fix the 8 or so traits that this change made nearly to completely useless.
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Seriously, is there a reason why a simple LFG tool is BETA after 2 years? I am not a basher, I really would like a real response.
The LFG tool didn’t exist in any form for the first year~ of the games life.
I’m really surprised this thread isn’t getting more discussion.
gasp You kill non-veteran/-elite/-champion mobs before you fill up your Adrenaline?
Do you think everyone is able to use their class skills every 10s … twice?
If you are killing trash mobs in PvE … why do you even care that you didn’t get to full adrenaline?
Additionally, try greatsword. 1 bar of adrenaline and it does its full damage.
The problem that you’re conveniently overlooking is that we have a lot of traits and some skills that rely on adrenaline to function.
The problem is that these traits and skills worked just fine before the update. Now? Not so much.
And don’t bring up mesmer because that’s a completely different class with completely different functions and if you want to talk about it there is 2 other forums you can do it on.
Chap might reply to this. I play a warrior (PVT Shout Heal) and to be honest and quite happy with the changes. He knows more than I about balance however so i will bring it up with him tomorrow morning.
Chris
“and to be honest and quite happy with the changes.”
I wonder if that’s how he really feels or what he has to say as a representative of Anet. I doubt they’d let him say on the forum, “well yeah, the adrenaline changes were harsh and we didn’t exactly think them through very far even though people brought these issues up weeks before the update was even released”.
And the decay is only a small part of it. What we really need addressed is the fact that quite a few traits and several skills are completely and utterly worthless now. Some of them that were build defining traits, too.
To he honest I’m not hopeful anything will be fixed in any decent amount of time. We’ll be lucky to get a few insignificant buffs (hi, arcing slice) in the next 6 months.
I doubt Chris is lying I’m actually friends with Chris we used to play in Rethesis together. it’s just easier to get adrenaline in a zerg. the issue isn’t in a zerg style combat but in spvp / roaming (small scale battle where it can be reset easily) which Chris does much less of. he’s a good person and really try’s to help out players. I’ve seen him literally ask in guild chat what changes we would like to see. Ofc Rethesis is dead now and chris and me are still friends were just not in the same guild anymore.
Interesting you say that. I was in rethesis too, almost from the start back on Darkhaven.
Now that the off topic part is over..
I didn’t necessarily say he was lying. Just that he probably can’t say exactly how he feels about the changes as an anet representative and employee.
Anyone with the most basic understanding of the class can see that the changes to adrenaline broke more than it fixed. Aside from pleasing the anti-warrior forum whiners that is. The absolute worst part, is, as I said, that we warned them kitten was gonna get broken weeks before the update.
Did they listen? Nope.
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Chap might reply to this. I play a warrior (PVT Shout Heal) and to be honest and quite happy with the changes. He knows more than I about balance however so i will bring it up with him tomorrow morning.
Chris
“and to be honest and quite happy with the changes.”
I wonder if that’s how he really feels or what he has to say as a representative of Anet. I doubt they’d let him say on the forum, “well yeah, the adrenaline changes were harsh and we didn’t exactly think them through very far even though people brought these issues up weeks before the update was even released”.
And the decay is only a small part of it. What we really need addressed is the fact that quite a few traits and several skills are completely and utterly worthless now. Some of them that were build defining traits, too.
To he honest I’m not hopeful anything will be fixed in any decent amount of time. We’ll be lucky to get a few insignificant buffs (hi, arcing slice) in the next 6 months.
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It’s been happening to me as well. But I’ve only noticed it since the update.
Arcing arrow does the same thing, too.
The best I can figure it is that it’s suffering from the same bug earthshaker does where if you target it to a place that has a slight slope to the ground nothing happens.
Ele for it’s elites. I don’t know what elite to use in PvP anymore.
FGS is useless, tornado is useless, Glyph of elemental is broken.Psh, eles can still wreak havoc even without an elite skill. Like a boss.
I think warriors and thieves got hit equally bad and both the worst, because they’re the ones complaining the most. Even though their nerfs are not build changing or game breaking or anything, I’m sure that’s how Arenanet sees it.
Shout out to necromancers though. To those who haven’t left them for other professions.
If you can dodge a wrench, you can dodge a ball. > If you can win as a necromancer, you can win as any other profession.
Warrior nerfs aren’t game breaking? Guess how many different traits and skills were rendered near to completely useless by the changes.
I’ll give you a hint. It’s more than 5. All of which were some of our most used traits. All because anet’s short sighted change to adrenaline. Warriors have 1 trait that gives them adrenaline on kill. But wait…don’t warriors now lose adrenaline instantly after leaving combat you might ask? Yes. Yes they do.
Fine change adrenaline. But make sure things that depend on it will actually be useful after it’s been changed.
Imo it needs a delay before decay starts and it needs to decay slower.
But yeah the OPs idea is pretty bad.
I feel like Healing Surge deserves an honorable mention.
Honestly Anet should have put off the adrenaline changes until they could fix all the traits listed above.
But no, now we’re stuck with a bunch of useless traits for god only knows how long.
P.S. Another honorable mention might be that burst skills can, have, and will miss for no reason at all. Earthshaker is especially prone to missing because there might be a slight slope in the grownd. GG z axis op, plz nerf.
I’ve also noticed quite a few times since the update that arcing arrow and combustive shot will just disappear into nothingness for some unknown reason. I don’t get a hit or anything, skill goes on cooldown and I lose adrenaline.
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warr has just been spoilt with 100% adr all the time without needing to spend a single utility or trait slot. now you need to devote some part of your build to adr generation.
this is still a far better position than e.g. Eles, who need to devote 4 trait points to both water and arcane plus 1-3 utility slots just to make use of their class mechanic and survive.
False. Warriors (in pvp) have always favored traits that help generate adrenaline.
Since the update, the hambow build is almost the only alternative for sPvP now. It is the only build who hasn’t been touched by these class changes (rather oddly I must say, for Anet seems to be doing the updates depending on how loud the whiners whine and to the best of my knowledge, hambow was the target of many of them. Weird…).
I tested out axe/sword/lb and axe/shield/lb and axe/shield/lb seemed to work okay.
I’ve also been using signet of might to help lower the odds of having my burst skills being blocked. I think it’s surprised more than a few guardians who aren’t used to seeing it.
So yeah, I disagree that hambow is our only build left.
Do I like the changes? Hell no. Am I working around them. Yes. But not without many complaints along the way.
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It removes your weapon and utility skills. That’s all the more reason why you never need to equip it.
Hearts seem to give regular amounts of exp, too.
Scratch that. Hearts give an okay amount of exp. It only seemed okay because we were using birthday boosters.
The only thing wrong with the video is people reading too much into it. It was 2 years old before GW2 was even released.
Yes. Exp slowly deteriorates from 23~ to 29. After you get to 30 exp gains return to normal.
It has be a bug. Or anet has completely lost the plot.
I have simple question to devs – where is dual wielding in this game after 2 years of warror nerfs? …
Really?
Warriors have been in a pretty darn good place for the last 2 years.
Yes, there were nerfs, but there were buffs as well.Could you be more specific in what “crap” you are referring please?
There are traits that buff up dual wielding warriors that are not necessarily raw damage, so the example you give is not really the best.
False. Warriors only started to be “in a good place” in the last 10 months. And then it’s been nerf after nerf ever since.
The first year and a half the game was out warrior was bottom tier in anything but pve.
Or make it so there is a longer than 1 second delay before it starts to decay and decay slower.
5 second delay to start to decay with full decay from 30 to 0 in 15 seconds after it starts to decay.
I think this would be completely fair.
>The solution is obvious. Nerf FT.
That would render the sword useless on a power spec. Not gonna happen. Two handed weapons already are far superior than most dual wield specs, which is silly imo.
I was being facetious. But seriously, the way anet makes changes though I wouldn’t be surprised they’d nerf “strong” skills to make bad ones look more appealing.
Like how they nerfed SOR so people would use Rampage?
Exactly. And the funny part is most people still won’t use rampage.
Do u still feel the same, OP?
I guess not
You do realize this thread was created post patch right? This patch was only a nerf to warriors who were not playing the class correctly to begin with. Passive adrenaline, stationary 100 blades was a gimmick from the start.
The better warriors pre-patch are even better post patch.
I’m trying to wrap my head around that sentence and I’m not sure I understand what’s magically making “better warriors better”.
Because it seems like at best they’d be able to break even with what we had before. And with all the tweaks and buffs that other classes got it makes even less sense.
Except for maybe necros. Seems like they got the shaft too.
Easy explanation, warriors essentially gained a new burst ability, which now hits AOE (vs single target previously), which grants bonus damage to targets under 50% which effectively gives a new cleave burst finisher.
What you have to understand that the so called “Meta builds” pre patch were just gimmicks. It was not how warriors were intended to be played. Yes, certain builds got nerfed because of Adrenaline, but I reiterate that this was how warriors were intended to be played.
Its a much better design and increases the skill cap and reward for a good warrior by a significant amount. This is why I conclude that the better warriors pre-patch are even better now.
That makes no sense. “It’s not how warrior was meant to played”. Then why did they make those skills behave that way in the first place?
You’re trying to shoehorn some logic into balance changes that were made over the last 2 years with your understanding of how the changes were made in the most recent patch and that doesn’t work.
I understand we got a new burst skill but it’s hardly going to make the “better warriors better”. Especially considering it’s on a sub-optimal pvp weapon that doesn’t offer any tools to help land the burst.
Like I said before, at best the good warriors are going to be on par with what we had before. No one is getting stronger.
That being said, I haven’t heard much about any of the new runes so maybe that might help make some things stronger, but again, not so much stronger than they were before.
And yes, the skill ceiling for warrior was raised quite a bit to be comparable to where we were before. Why wasn’t the skill floor being raised for other classes at the same time?
Because it’s balance to take something away when you give a buff guys. Even if the buff is completely useless.
And as we all know everyone said warrior was OP because of the boons that Signet of Rage gave lasted about 5 seconds too long.
So it only makes sense. The adrenaline nerfs were just an after thought, this is obvious by how much thought they put into those changes and how well tested they were.
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>The solution is obvious. Nerf FT.
That would render the sword useless on a power spec. Not gonna happen. Two handed weapons already are far superior than most dual wield specs, which is silly imo.
I was being facetious. But seriously, the way anet makes changes though I wouldn’t be surprised they’d nerf “strong” skills to make bad ones look more appealing.
Because every other thing that was data mined didn’t eventually show up in the game in pretty much exactly as it was in the data mined information…
skill is pretty kittening good, why dont you try it instead of whining
full damage on 1 bar of adren, easily spammable, quick enough to combo with cc, large aoe, gives enormous amount of free fury…
sword/greatsword zerk is so much fun now
I did try it… a lot and it’s not that good.
1.) Sub 50% it hits for a little bit more than a good crit but not much
2.) We don’t need another way to generate “enormous amount of free fury” we’ve already got that covered in spades
3.) It’s not “free fury” when you have to spend a resource to get it
4.) Try to combo a CC with final thrust a couple times then take a good look at the damage Arcing Slice is offering you (I’ll give you a hint, AC has a damage coefficient of 1.4 and FT has a coefficient of 3.0 for a little perspective)
5.) You can combo most Adrenaline dumps with a CC outside of kill shot
6.) We don’t need another form of AoE, again we’ve already got more than enough of that on GS already.So I really get the feeling that you’re trying really hard to love these changes even though if you took step back and really looked at them from a design standpoint you’d realize like so many others how bad they are.
The solution is obvious. Nerf FT.
Do u still feel the same, OP?
I guess not
You do realize this thread was created post patch right? This patch was only a nerf to warriors who were not playing the class correctly to begin with. Passive adrenaline, stationary 100 blades was a gimmick from the start.
The better warriors pre-patch are even better post patch.
I’m trying to wrap my head around that sentence and I’m not sure I understand what’s magically making “better warriors better”.
Because it seems like at best they’d be able to break even with what we had before. And with all the tweaks and buffs that other classes got it makes even less sense.
Except for maybe necros. Seems like they got the shaft too.
(edited by fellyn.5083)
Here it is again. I thought I was in the warrior forum but there’s all this talk of mesmers and it’s confusing me.
Please anet set me straight and hold my hand tight while doing so.
I’m confused. I clicked on the forum for warriors but all I’m finding here is talk about mesmers.
“Warriors are masters of weaponry who rely on speed, strength, toughness, and heavy armor to survive in battle. Adrenaline fuels their offensive power—the longer warriors stay in a fight, the more dangerous they become.”
I was, and have continued to be, shocked by how well my warrior maintained adrenaline. I am surprised more of you did not see this coming.
Sure, nerf adrenaline. But a decent number of skills and traits that rely on it took huge indirect nerfs without so much as a single thought for compensation.
If we’re lucky we might see that compensation within 6 to 8 months.
(edited by fellyn.5083)
Maybe if you spent half a second using the enter key people would actually bother to read it. A few more periods here and there wouldn’t hurt either.