torment + immobilize, next level play
Yeah,and next is confusion + stunlock
Idk what’s worse.Op being serious or that a necro’s epidemic already does even worse only by apllying his own conditions ?
(edited by mini.6018)
I’ll start by saying…
Great ideas man. Most of them I’m in love with.But I have to say, the biggest thing I can see helping GW2 right now is more centered around burst dps. I’d like changes to push away from spike dps being, by and large, the main source of physical dmg.
In GW2, stacking high power with some source of good crit chance and crit dmg nets you insane dmg, each of those stats scale off of each other so well that you net multiplicatively more and more dmg the more offense you stack…
Being a burst dps is already a big bonus in conquest, it is easily the best thing to be when roaming, having burst dps also scale obscenely well… that’s too many perks, the game will always be fighting against insta-gib/cheese bursts if that’s the case.
Cutting down the dmg bonus for critting, making it not scale very much (if at all!!) with power would do this game so many favors, it would make crits themselves a viable source of dmg you could make very interesting crit/debuff builds, yet if you combined crit with power you net more than either alone (since burst dps is so favorable in conquest that still has it’s merits), but not multiplicatively more dmg…
Lol.What’s the name of the game you are playing?Sounds interesting.
Some great ideas in here!!!
We’re reworking how a few things in sPvP function, and I think, based on the sentiments expressed in this thread, that you guys will be pleasantly surprised!
Can’t give all the details, but the team really liked the ideas in here, and we’ll be using them for inspiration as we revamp some PvP systems!
Looking forward to that.
Combustive Shot – Increased pulse duration to 3s. Increased burn duration per pulse to 3s. Normalized damage per pulse. Updated pulses per tier to 2, 3,and 4 respectively for tier 1, tier 2, and tier 3.
Current combustive shot versus Future Combustive shoot
Tier 1 = 3 ticks Tier 1 = 2 ticks
Tier 2 = 4 ticks Tier 2 = 3 ticks
Tier 3 = 5 ticks Tier 3 = 4 ticks
Longbow
A lot of thought went into the change to combustive shot. This skill was simply too effective at renewing itself. One of the drawbacks of the burst skills needs to be losing your adrenaline, but this skill was easily able to restore all of the adrenaline it lost. Rather than reduce the burn duration we reduced the # of attacks this skill creates because we felt it made it more counterable in PvP and less reliable in PvE as an adrenaline builder.
Yes but what about it’s DAMAGE? Why do we need to suffer a decrease in damage too(power)?.Isn’t already a decrease in andrenaline gain enough?Are you planning to increase the damage too or we will loose 33% on tier 1 and respectively 20% on tier 3?“Normalized damage” on the notes you posted are really vague.You need to update it to match the current damage or this is unnaceptable for power builds please.
On another note damage and andrenaline gain was considerably brough down last patch with the decrease of aoe radius on tier 1 and repectively tier 2 of combustive shot why do you need to bring this down even more ?
(edited by mini.6018)
Combustive Shot – Increased pulse duration to 3s. Increased burn duration per pulse to 3s. Normalized damage per pulse. Updated pulses per tier to 2, 3,and 4 respectively for tier 1, tier 2, and tier 3.
Current combustive shot Future Combustive shoot
Tier 1 = 3 ticks Tier 1 = 2 ticks
Tier 2 = 4 ticks Tier 2 = 3 ticks
Tier 3 = 5 ticks Tier 3 = 4 ticks
Longbow
A lot of thought went into the change to combustive shot. This skill was simply too effective at renewing itself. One of the drawbacks of the burst skills needs to be losing your adrenaline, but this skill was easily able to restore all of the adrenaline it lost. Rather than reduce the burn duration we reduced the # of attacks this skill creates because we felt it made it more counterable in PvP and less reliable in PvE as an adrenaline builder.
Yes but what about it’s DAMAGE? Why do we need to suffer adecrease in damage too(power).Isn’t already adecrease in andrenaline gain enough?Are you planning to increase the damage too or we will loose 33% on tier 1 and respectively 20% on tier 3?“normalized damage” on the notes you posted are really vague.You need to update it to match the current damage or this is unnaceptable for power builds.
being someone who has 7000 hours invested in their warrior, I am actually looking forward to this change as it balances the class.
Busted.Thief trolling warrior forum.Good job sir
0/20/20/0/30 . A true warrior can surive without cleansing ire. It was a passive crap anyway , ground target aoe spam to remove conditions was too easy.
Umm no.Cleansing ire is active condi removal and passive on andrenaline gain.If you dont slot it and have decent enough defence to take in all the hits youre dps and control will drop significantly since no more andrenaline to pop earthshatter hence less earthshatters = less dps overall so basicly you still do more dps on a tankier build than on a zerker build.Leave warriors issues to those who main warriors with 2k+ hours thx.The other andrenaline gain traits(looking at arms tree) itìs only good for fast attacking weapons and hammer is slow.You will need to either spec shouts to gain andrenaline wich will drop your survavibility even more or rely on axe for it. Needs cleansing ire or there is not really much point to chose hammer.
Nerf f1 and 4 bc they r aoe and cc..Fine, now buff 1, 2, 3 bc they aren’t a cc skills.
Honestly i dont see point using hammer right after patch, moving UF to highter tier is enough, dmg nerf is overkill.
They want to completely kill the longbow/hammer power build since combustive shot i’ts getting a really hard nerf in power right after the nerf in radius last patch.Power builds are just lacking atm since
Greatsword f1 is useless * literally* and half the skills are badly designed or depend horribly on cc to land.
Axe is bad(no defence and dps is hard to apply against more than keyboard turners)
Mace gets nerfed and still the worst weapon in the game to apply dps.REaaaaaaly slow and dps is bad.No ways to apply it except using utility to land.
Riflle.Big LOL
Longbow and sword remain viable but they succeed 200% better in condition spec especially with the new combustive shot nerf in power
We can all see where this is going and i don’t even have good tracking skills lol.
Prepare for rabid/shaman sword sword plus longbow shout/banner regen bunker warriors hotjoin heroes.Just warning you so you can prepare the qq arguments in time and not waste another month to figure it out.
.
They already don’t copy it .it’s berserke mace/x usually sword or shield and longbow with no endure pain at all,1 stability and berserker stance plus 1 physical skill at choice.This nerf will seriously affect my build or any zerker builds since it’s based on fast reactions and fast counters not facetanking and spamming 123 f1 123 mindlesly.Devs can’t see that and that’s why they always reward more low skill players.My build relies on that 0.25 second to kill or get killed since i can get stabbed by 8k in pvp easily with my armor unlike the fotm facerollers.Why they always try their best to punish skill will always amaze me * scratches head*
PS also bow power build gest a nerf and considering the data it might be really powerfull as far as 33% damage nerf no longbow f1 power since no increase in damage and that’s just wrong imo .A base 250 hit every 2 seconds wasnt a real issue and ppl were actually crying a lot about burnin wich now get’s an increase in duration making the 1st hit hurt a lot more coing exactly contrary to the requests.
(edited by mini.6018)
And for the record, Warrior and Guardian are the ONLY classes that can play PVE WVW and PVP without problem. Im not agreeing to nerf the Warrior, but dont sit here an cry about nerfs until youve played the other classes. try putting 700 hours into an ele and 650 into a thief just to see every build get destroyed
Who the kitten cares about pve ? pve in this game is so ridiculous they shoul find a new name for it because it’s an insult to the term pve in general where pve was already the lowest skillcap of all in mmos since their invention.Just stack ONLY dps and spam 123,dodge the main attacks wich are really obvious and youre done.Heck i only played WvW and pvp since launch and recently the first time i did Lupicus i died two times and third was a kill on MELEE MODE(thx Alur). You can’t be serious bringing “its fine because they are viable in pve argument” .
Also it was possible to land a skullcrack right between a thief’s sword evades.Gl doing that in the future. Just sit and get spammed all day by a sword thief.MAce is dead if patch goes live except against obvious noobs but then again i don’t need no mace to kill any baddies i just do it with whatever weapon i have sloted.
If you could time a Skull Crack between evades before, just press the button .25 seconds earlier than you used to. It’s still a matter of timing and anticipation, it’s just a slight bit different.
Problem solved.
You have no ideea whatsoever about pvp just by saying that.
In what way is he wrong? Any warrior with half a brain does that currently, and any warrior with half a brain will be able to compensate after this nerf.
Because the thief would already be inside his evasion animation by then.You can’t start loading your skullcrack because no one ever has a clue when a thief is gonna pop on them out of nowhere.Brain has nothing to do with it,only reflexes and castingt time is too long now even if you have perfect ones.
You are both just like that guy saying landing a finalthrust is harder when in fact mace lacks the tools to close the gaps ,immobilize,cripple to perform it and it’s exactly the opposite.Just stop talking nonsense you are the guys that need to land a shield bash or a bs just to do a skullcrack even in the curent state.This change will only affect good players while baddies will still go arround landing one shield bash->skullcrack-> 100 blades every christmass since shield stun is 1 sec and ppl will still complain about it.
At 3/4 or 4/5 into the dodge roll a warrior will use skullcrack, assuming a dodge lasts for 1 seconds.
Now they use it earlier.
In what way is this a difficult concept? This is why random dodging is bad and people who do it are bad. You are at your most vulnerable at the end of a dodge roll, and good players exploit this.
I was talking about thief sword 3 and lacernous strikes.You clearly have no clue about what you are talking about do you ?
The exact same concept applies for thief sword. I can go back and replace every instance of “dodge” with “evade” and the meaning will not change at all.
There is no concept.Different things different animations and different casting times.One goes away from you the other is coming into you with damage followed briefly by another big hit.Just stop i already realized you have no clue so no point in going further.Yo don’t know mace period.
Look at the counter from mace nr2 skill as a perfect example.You will die stabbed in the face before your damage reaches the target because the cast time is too long,or my personal favourite the target walks out of range.
(edited by mini.6018)
Also it was possible to land a skullcrack right between a thief’s sword evades.Gl doing that in the future. Just sit and get spammed all day by a sword thief.MAce is dead if patch goes live except against obvious noobs but then again i don’t need no mace to kill any baddies i just do it with whatever weapon i have sloted.
If you could time a Skull Crack between evades before, just press the button .25 seconds earlier than you used to. It’s still a matter of timing and anticipation, it’s just a slight bit different.
Problem solved.
You have no ideea whatsoever about pvp just by saying that.
In what way is he wrong? Any warrior with half a brain does that currently, and any warrior with half a brain will be able to compensate after this nerf.
Because the thief would already be inside his evasion animation by then.You can’t start loading your skullcrack because no one ever has a clue when a thief is gonna pop on them out of nowhere.Brain has nothing to do with it,only reflexes and castingt time is too long now even if you have perfect ones.
You are both just like that guy saying landing a finalthrust is harder when in fact mace lacks the tools to close the gaps ,immobilize,cripple to perform it and it’s exactly the opposite.Just stop talking nonsense you are the guys that need to land a shield bash or a bs just to do a skullcrack even in the curent state.This change will only affect good players while baddies will still go arround landing one shield bash->skullcrack-> 100 blades every christmass since shield stun is 1 sec and ppl will still complain about it.
I don’t even use a Mace. Hammer/GS in Zerker gear is my squeeze, and will continue to be.
I just thought it was interesting how you didn’t factor anything into the equation besides the change to Skull Crack. All those Thief tears about nerfs to Initiative regen through traits, Sword’s shadow step mechanic, and perma stealth must be for nothing.
It all remains to be seen.Meanwhile lacernous strike will still hit for 7k and will be harder to counter with mace.The initiative regen loss will only be punishing the bads that need to spam forever while skilled thieves will always expect the right situation and burst you down without fail.
In what works does larcenous strike hit 7k? When a zerk S/D thief hits my zerk thief with scholar runes, it hits for 4.5k max. Skull crack has a small cast time, that will now make it a pretty balanced skill. It’s gonna be harder to land now, but with a 3 second stun it has a great pay off. I think the balance changes are going I’m a pretty good direction this next patch
What good payoff ?Where does it say i need to use it only at full andrenaline for a full stun ? i just want to interrupt his big damage so i can prepare my counter..Did you even notice even autoattack barely hits?Just stick to hambow pls and stop talking nonsense.
(edited by mini.6018)
Also it was possible to land a skullcrack right between a thief’s sword evades.Gl doing that in the future. Just sit and get spammed all day by a sword thief.MAce is dead if patch goes live except against obvious noobs but then again i don’t need no mace to kill any baddies i just do it with whatever weapon i have sloted.
If you could time a Skull Crack between evades before, just press the button .25 seconds earlier than you used to. It’s still a matter of timing and anticipation, it’s just a slight bit different.
Problem solved.
You have no ideea whatsoever about pvp just by saying that.
In what way is he wrong? Any warrior with half a brain does that currently, and any warrior with half a brain will be able to compensate after this nerf.
Because the thief would already be inside his evasion animation by then.You can’t start loading your skullcrack because no one ever has a clue when a thief is gonna pop on them out of nowhere.Brain has nothing to do with it,only reflexes and castingt time is too long now even if you have perfect ones.
You are both just like that guy saying landing a finalthrust is harder when in fact mace lacks the tools to close the gaps ,immobilize,cripple to perform it and it’s exactly the opposite.Just stop talking nonsense you are the guys that need to land a shield bash or a bs just to do a skullcrack even in the curent state.This change will only affect good players while baddies will still go arround landing one shield bash->skullcrack-> 100 blades every christmass since shield stun is 1 sec and ppl will still complain about it.
At 3/4 or 4/5 into the dodge roll a warrior will use skullcrack, assuming a dodge lasts for 1 seconds.
Now they use it earlier.
In what way is this a difficult concept? This is why random dodging is bad and people who do it are bad. You are at your most vulnerable at the end of a dodge roll, and good players exploit this.
I was talking about thief sword 3 and lacernous strikes.You clearly have no clue about what you are talking about do you ?
Also it was possible to land a skullcrack right between a thief’s sword evades.Gl doing that in the future. Just sit and get spammed all day by a sword thief.MAce is dead if patch goes live except against obvious noobs but then again i don’t need no mace to kill any baddies i just do it with whatever weapon i have sloted.
If you could time a Skull Crack between evades before, just press the button .25 seconds earlier than you used to. It’s still a matter of timing and anticipation, it’s just a slight bit different.
Problem solved.
You have no ideea whatsoever about pvp just by saying that.
In what way is he wrong? Any warrior with half a brain does that currently, and any warrior with half a brain will be able to compensate after this nerf.
Because the thief would already be inside his evasion animation by then.You can’t start loading your skullcrack because no one ever has a clue when a thief is gonna pop on them out of nowhere.Brain has nothing to do with it,only reflexes and castingt time is too long now even if you have perfect ones.
You are both just like that guy saying landing a finalthrust is harder when in fact mace lacks the tools to close the gaps ,immobilize,cripple to perform it and it’s exactly the opposite.Just stop talking nonsense you are the guys that need to land a shield bash or a bs just to do a skullcrack even in the curent state.This change will only affect good players while baddies will still go arround landing one shield bash->skullcrack-> 100 blades every christmass since shield stun is 1 sec and ppl will still complain about it.
I don’t even use a Mace. Hammer/GS in Zerker gear is my squeeze, and will continue to be.
I just thought it was interesting how you didn’t factor anything into the equation besides the change to Skull Crack. All those Thief tears about nerfs to Initiative regen through traits, Sword’s shadow step mechanic, and perma stealth must be for nothing.
It all remains to be seen.Meanwhile lacernous strike will still hit for 7k and will be harder to counter with mace.The initiative regen loss will only be punishing the bads that need to spam forever while skilled thieves will always expect the right situation and burst you down without fail.
Let the dire/rabid sword longbow wars begin !Gg devs.
I just don’t like how hammer warriors can have the same output in damage as a full zerker warrior, when they don’t have to sacrifice defense, and don’t have to stack precision in jewels, etc. Just wish they would something for burst classes for once.
This.
I already pointed out that hambow style will remain unchanged even with less dps but they answered my post with irony.Truth is the only ones that will really suffer are zerker hammer users since they needed all the dps to kill or be killed.Mace non fotm users will suffer too for no reason and mace/gs will probably benefit even more indirectly dps wise because the slight modifications are bound to make.The only reason I will not be 100% clear on this is i’m not a big fan of FOTM create and post for all baddies to copy and leech.
Also it was possible to land a skullcrack right between a thief’s sword evades.Gl doing that in the future. Just sit and get spammed all day by a sword thief.MAce is dead if patch goes live except against obvious noobs but then again i don’t need no mace to kill any baddies i just do it with whatever weapon i have sloted.
If you could time a Skull Crack between evades before, just press the button .25 seconds earlier than you used to. It’s still a matter of timing and anticipation, it’s just a slight bit different.
Problem solved.
You have no ideea whatsoever about pvp just by saying that.
In what way is he wrong? Any warrior with half a brain does that currently, and any warrior with half a brain will be able to compensate after this nerf.
Because the thief would already be inside his evasion animation by then.You can’t start loading your skullcrack because no one ever has a clue when a thief is gonna pop on them out of nowhere.Brain has nothing to do with it,only reflexes and castingt time is too long now even if you have perfect ones.
You are both just like that guy saying landing a finalthrust is harder when in fact mace lacks the tools to close the gaps ,immobilize,cripple to perform it and it’s exactly the opposite.Just stop talking nonsense you are the guys that need to land a shield bash or a bs just to do a skullcrack even in the curent state.This change will only affect good players while baddies will still go arround landing one shield bash->skullcrack-> 100 blades every christmass since shield stun is 1 sec and ppl will still complain about it.
(edited by mini.6018)
Also it was possible to land a skullcrack right between a thief’s sword evades.Gl doing that in the future. Just sit and get spammed all day by a sword thief.MAce is dead if patch goes live except against obvious noobs but then again i don’t need no mace to kill any baddies i just do it with whatever weapon i have sloted.
If you could time a Skull Crack between evades before, just press the button .25 seconds earlier than you used to. It’s still a matter of timing and anticipation, it’s just a slight bit different.
Problem solved.
You have no ideea whatsoever about pvp just by saying that.
@Jon Peters
When are you going to do something about conditions ?
The way they are designed right now they affect pretty terribly gameplay turning it from action mode to cast and forget mode ,beating the game’s first promotion factor wich was the action based combat system.
Right now condition damage needs only one stat to maximize dps and you also enforce it with bunker stats.Condition duration and precision are all non standing arguments since it only increases the condition dps in a fight by very little while if you go into power builds,stacking only power will give you horrible damage.Besides that conditions are to easily reaplied in comparison with condition removal and promotes easy non action combat.Conditions have only one counter wich is condition removal.While the power counterpart forces you to stack 3 stats neglecting defence entirely and what is even worse direct damage has a lot of counters.
Range and need of constantly aplying the dps is just the first one.Biggest counter is protection and weakness wich funny enough is a condition hence negating even more the damage incoming to a condition bunker from a power source.
So we have protection,weakness,armor,kiting,dodging,blocking,blinding as a counter to one damage type wich needs to heavily invest in 3 stats to be effective while on the other hand we have only condition removal as a counter to conditions wich need only one stat to be effective
I already suggested that there should be a rework arround conditions and the main one would be drasticly decreasing any base condition durations,remove condition duration from food/runes and sigils and create a new stat combination available for example Condition damage/Precison/Condition duration to achieve the same effect as now and properly mirror the full berserker power builds are forced into to maximize dps.The next step would be to add weakness,armor and protection counterparts for condition damage.
I assume you’re talking about pvp.
Cause in pve, conditions aren’t that much useful as now. They’re constantly overshaded…by the direct damage you’re so much devaluing.
A suggestion like the one you made would make conditions even more useless in pve.
I think as well they need some serious rework…but they must work in all the game modes after that, not just one.
Npcs in pve still do not dodge,use protection or weakness on you.If berserker classes can do it i don’t see why you would need high armor to do the same?Condition is just too broken and in december it’s back.With thief nerf and warrior nerf we will enjoy 100% Bunker condition wars.Yhis will not be fun at all and will drow pve players away from pvp/spvp the second they set foot inside.
Still big LOL at the ones saying you need precision for condi builds and those 2 bleeds every 10 seconds are huge dps and “full potential”.Ive been playing arround with condi builds since launch and condition is still the strongest shutdown in the game.Chill + cripple plus fear plus bleed plus burn = insta death.
(edited by mini.6018)
@Jon Peters
When are you going to do something about conditions ?
The way they are designed right now they affect pretty terribly gameplay turning it from action mode to cast and forget mode ,beating the game’s first promotion factor wich was the action based combat system.
Right now condition damage needs only one stat to maximize dps and you also enforce it with bunker stats.Condition duration and precision are all non standing arguments since it only increases the condition dps in a fight by very little while if you go into power builds,stacking only power will give you horrible damage.Besides that conditions are to easily reaplied in comparison with condition removal and promotes easy non action combat.Conditions have only one counter wich is condition removal.
While the power counterpart forces you to stack 3 stats neglecting defence entirely and what is even worse direct damage has a lot of counters.
Range and need of constantly aplying the dps is just the first one.Biggest counter is protection and weakness wich funny enough is a condition hence negating even more the damage incoming to a condition bunker from a power source.
So we have protection,weakness,armor,kiting,dodging,blocking,blinding as a counter to one damage type wich needs to heavily invest in 3 stats to be effective while on the other hand we have only condition removal as a counter to conditions wich need only one stat to be effective
I already suggested that there should be a rework arround conditions and the main one would be drasticly decreasing any base condition durations,remove condition duration from food/runes and sigils and create a new stat combination available for example Condition damage/Precison/Condition duration to achieve the same effect as now and properly mirror the full berserker power builds are forced into to maximize dps.The next step would be to add weakness,armor and protection counterparts for condition damage.
(edited by mini.6018)
Why? Because of whiners? Because people can’t figure out to push stability? Or push roll when a Warrior with a mace mainhand is smacking them in the face?
Tell necromancers about push stability.
Foot in the Grave.
Though what he probably meant was “push stun break”. In which case:
Plague Signet
Spectral Armor
Spectral Walk
Flesh Wurm (Necrotic Traversal)“Oh but you can’t use them because meta”. Warriors adapted to the meta. Perhaps Necros should too. I remember having 3 stun breakers on my utility bars, including Flesh Wurm for the teleport, and being extremely difficult to lock down.
Adapt or QQ? Hmmm hard choice.
(edited by mini.6018)
Here, 4 possible builds for Mace/GS
With Soldier’s Amulet
http://gw2skills.net/editor/?fIAQNApeRjkOBvpQyQMxBEkCNsKOKoClQ9wOqj4A-TsAA1CnICSFkLITQygsBNQYZxECA
http://gw2skills.net/editor/?fIAQNApeRjkOBvpQyQMxBEkCNsKOPoClg8UKsj6A-TsAA1CnICSFkLITQygsBNQYZxECA
With Berserker’s Amulet
http://gw2skills.net/editor/?fIAQNApeRjkOBvpQGPMxBEkCNsKOKoClQ9wOqj4A-TsAg0CtIMSZkzIjRSjsGNQYZxECA
http://gw2skills.net/editor/?fIAQNApeRjkOBvpQGPMxBEkCNsKOPoClg8UKsj6A-TsAg0CtIMSZkzIjRSjsGNQYZxECA
Stop posting builds for ppl with no hands.Noobs will always die and qq even is skullcrack would be a 30 second cast time starting to channel it before you leave Lion’s Arch.The issue is decent and skilled players and mace/gs was never enough for them.
Gl with the new 1/2 second cast time.You will need to land a 20 sec cd shield bash to apply a 7,1/2 sec cd skullcrack.Pretty kitten useless.
Also it was possible to land a skullcrack right between a thief’s sword evades.Gl doing that in the future. Just sit and get spammed all day by a sword thief.MAce is dead if patch goes live except against obvious noobs but then again i don’t need no mace to kill any baddies i just do it with whatever weapon i have sloted.
(edited by mini.6018)
Earthshatter is a 3/4 cast time 1200 range 240 radius aoe 2 second stun
Skullcrack is 130 range single target stun at 1/4 cast time on a weapon with no cripple from range like hammer has and now they bring it up to 1/2 a second
Yeah they will definately bring down earthshatter animation soon ^^ /sarcasm off
geez its 1200 range?
hmmmm
what i’m using must be a second hand skill.
Lol my bad was supposed to be 600 . Earthshatter might be a little underpowered comparing it to Skullcrack now.Sry
Warrior:
_The overall goal here is to reduce the damage for the very high control warriors. This means reducing some dependency on going 30 points into discipline for Burst Mastery, making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. We also reduced the damage on the hammer’s burst skill to separate the control from the damage. We don’t mind warriors doing massive damage, or doing great area of effect control, but we’re trying to prevent them from easily doing both.In my opinion it´s really bad idea to reduce the hammer´s burst skill. As an example you could have simply moved “merciless hammer” from Defense to Strength trait line. In that way you will force the warrior to sacrifice Defense in order to gain the extra damage without the need to reduce hammers raw damage.
Also by reducing the damage from “Burst-Mastery” trait you will affect and possibly harm other weaker builds that are dependent from that trait, since all of our damage traits are Grandmaster traits.
We also increased the readability of Skull Crack, which will allow opposing players to more easily react to it.
By increasing the cast to a very slow weapon? In my opinion there is absolutely no need to render “mace” useless. You could have simply reduced it´s stun duration to 2 sec since now you are moving “Unsuspected Foe” to a master trait.
Regards
Seed
THIS 15 char
I’m usually very optimistic, but there are some concerning things in this patch.
1. This may be more/larger changes than is healthy for a single patch.
2. The issue with warrior is how simple they are to play well. There’s almost no way to mess up on them, which creates big imbalance at the casual level. To change that, healing signet and cleansing ire need adjustment.
3. The longbow burst change looks like a massive buff (doubled burn). I don’t think it needed a massive buff.tl;dr please be willing to reconsider some of the overbuffs that happened this year.
Reread the pacth notes.
Bow f1 burning gets a 33% damage nerf since it will do the same damage but over 3 sec instead of 2.Will tick less .We don’t know if that will apply to abse damagetoo or it will be a 66% damage nerf to physical damage.3% less damage from burst mastery nerf.Hammer f1 damage nerfed by 20% if you pick crit on stun and a 40% nerf if you don’t becasue now they made it almost impossible to pick both.Not even a zerker hammer warrior would be viable if this goes live.Mace f1 nerfed by adding 50% more cast time._I’ts the slowest and lowest range weapon in tge ga,me anyone can stay at 140 range and dodge avoid all it’s damage since has no gap closers,cripple and now it’s only stun will never land.Actually they should make a special achievement for whoever will land skullcrack or no one ever will have a reason to equip mace.
(edited by mini.6018)
Warriors don’t understand the phrase “nerfed to the ground” yet.
Hammer dps got nerfed by 40% fourty kitten percent if you want to pick UF,cleansing ire and fast hands guys.If you go full zerk you only lose 20%.Pretty small nerf huh?
Thank god they said they don’t want to nerf to the ground a class and they will do it moderately ? What is next then? 150% damage nerf in january probably.
Thats literally nothing compared to what Thief and Ele have experienced the past year. Ele went from a tank that could stack might and heal itself, with high movement and escapes, to a kill or be killed class, thats it. Ele has about…. 9-14 seconds to wipe you out or its dead. Thief has had almost every single attack and build nerfed to the ground. Pistol Whip was nerfed around 9 months ago, and it does less than an auto attack chain. I had perma stealth thieves but its the only build they have left after all the nerfs to EVERY Build. IF they reduce the damage of EVERY SINGLE WARRIOR weapon by 40% and take away healing signet, blocking with shield, Stuns with mace…. they would still out perform the Ranger on every level.
Dont worry, Warriors can still bunker just as well as a Guardian you have nothing to worry about in pvp. Your conditions are still better than a mesmers if you use perplexity runes youre just fine. Only thing, an Engi MIGHT be better at Range than a warrior, but thats up in the air ill have to crunch some numbers and do some gameplay and get back to you
M8 you ar completely delusional .Warrior was ok before cleansing ire and healsig ? Warrior can tank better than guardian .Please if you have no ideea gtfo of warrior forums your kind destroyed our class enough to not even make it viable in pve soon enough.You have no clue about you are talking about or how warrior was at pvp leve or 1v1 against any player with more than 2 fingers for a whole year.
I approve of this. Its a another show of Anet past ability to balance like they did in gw1 without completely breaking a class. Hopefully they will be able to balance the rest of the classes in a similar fashion.
You forgot /sarcasm
There you go ANET.You completely destroy 3 weapon sets for warrior in one go and 4 or 5 builds of wich only one was broken OP and you still have people crying.They have no ideea about game mechanics whatsoever but the devs /bow and obey .
List to do in december :
Salvage mace
Salvage hammer
Hmm maybe salvage bow
Make a spirit ranger or a necroWell at least i will have more mats for craftleveling ^^
I wouldn’t roll a spirit ranger bud, they got nerfed as well, mainly endurance regeneration from 50% to 25%, lightning spirit dmg drop by 33%, burning passive on the sun spirit from 3s to 2s, etc…. Please don’t type like other classes didn’t receive nerfs. I think the only class that benefited this patch is mesmer, maybe guardian too.
You need to realize that with hammer 20% dps loss in zerk,40%ish lost in soldier and with mace being DELETED literally warrior is back to square one.The most non viable class in spvp EVER.So any other class would be better and necro and ranger still seem viable atm.
Gs is not realiable.sword is ok but lacks stuns blocks and without them the class lacks survavibility again.Rifle ? lmao.All warriors weapons are now nerfed into oblivion or broken as hell.The only semi viable build would be condi shout healer wich is pure kitten for team play aswell,easily replacable by any other class since lacks cc and extended survavibility except pure facetanking wich is the worst way of tanking possible.A zerker with acces to blocks,evades,stealth.teleports and such is way better at even 10k hp and everyone knows it by now.
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Warriors don’t understand the phrase “nerfed to the ground” yet.
Hammer dps got nerfed by 40% fourty kitten percent if you want to pick UF,cleansing ire and fast hands guys.If you go full zerk you only lose 20%.Pretty small nerf huh?
Thank god they said they don’t want to nerf to the ground a class and they will do it moderately ? What is next then? 150% damage nerf in january probably.
Lolololol, you clearly haven’t played an Ele or a Thief since launch.
No.I played a warrior since launch wich was way worse than ele plus thief nerfs put together.
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Warriors don’t understand the phrase “nerfed to the ground” yet.
Hammer dps got nerfed by 40% fourty kitten percent if you want to pick UF,cleansing ire and fast hands guys.If you go full zerk you only lose 20%.Pretty small nerf huh?
Thank god they said they don’t want to nerf to the ground a class and they will do it moderately ? What is next then? 150% damage nerf in january probably.
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Warrior
Bow f1 dps nerfed 33% .
Hammer by 20% if you don’t pick crit and by 40% if you do.40% nerf is rather harsh.
Mace .Better just delete it for good.
Facepalm does not even remotly describe this situation.
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Oh god Warriors are no longer be able to do massive damage, massive CCs, massive tank, massive sustain, massive conditions removal all in one build anymore, oh god oh no Warriors are just like other class now oh god
Warriors can’t do neither one separately either now.Hammer berserker build nerfed by 20% and mace dps nerfed indirectly since no skullcrack will ever land at 130 range on a moving target * EVER *.
How exactly was hammer zerk build massive tank and sustain please explain to me in english ?Was hammer zerk OP since launch until 1 month ago when baddies stormed the forums with their qq like a flock ?
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List to do in december :
Salvage mace
Salvage hammer
Hmm maybe salvage bow
Make a spirit ranger or a necro
Well at least i will have more mats for craftleveling ^^
Recently there has been a lot of misconceptions about this ability on these forums. As best I can tell, it was because of a thread about how their tests revealed Rush to actually be 1550 range. This is false.
There are a number of factors that contribute to the distance Rush travels, all of them are related to the player’s movement speed. The out of combat movement speed is roughly 33% faster than the out of combat movement speed, which will correlate into Rush moving 33% farther than if Rush was used in combat. This accounts for the 1550 range, as 1550 is about 33% more than 1200.
Thus I did my own test just to demonstrate that the in combat, unmodified range of Rush is in fact 1200. This was done without Warrior’s Sprint or Swiftness. I determined 1200 range by using Combustive Shot and marking the center with a banner. Here is the video: http://www.youtube.com/watch?v=cAQ3LvLMwcM
The banner is slightly undershot, but it shows very clearly that the range is not 1550.
I already said that to the original poster.Great to see ppl coming to senses ^^
Rush out of combat = 1550 range
Rush in combat = 1200 range
Rush crippled = 804 range
Rush chilled = 600 range
Rush chilled+crippled = 204 range
Ill trade rush for RTL ANY DAY
RTL out of combat = 1200
RTL in combat = 1200
RTL crippled = 1200
RTL chilled = 1200
RTL chilled+crippled =1200
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Also, how many heartseekers will the init change allow to be spammed at once? 7? New thief meta incoming. :P
(I am a little concerned this will allow cloak and dagger spam to be even easier against mesmers and rangers due to pets being unable to dodge, let’s see how that turns out).
instead of the old 22222 meta we wil see 22222222222 meta? oh dear
if they add .25 cas time on mace f1 they should delete mace altogether .It’s a 130 range single target weapon for kitten’s sake .How are you supposed to hit anyome with that.That would be a huge nerf especially against thieves popping out of stealth on you.
130 RANGE srsly just wow. Bye bye build variety .All wars will run ss/lb condi spec from december.
final thrust on sword is even longer.. hit shield bash first or something
Yo can immobilize for 1 second with your auto attack or the leap to land final thrust.Or you can even leap plus flurry and then final thrust .Come on ppl seriously ? The only way to land a skullcrack would be bulls charge or throw bolas and they are both crap for a mace build.Mace is dead end of story .At least in competitive play/duels.
If anything they slow it down to 2 seconds. Enjoy shattered wings to fly longer in air
Hahahaha
Now they leave the hambow meta almost unchange while they completely kill the mace.
“Unchanged”:
For Hammer and Bow:
• Earthshaker. Reduced damage by 20%.
• Staggering Blow. Reduced damage by 23%.
• Combustive Shot – Increased pulse duration to 3s. Increased burn duration per pulse to 3s. Normalized damage per pulse. Updated pulses per tier to 2, 3,and 4 respectively for tier 1, tier 2, and tier 3.“Completely killed”:
Mace:
• Skull Crack. Increased the cast time from 1/4s to 1/2s. Updated the animation and effects of this skill to be more clear.:)
Thank you for that but i feel you missed my whole point.I wrote Almost Unchange(d) for a reason since the gameplay will not change much for a hambow build except the loss in raw dps,while the mace builds will be getting a consisten hit since skullcrack is the only reason to take a mace altogether.
So far a comparison between the 2 weapons
Hammer applies cripple from 600 range and immobilize if specced
A knockback while moving and a whirl finisher
An aoe 1200 range 240 radius 2 second stun AND a blast finisher
A knockdown
Applies weakness
Mace has
130 range.Slow autoattack
A daze wich is good but damage is really low and still 130 range
A block plus a counter but the counter casting time is too high that you will eat damage between the block and the counter itself
And f1 that was great for burst because of low cd and dps but now it will be very very difficult to counter someone with it since the weapon lacks cripple,immobilize,range and mobility unlike hammer or other weapon sets.
Also it’s a single target skill
A 1/2 casting time based on 130 range and no cripple/immobilize/gap closer means that the target literally walk away while you are casting it if you are crippled or chilled .
I will rather have Skullcrack change back to a 2 second stun instead and will still get some use out of it instead of relying on my utility to land a stun when i could just change to hammer and cripple/immobilize the target before i drop earthshatter on them.
Maybe you don’t realize it yet and you are more focuse on the “hard to dodge” part of the skill but something has to be done about it because you can’t possibly leave it in this condition.At least give us a ranged cripple or leap so people would still be able to dodge with the obvious animation you are implementing but anything for us to let us hit the target unless it’s already stunned by someone else in the 1st place.
Low range high cast time single target and no gap closers/conditions will kill the only usefulness this weapon had out of a gs/mace build since there is no way i can counter spammable attacks from teleport/stealth with such a big casting time.
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Earthshatter is a 3/4 cast time 1200 range 240 radius aoe 2 second stun
Skullcrack is 130 range single target stun at 1/4 cast time on a weapon with no cripple from range like hammer has and now they bring it up to 1/2 a second
Yeah they will definately bring down earthshatter animation soon ^^ /sarcasm off
Edit: range on ES 600 why didn’t anyone noticed it sooner.
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I don’t understand why they keep nerfing the non meta builds.1st they nerfed my rampager/berserker stance build in one go with changes to both berserker’s stance and revamp of the sword.
Now they leave the hambow meta almost unchange while they completely kill the mace.But i like how no one is ever going to cry about it since only meta builds matter and not many use the others enough to make the devs care.No more zerker mace/bow for me because some guys exploited gs/mace and UF in soldier gear plus sigil of para.
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Pls explain the raw damage nerf for combustive shot..
First the buring:
Combustive shot
with 300 condition damageBefore:
4sec Level 1: 3x burning for 2sec = 2400 damage
6sec Level 2: 4x burning for 2sec = 3200 damage
8sec Level 3: 5x burning for 2sec = 4000 damageAfter
3sec Level 1: 2x burning for 3sec = 2400 damage
6sec Level 2: 3x burning for 3sec = 3600 damage
9sec Level 3: 4x burning for 3sec = 4800 damageSo same or more condtion damage.. but it takes longer.. so that’s fair..
So that hardly a nerf.. only fools will stand a full 9 sec in the aoe :-)But what I don’t get is Anet also reduced the raw damage of combustive shot..
By how many? pls tell me.. because reducing it slighty could be anything..
Also why only nerf warriors burning and not all classes burning ? All this based on some eles qq thread on warrior’s bow f1.
Over 3 sec instead of 2= 33% damage nerf.
@Jonahtan
Please rethink the mace nerf or rething the weapon altogether.With this that might seem an unmeaningfull change you basicly nerf to the ground at least 2 mace builds that were already not overpowered in any way and were relying on fast counter and reactions instead of offense .
Mace has zero mobility and no cripple/immobilize either and all it’s damage attacks are really really slow at 130 range including skull crack if the patch goes live.
Im reffering to mace/sword sword/shield condi and mace/x longbow zerker.Why make already more builds unviable when your team keeps stating they want more and more builds to be used by players.I will just hate to go back to booring ss/lb condi shout build as the only decent one for spvp.
Mace/x Longbow will get double nerfed since bow gets hit too and was already brought down last patch.Please stop destroying variety and forcing us all into 1 power build and another condi build per class.
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Diamond Skin
- this can be absurdly broken. Please, please, do not go with this. Not only pure passive immunity to conditions is very powerful, cheesy and and cannot be counter-played, but this new trait would literally kill specs like trap ranger, not to mention it would hurt necromancers.
Once again, do not go with this trait, it would be a huge mistake.
Yes you basicly can’t cripple/immobilize/chill an elementalist at the start of a fight and after he heals.Huge deal
If hes just running in wvw gl holding on to an ele ^^
Diamond Skin
- this can be absurdly broken. Please, please, do not go with this. Not only pure passive immunity to conditions is very powerful, cheesy and and cannot be counter-played, but this new trait would literally kill specs like trap ranger, not to mention it would hurt necromancers.
Once again, do not go with this trait, it would be a huge mistake.
Yes you basicly can’t cripple/immobilize/chill an elementalist at the start of a fight .Huge deal
If hes just running in wvw gl holding on to an ele ^^
Mace is dead .There is no way in hell someone would land a 130 range skullcrack on a skilled player .50% nerf with nothing in return.There is no reason at all to go for UF now since the only viable stun would be earthshatter anyway.
Actually you suggested to move it to GM as far i rebember. Axe/shield will still remain okay with that, a lil worse sword if we want to pick opportunist/blademaster or both. But for hammer i agree – theres no reason to pick it anymore. Not for a 2second stun.
Yes that is true and placing it higher is a good choice .What is a poor choice is increasing by 50% the cast time of skullcrack on a weapon that has zero mobility,the lowest range in the game and the slowes auto attack in the game also paired with no mobility and no cripple.Skull crack was good gounter to thieves jumping on you out of nowwhere and would give you the time to react but now it would be just useless and no exageration in that at all.
Aso another poor choice is nerfing hammer dps on a dps build.Someone that was not using uf and used a zerker build got nerfed for no reason whatsoever when the only problem warriors had was pairing the dps with tankiness not dps with cc wich all classes have.
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I really feel like the Warrior nerfs are being handled incorrectly.
Hammer is slow and telegraphed, it should be devastating if you land it…and good players already do a really good job of making it quite a challenging to pull off well.
The problem with Warrior right now is that the buffs to passive regen and sustain, mostly the healing signet buff has made it really easy to survive even for those who aren’t very good. The nerfs should have been there, not HUGE damage nerfs to the hammer.
I can already see what will happen. The complaints will continue, because the sustain from the signet is the problem not the damage, and then the signet will get nerfed too and we will be left with a shoddy hammer and no strong sustain regen option anymore.
Do it right, leave the damage but fix the passive healing first.
That’s correct .Mace will be dead .Literally .Hammer will be a bad dps choice even for zerker gear and bad bunker players will still cry against regen.* shakes head *
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Skull crack is a 130 range ability *130 range * .Do you guys know how hard it will be to land that on a moving target with the cast time being doubled? It’s also a single target skill.Something needs to be given in return here or no one ever in their right mind would use mace main hand.Used to be a good counter to thieves for skilled players but now you are turning it into useless again.Better make the stun 2 sec again imo it would be much much much less of a nerf.
You guys say you want more build variety yet you come up with changes like these that instantly kill 3 or 4 builds and 2 weapon choices.Instead you make rifle/gs kind of viable for pve .I’m speechless.
lol.. +1/4 seconds kills a build? 3 secs stun/daze isnt enough reward?
now it requires some skill. ever tried landing final trust?
You must have no ideea what you are talking about.It has 130 range.Basicly it means if you are crippled the target will just walk away out of it’s range while you are casting it.
Don’t give me the final thrust example because it’s really bad..The sword has a leap and immobilizes,cripples and can also be paired with shield for a stun.Seriously you cannot even compare the 2. Mace has nothing of that to help you land it.
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