Showing Posts For silentnight warrior.2714:

Move Merciless Hammer to Strength

in Warrior

Posted by: silentnight warrior.2714

silentnight warrior.2714

It could be good with confusion on interrupt trait. The problem is the lack of viable interrupts.

Tournament PvP Win Rates

in PvP

Posted by: silentnight warrior.2714

silentnight warrior.2714

So the best team comp is Guardian – Warrior – Ranger – Thief – Ele with 77.3% wins.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

“You guys clearly need to learn what it means to play thief properly without relying on spamming skills or cheesy builds”

This is what i want.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

My opinion is just that combat mobility should be bound with cooldowns.

You want to gapclose? Sure thing, burn this cd, use that. If you fail, get countered or outplayed, sit there and eat punishment. Better luck next time.

Same thing for kiting.

Agree. Right now thief can avoid this completely.

[PvP] Chaotic Interruption discussion!

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

A few thoughts from my side:

Mesmers will NEVER be able to spam their interrupts. There is one boon completly that counters every interrupt mesmer I’m talking about stability. Ever heared of it?

Just a side note:

Mesmers can remove / steal boons and they are good at it.

Adrenaline loss on miss.

in Warrior

Posted by: silentnight warrior.2714

silentnight warrior.2714

I want that change to happen. All professions should be rewarded / penalized that way.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

Yes sure, because if you avoided one IS, FS, LS, SS or whatever the thief gets back the initiative spent in the process, right. Gosh, how can people be so blind? A thief fuels his attacks with initiative which is a global unified countdown system across ALL weapon sets!! if he spends initiative on one skill, he literally makes all skills go on a cooldown. And if you manage to avoid a skill which costs iniative, you successfully made the thief spend initative for nothing.

Yeah sure I get it: thieves have a global initiative pool that can allow them to chain/spam a few skills. Other professions have cool downs on their skiils (how about those 20 skills ele has eh?) What you don’t seem to grasp about that global initiative pool is when a thief wastes initiative, guess what happens when they swap to their secondary set of skills? I’m sure you’re not catching on yet so I’ll spell it out: they swap weapons and then they STILL CAN’T USE ANY SKILLS!! Ya dig?

And with those changes, thief will remain with ini when switching weapons, only who spam without control wont have any.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

Yes sure, because if you avoided one IS, FS, LS, SS or whatever the thief gets back the initiative spent in the process, right. Gosh, how can people be so blind? A thief fuels his attacks with initiative which is a global unified countdown system across ALL weapon sets!! if he spends initiative on one skill, he literally makes all skills go on a cooldown. And if you manage to avoid a skill which costs iniative, you successfully made the thief spend initative for nothing.

And then he uses the same skill right again. Iniciative gain is too high and the penality for missing is to low.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

OP: So thieves are supposed to be mobile in order to have a chance at staying alive and they’re balanced in that regard? Yet, the only thing they’re missing is enemies being rewarded by dodging those mobile attacks through nerfing the thief’s mobility? Say that out loud to yourself with a straight face plz.

Not taking damage IS the reward for dodging attacks. Let’s just carry that over to the other professions mobility while we’re at it. If a thief dodges Bull’s Charge then the Warrior is stunned and immobilized for 5 seconds. If a thief dodges Swoop then the Ranger’s pet automatically dies. If a thief dodges RTL then the Ele is locked out of Air for 20 seconds. Etc,etc,etc. Do you see how ridiculous this sounds?

Your sugestions sound like that.

Yes thiefs should be mobile and my proposal wont nerf thiefs mobility, only the spam on some skills. Using other movement skills like other professions do its hard i know.

If a warrior uses Bull’s Charge and a thief or any other profession avoid the skill, you avoided damage AND you know that he wont be using the same skill again.

You talked about warriors and a good example would be with the burst skills warrior have now (this will change after balance patch). Even with the internal cd of the burst skill, not losing adrenaline when missing a target allowed warriors to switch and use another burst skill right away.
The amount of people QQ about this was huge because warriors were not punished by missing or the other player was rewarded for is good play.

Thief takes this “try again please” and the no reward to the other player to another level.

Warrior Lonbow-the real culprit

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

When the new balance patch hits, the longbow would be mandatory for almost every warrior, and not because it will become stronger with the new patch, (it will get weaker due to adrenaline management) but because other bursts are easy nulified and with the adrenaline change you cannot use longbow f1 when you miss a earthshaker or eviscerate to get rid of conditions.

After the new patch longbow burst will see less use, unless people just decide to not use hammer or axe burst.

With those changes even longbow would be unviable in pvp. And i dont remember any other skill (could exist but i dont remember one now) that has to connect to create the field it should create.

Bonfire vs Combustive Shot!

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

You cannot compare only 2 skills, you need to see all the picture. Trap rangers can have torch 4 / 5 for burning plus traps. All of them in a point.

The skill is balanced for what you can achieve with other skills together.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

Back on topic:

What would be the best solution to reward those players who are able to “guess” when ports are being used?

The thief uses initiative and that alow the class to spam the same skill over and over again. It is working as intended but there is not a reward to the player who is able to dodge those ports.

Whitout nerfing the amout of ports and their range what is the best solution to punish people who spam the same skill over and over again?

I know that good thiefs dont spam the same skill over and over again.
My sugestion is to have a window of 6/7 seconds (could be less) where if the thief uses the same skill (this could be used only on ports) the skill consume one more iniciative and so on.

It will rewars the player who is able to avoid the port because the thief will be able to do less ports if the thief spam the skill over and over again.

In reality good thiefs will use other skill to port to the target (weapon swap to weapon with another port or steal or utilities.

So only thiefs spaming the same skill will be punished.

if you know good thieves don’t spam the same skill over and over again, then why the hell do you have a problem with the spamming? just kill the baddies. seriously. if spamming is a sign of a bad player, it means they’re playing bad, in which case just win the freaking battle, and if you can’t win against someone you just labeled a bad player then freaking learn to play.

and there is no spammable teleport on thief. the closest is shadow shot, which travels slower than normal pistol shots and can be blocked/evaded, LOS’d, or just plain outrun. the other “spammable” are infiltrator strike, which unless you’re using a trick that will still take about 1/2 second to execute, you can’t spam without being teleported back; and infiltrator arrow, which costs whopping 6 initiative for a 900 range teleport that isn’t instant, deals no damage, and it on the freaking shortbow, which is a purely utility weapon.

my suggestion is stop complaining about an issue that isn’t there, and learn to play if you can’t beat bad players.

i’m seriously starting to get kittened off at this flooding of “proposed, balanced thief nerfs” by people that have no idea how the profession works.

This changes wont nerf afect good players then what is your problem with them?

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

Back on topic:

What would be the best solution to reward those players who are able to “guess” when ports are being used?

The thief uses initiative and that alow the class to spam the same skill over and over again. It is working as intended but there is not a reward to the player who is able to dodge those ports.

Whitout nerfing the amout of ports and their range what is the best solution to punish people who spam the same skill over and over again?

I know that good thiefs dont spam the same skill over and over again.
My sugestion is to have a window of 6/7 seconds (could be less) where if the thief uses the same skill (this could be used only on ports) the skill consume one more iniciative and so on.

It will rewars the player who is able to avoid the port because the thief will be able to do less ports if the thief spam the skill over and over again.

In reality good thiefs will use other skill to port to the target (weapon swap to weapon with another port or steal or utilities.

So only thiefs spaming the same skill will be punished.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

“Also, Regeneration and torment don’t feel like something thieves have “good” access to – some access yes, but nothing special. “Dont underestimae how squishy thieves are” is vague, spell it out – no blocks, no invulns, no access to protection, Lowest base HP, no practical access to stability. Poor sustain, Zero bunker ability (which basically pidgeonholes thieves into burst specs)"

In some of this cases Thief can have them by boon removal and thief is very good at it.

And poor sustain is not really acurate.

But those are other things out of the topic.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

Not that I’m agreeing with the OP, but just curious. How many times in succession can a skill be used in order to label it spam(y)?

That depends.

For some people spaming skills is when you just press buttons one after other just to use the skills right when they are out of CD. I can understand this but for me its spaming the same skill until it works.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

Yes, but the way that iniciative gain is now, thats is not even a average penalty. I can use Shadow shot 5/6 times in a row so i can miss about 4 and still have defenses left.

The sword one is even more easy to spam, i can spam it 8 times until i stay out of iniciative and in the end i’m away in safety.

Please actually know the class you claim to play before posting comments about it.

Shadow shot costs 4 initiative. There isn’t a spec in the game that can fire it 5/6 times in a row, neither is there aspec that can fire it 4 times and still have initiative left over for “Defenses”.

IS/IR combo requires 5 initiative – much like the 20 init spec, there is no 40 init spec.

You either
A) Have no idea how the class works
B) Do not have a strong enough argument to support your case without resorting to extreme hyperbole.

In either case, please stop spreading misinformation, it only hurts the game.

When you use those skils and the target dodged back you will not use it right away. You wait at least one second to let them end the dodge / evade and then use the skill right away.

I know the class thats why i posted it and i can do what i said.

Even after i read your post i log in again just to be sure i was not making some mistake with those numbers and i must say they are pretty acurate.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

The only issue I have about Thief mobility is the cast times on Steal, and chain on Infiltrator Return.

Since I main Mesmer, steal gives Thieves “consume plasma” probably one of the strongest skill in the game hands down. I can only anticipate it when I catch the Thief coming at me from the corner of my screen. It is extremely difficult to avoid. A nice cast animation, like the Hide In Shadow heal would be nice to give me a chance.

Infiltrator’s Return is the 2nd part of chain on Infiltrator Strike. Already powerful to escape stun/daze/immobile, what really kills me is the 15s duration. Heck, even portal, when opened to port, only has 10s activation window. I feel the 15s gives Thieves too much escape when they got outplayed on their burst. Reducing it to 10s would do wonders in terms of risk and reward, engage or disengage in smart Thief play.

This could also work. Give them obvious animation to be able to be countered. But this will hurt thiefs in high end PvP.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

i think thief combat mobility is fine as it is.
they are supposed to be mobile in that way.

Yes they are supose to be that mobile. What they lack its the reward for the other player who is able to dodge instacast gap closers.

I not said to take that away from them. I said to make them pay for mistakes.

They spend more initiative, which means they need more time to recover it before they can continue using their other skills.

They can use other gap closers instead. I give a window of 6/7 seconds for them. Thiefs have steal on a 22 sec cd traited (and traited this one is very good). They have Infiltrator’s signet and dagger 2.
They would still have excelent gap closers, they would need to use them wisely.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

honest to goodness, roll a thief and try playing it without using the mobility skills.

tell me how long you last.

I have a thief and i use and abuse those skills. Thats why i know that are too much.
And i dont want to take that away from them. I want more reward to who is able to dodge instacast gap closers.

(edited by silentnight warrior.2714)

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

i think thief combat mobility is fine as it is.
they are supposed to be mobile in that way.

Yes they are supose to be that mobile. What they lack its the reward for the other player who is able to dodge instacast gap closers.

I not said to take that away from them. I said to make them pay for mistakes.

They spend more initiative, which means they need more time to recover it before they can continue using their other skills.

Yes, but the way that iniciative gain is now, thats is not even a average penalty. I can use Shadow shot 5/6 times in a row so i can miss about 4 and still have defenses left.

The sword one is even more easy to spam, i can spam it 8 times until i stay out of iniciative and in the end i’m away in safety.

Spaming skills should be less rewarding than it is now

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

Mobility is kinda the point of a thief, since they have kitten for defense otherwise. The second you catch a thief it’s going to be killed or get very close. So good thieves won’t get caught.

True and my changes wont hurt them. Just the bad ones will be punnished by their own fault.

Another solution could be to give the ports one obvious animation, but that will hurt thiefs against skilled players.

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

You want to be able to kite a thief with 1,8k armor and 10k HP? The gap closers on thief is for that reason, being too vulnerable to any attacks they must stick close to their target.

And dodging the shadow shot drains their initiatives for nothing , that is the reward. A thief without initiatives is a dead thief.

The same could be said about mesmer phantasm, what’s the point of dodging zerker phantasm if its gonna strike you again in few seconds. That’s how the game is , just because you dodged one time doesn’t mean you deserve to win.

True. But if you dodge the phantasm you know that phantasm doesn’t going to strike again right after you dodge it. It gives you some time / distance to counterplay (except when they are cast while the mesmer is in stealth, but that its another issue).

(edited by silentnight warrior.2714)

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

i think thief combat mobility is fine as it is.
they are supposed to be mobile in that way.

Yes they are supose to be that mobile. What they lack its the reward for the other player who is able to dodge instacast gap closers.

I not said to take that away from them. I said to make them pay for mistakes.

(edited by silentnight warrior.2714)

Thief - combat mobility is too much

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

Thief sword has a very interesting get in / get out skill that they absolutely need in their weapon set.

The name of the skill is infiltrator strike (sword 2 skill). Its a instant gap closer.

Thief with d/p also have a skill that they need to reach other players.

The name of the skill is Shadow Shot (d/p 3 skill). Almost instant gap closer.

The problem is those skills give too much reward to the thief and no reward to the player when he sucessfully dodge the first and even the second burst. There is no way to keep distance from a thief who keeps using this skills along.

Every thief already have steal in their build (900 non traited range) and they can also take infiltrator’s signet (900 range).

Thief needs to chasse their target, get them by surprise, but where is the reward to the players that can actualy dodge / avoid their combat mobility? If they miss one they will try again right after. This is a bigger problem to those classes that need to kite to be more efective.

There should be a way to avoid thiefs to keep spam mobility skills they just missed / being avoided.

Maybe a solution could be the increase of iniciative cost to skills that have been used before (for instance 6/7 sec before) by one. After the first being added to the cost, the second time it adds two iniciative cost.

What people think?

[Mesmer] Null Field

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

If the skill only worked for curing conditions there would be no problem in buffing it.
But the skill also remove boons AND creates a field and you can trait that field to other things also.
The skill is already strong as it is.

Your buff will make it completely OP.

OP Ranger and War

in PvP

Posted by: silentnight warrior.2714

silentnight warrior.2714

People already told you on the profession balance fórum that yesterday was NOT the balance patch.

You started the mindless qq too early. Wait a little longer.

Anas Tarcis' Perspective of Warrior Changes.

in PvP

Posted by: silentnight warrior.2714

silentnight warrior.2714

“There is 1 necromancer in the top 8 teams in EU (as confirmed in TOL). If it is so good then it would be played at all. And it isn’t. So your opinion really is countered by the facts. Why do you think something which isn’t good enough to be played is so overpowered? It makes no logical sense.
I am not even arguing necro shouldn’t be nerfed. Everything should be nerfed. Some by more than others. It is just funny to even compare warrior with necro. In the same 8 top EU teams there are run over 10 warriors. 1 necro and 10+ warriors.”

- How many of those warriors played with GS?

ANET Please do not change Adrenaline

in Warrior

Posted by: silentnight warrior.2714

silentnight warrior.2714

The problem with this change is that now warrior will be even more predictble than before.
1) You will never use a burst skill in the begining of combat. Thats a huge help when fighting warriors because you can easely see their burst and now you can even predict when they will use it.
2) If they take the heal to give them adrenaline they must use it in the beggining of combat leaving them without heals for 30 sec.
3) If they take the signet the oponent can see the activation and is prepared for the burst.
4) If they take the stance they are wasting a good skill to prevent new conditions for the ability to burst in the begining. (here i agree that there is the need to be made a choice, or burst or save the skill for resist conditions (risk vs reward)).

At least they shoul speed up a little the warrior bursts.

Adrenaline changes and longbow

in Warrior

Posted by: silentnight warrior.2714

silentnight warrior.2714

Actually longbow should stay as it is now.

Longbow creates a fire field regardless of it hit or not, so there is no missing a longbow burst. Other bursts have their efects negated if they miss. longbow doesn´t, thats why it proc CI and it should always proc.

[Mesmer] Mender's Purity

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

I don’t think this is possible because someone could just cancel the heal skill mid cast and get free condition removal every 5 seconds.

If the cleanse/heal just proc in the end of the skill there would be no problem

Explination for Signet of Rage Nerf?

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

They just nerfed a little of your mobility potential. If warriors want more they should just build for it.

Its a nerf because you will use the signet as before but you will have shorter durations on boons, and the passive part is… almost nothing at all.

SoR was never complained about when warrior’s mobility was discussed.
It’s not what makes us mobile.

Yes but ANet decided to change SoR instead of other skills.

Explination for Signet of Rage Nerf?

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

They just nerfed a little of your mobility potential. If warriors want more they should just build for it.

Its a nerf because you will use the signet as before but you will have shorter durations on boons, and the passive part is… almost nothing at all.

2 Hambows, Skilled Gameplay- Vid

in PvP

Posted by: silentnight warrior.2714

silentnight warrior.2714

- They played as a team probably with comunication.
- They coordinated their attacks.
- They 2v1 almost all the time and on 2v2 they needed to run to survive / had backup
- Its pre hambow nerf.

Burst Skills need a Boost.

in Warrior

Posted by: silentnight warrior.2714

silentnight warrior.2714

I like the change on the range of eviscerate. we need gap closers on axes.

[Warrior] Adrenal Health

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

since adrenaline will be unjustly nerfed, it is only fair to fix traits related to adrenaline so they work better.

let’s look at:
http://wiki.guildwars2.com/wiki/Adrenal_Health

the wiki says:
Regenerate health based on adrenaline level.
Adrenaline level 1 healing: 125 (0.05)?
Adrenaline level 2 healing: 240 (0.10)?
Adrenaline level 3 healing: 360 (0.15)?

however,
adrenal health actually heals less than advertised

Notes
Actually heals
Adrenaline level 1 healing: 117 (0.05)?
Adrenaline level 2 healing: 234 (0.10)?
Adrenaline level 3 healing: 351 (0.15)?

also, the mouse over tool tip also fails to mention that the heal is every 3 seconds, and not every second.

i propose the following changes:

Regenerate health based on adrenaline level.
Adrenaline level 1 healing: 40 (0.02)
Adrenaline level 2 healing: 80 (0.04)
Adrenaline level 3 healing: 120 (0.06)
Interval: 1 s

make it heal every second instead of every 3 seconds, and maybe finally the haters will finally stop claiming that adrenal health heals 400 health per second.

Its only a matter of healing in one second or in three. Thats not a big deal.
Also just fixing the tooltip will help those people.

[Mesmer] Mender's Purity

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

mesmer is not on the skill bar talk yet, but let’s ask for some buffs anyway and hopefully they may consider some of it.

let’s look at:
http://wiki.guildwars2.com/wiki/Mender%27s_Purity

this trait is good, i use it on my mesmer at the moment.
but it could be better!

Mender’s Purity
“Remove a condition when you heal.”
Conditions Removed: 2

Notes:
- Only works on Healing skills
- The condition is removed after the healing, causing poison to reduce the healing effect even if removed.
- Activates with Power Return, unlike most “on-heal” effects that trigger on the complete charge of the mantra itself.

i hereby propose a very simple but useful change.

Mender’s Purity
“Remove conditions before you heal.”
Conditions Removed: 2

Notes:
The conditions are removed before the healing, healing effect is not removed if poison is removed first before the heal.

yes, i know we can remove poison with power cleanse but this simple change would make this trait so much better.

This is a good change. It should clean the conditions before the heal.

Anas Tarcis' Perspective of Warrior Changes.

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Posted by: silentnight warrior.2714

silentnight warrior.2714

If they listen to people with ideas like necro LF should degen out of combat then I think that explains why the pvp in this game has been on life support for years now!

And on greatsword. Greatsword is already OP. Just because all the other weapons warrior gets are even more broken doesn’t mean it is bad. If it was on most other classes it would be a strong weapon with mobility and dps.

He wasn’t being serious, he was just saying that to put the change in perspective. I think if they allow adrenaline to drain immediately once out of combat, then I think they should also cause any skill that increases adrenaline to put/keep you in combat so things like shouts and signet of fury still allow you to pre-build adrenaline. Otherwise we’re nerfing things that are already weak, like killshot Warrior.

I actually really like the Greatsword changes. The weapon really needed to change both for PvP and for PvE, and reducing the damage emphasis of the weapon off of Hundred Blades and moving more of the damage to Arcing Slice was exactly how I would have approached it. Smart move by Anet, in my opinion, and I’ve been a critic of some of their past decisions, but this is a great one. Seems like they are making more and more good decisions in terms of game balance these days (not perfect, but nobody is), so props to them.

I think warrior will be more oriented to skilled play now and it will be harder to play. The balance changes will make you pay for the missing burst and you cannot start a fight with adrenaline (or it seems that way). This way warrior will be even more predictable and weaker to conditions.
I also like the changes to GS. It was a sub-par pvp weapon and with this changes maybe we will have some viable builds with it.
I agree that ANet is making some good balancing. Lets see what it does to other professions.

Really? More orientated to skilled play? 1 button = immune to conditions for ages. Same for direct damage. Never have to find time to heal. Line of sight to heal. Count other players cooldowns for heals. Doesn’t seem very skill based

Yes. Much more skilled play than before. If you cannot see that its your problem.

Anas Tarcis' Perspective of Warrior Changes.

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Posted by: silentnight warrior.2714

silentnight warrior.2714

If they listen to people with ideas like necro LF should degen out of combat then I think that explains why the pvp in this game has been on life support for years now!

And on greatsword. Greatsword is already OP. Just because all the other weapons warrior gets are even more broken doesn’t mean it is bad. If it was on most other classes it would be a strong weapon with mobility and dps.

He wasn’t being serious, he was just saying that to put the change in perspective. I think if they allow adrenaline to drain immediately once out of combat, then I think they should also cause any skill that increases adrenaline to put/keep you in combat so things like shouts and signet of fury still allow you to pre-build adrenaline. Otherwise we’re nerfing things that are already weak, like killshot Warrior.

I actually really like the Greatsword changes. The weapon really needed to change both for PvP and for PvE, and reducing the damage emphasis of the weapon off of Hundred Blades and moving more of the damage to Arcing Slice was exactly how I would have approached it. Smart move by Anet, in my opinion, and I’ve been a critic of some of their past decisions, but this is a great one. Seems like they are making more and more good decisions in terms of game balance these days (not perfect, but nobody is), so props to them.

I think warrior will be more oriented to skilled play now and it will be harder to play. The balance changes will make you pay for the missing burst and you cannot start a fight with adrenaline (or it seems that way). This way warrior will be even more predictable and weaker to conditions.
I also like the changes to GS. It was a sub-par pvp weapon and with this changes maybe we will have some viable builds with it.
I agree that ANet is making some good balancing. Lets see what it does to other professions.

[Thief] Black powder nerf

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

The SB Choking Gas nerf is pretty ridiculous too, considering Mesmers can summon phantasms and clones without breaking stealth.

Maybe they will change that too when they talk about mesmer.

Anas Tarcis' Perspective of Warrior Changes.

in PvP

Posted by: silentnight warrior.2714

silentnight warrior.2714

Then its gonna be the same cause now if you miss an attack it doesnt proc CI, but f1 longbow always procs CI.

It makes sense to stay that way.
In the future if you miss earthshaker or eviscerate (talking about the stronger warrior builds now), you cannot clean conditions or damage by switching to longbow. If longbow doesn´t proc CI by creating a fire field, then you will have a trait that is useless against good players because you will never triger CI with bursts attacks.

Or they can make longbow F1 require a hit but they will need to speed up a little the warrior bursts.

(edited by silentnight warrior.2714)

Anas Tarcis' Perspective of Warrior Changes.

in PvP

Posted by: silentnight warrior.2714

silentnight warrior.2714

So combustive shot won’t proc cleansing ire anymore if it misses? Or it will still proc it after changes?

It should continue to proc CI because it has a field atached to the skill. Other f1 burst skills dont deploy any field so its normal if they miss to dont proc CI.

[Skill Bar] Warrior's mobility

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

I have to strongly agree the warrior is defiantly too mobile in this spec. This spec has higher armor, and health then an spec you guys defending it, have compared it too. As well it does comparable damage. It doesn’t fit thematically to a heavy armor profession, has no lore to support it, and does not fit into anything mentioned in either the old or newly stated balance philosophies.

No one defending the mobility is offering any path of logic to justify its existence. They are just repeatedly claiming it is validated by other professions movement skills, yet refusing to justify why it is validated for a warrior when they have other things in a build that the other professions do not.

The most comical excuse, is when posters claim those who disagree with them are crying because they missed out on a free bag. Whether or not you would or would not have killed the warrior is irrelevant. The fact that it is not an option is relevant. What a thief can do is irrelevant, mobility is used to describe their intended purpose in the balancing philosophy.

The same posters who claim the skill does not deserve the same treatment as RTL nerf because the professions are different, turns around immediately after and hypocritically uses the different profession of the thief to grasp at straws trying to justify it. Warrior mobility is still too high.

If you REALLY want to see that warrior was made by ANet to have that mobility you just need to compare the GS of all professions and what they offer.

Warrior one only offers mobility and some conditional burst.

Skill Bar - Balance Preview w/Karl on RU 8.8 @ Noon PDT

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

I like the Warrior Adrenaline change. Though lots of the other changes are serious buffs, the adrenaline change is such a huge nerf to most current plays that it could work out.

And I like it. Adrenaline currently feels meaningless. It’s one of the shortest-CD skills, equivalent to #2 on most weapons.

Agree

Warrior adrenaline management was huge nerfed. They would not be able to use burst skills as often as before and this way they will be weaker to conditions. (this without the other player in action, if the player dodge the bursts the warrior will keep the conditions even more time)

The good thing is now GS burst skill will offer a good way to proc CI.

The two most QQ builds in PvP were nerfed hard.

[Skill Bar] Warrior's mobility

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

Now thats one big point what i dont understand. Why they dont nerv these insane stupid mobility ftom this HEAVY class.

The same way those light classes dont get into pieces when that heavy class hundred blade them in their cloth armour.

Its a game.

Adrenaline Rework Nerf/Buff Discussion

in Warrior

Posted by: silentnight warrior.2714

silentnight warrior.2714

I believe warrior will be much more weak to conditions with those changes. Almost every burst skill can be avoided easely so you can make warrior keep the conditions on him as long you evade / blind his bursts.

The time to use burst skills will also be increased because you will not keep the adrenaline from last fights and if you miss a burst you will need to gain it again, so 7+ seconds with conditions.

I believe this changes will change the meta build for warrior.

[Ready Up] Upcoming Warrior Balance Changes

in Warrior

Posted by: silentnight warrior.2714

silentnight warrior.2714

This changes to adrenaline management will make warriors way more weak to conditions.
People asked a strong counter, they give one to them.

Skill Bar - Balance Preview w/Karl on RU 8.8 @ Noon PDT

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

How are they nerfing thief?

[BALANCE] OP and UP Traits

in Warrior

Posted by: silentnight warrior.2714

silentnight warrior.2714

The only passive thing warrior have is HS with AH (passive healing). Other than that he is always working the keyboard.

…and that passive healing is a joke and makes warriors so easy to play (beside the high base stats).

Your QQ is noted. Thanks for the feedback.

Its not whining, I simply posted a fact.

Then elaborate and give construtive feedback how to change that passive healing without losing sustain.

Eviscerate

in Profession Balance

Posted by: silentnight warrior.2714

silentnight warrior.2714

And two posts later, one watering me down to a QQer and another one trying to detract the focus from warriors to every class, still no constructive ideas about how to bring warriors and Eviscerate down in line balancing-wise.

Grimreaper and Silentnight Warrior – you seem to never have played as non-warriors vs warriors. Because if then you´d know that you cannot keep warrior at range and you´d know going melee would kill you much faster than the warrior. Let me express it once again: A warrior does too much damage while being too tanky and too mobile. Did you get it now or do you still think i´m sitting in my small world of “Dear ArenaNet, nerf stone, paper is fine. Sincerely, Scissors”? Oh, actually bad question – because warriors do not need or have INT and the answer to that would always be “Yes” in online gaming forums.
And the telegraphs are no way a disadvantage. The telegraph on Pin Down gets abused, and all dangerous burst skills only have a cast time of .5 seconds, thus they´re not overly highlighted.

And the wait goes on for constructive ideas like some already been posted.

I was only saying that what you said aplies to every class, not only warriors. And i still keep that.

I play ele, mesmer, necro, thief, guardian, warrior, engenier and ranger. The last two are my least played professions.

I play them in PvP / WvW / PvE.

In WvW i usually dont duel. I usualy follow my guild. If you have problems with warriors there the problem is not from the class, but from runes / sigils / foods.

In PvP you dont have those issues (the two most viable builds dont have movement skills with the exception of burst skills).

this is true:

- You have time to regenerate endurance normaly between eviscerates. Plus sigils / vigor / evades / ports / blocks / blinds.

“If you decide to dodge ALL (insert skill here), you do not have any endurance left for the remaining attacks of the (insert class here).
What you described its normal to every class. -

[BALANCE] OP and UP Traits

in Warrior

Posted by: silentnight warrior.2714

silentnight warrior.2714

The only passive thing warrior have is HS with AH (passive healing). Other than that he is always working the keyboard.

…and that passive healing is a joke and makes warriors so easy to play (beside the high base stats).

Your QQ is noted. Thanks for the feedback.