They just need to bug fix Pistol Whip. In PW descrition there is not a evade so i believe its not a intended behavior for the skill. Probably they will fix that in the future.
You cant remove the evade or the whole spec will just be dead. If i want to play a yolo stunlock build without evades i can go and play a m/s+ham warrior, mr silentnight warrior.
You can, even because the evade is not intended i believe. A bug fix will bring the PW back in line.
The only way that skill to be balanced its by removing his evade.
The skill it self dont say there is a evade on the skill so ANet just need to bug fix pistol whip. After that the skill is balanced.
with the crit damage reduction it might turn out to be a buff
It will be a buff of +/- 10% to all heal skills in the game with the excpetion of HS.
Against direct critical damage HS will be 2% stronger (against the 10% to other heals) and it will be weaker 8% against conditions. (while other heals remains the same)
Build designed for burst mobility has high burst mobility, but also requires Condi Immunity to even work
That was the absolute worst response you could have possibly countered with. But let’s roll with it:
Warrior has Sword+X/Greatsword. Warrior needs to get away from a group, or get out of a bad encounter in general. He doesn’t have condi immunity up, but he has xXx Cleansing Ire xXx_Sephiroth at his disposal. He’s in one of two places:
1. Right next to the group/person he is escaping from: he turns and uses his Burst ability to clear up to 3 of the conditions on him, freeing him up to then turn and start to run. But whoops, jeeze, many cripples/chills can be cast at range. Uh oh
.
2. At a distance from the group/person: he needs to land the Burst ability to clear the conditions, so he turns and runs back into the fight. I hope he has enough time!
Neither of those situations is what a Warrior wants when trying to escape. They want to be clear of condis, and then be immune to them. The only weapon that can use Cleansing Ire when in the process of exiting that doesn’t require turning and landing an attack on an opponent in melee (or with a 3 second cast at range) is the Longbow. Word on the street is, that weapon isn’t very mobile.
It’s hard to imagine a stronger pair of blinders as to how the game actually works. I chill/immobilize Warriors who are just starting to Rush extremely often. It isn’t even difficult. It’s one of the easier reads in the game. Warrior turns his back on you, odds are he’s going to be running out. You can even sense when a fight is going against him and prepare for it.
Cleansing Ire. Almost laughed out loud in my office.
While he made a mistake, you’re still wrong. Just use your GS Spin2Win and Savage Leap. You’ve created some impressive distance by now. Now you just have to toot in your horn to clear all cripples and chills and you’re free to go. Simple as that.
Yes but he doesn’t going to use Cleansing Ire to escape as he was saying. And again with what you said in mind that warrior build was made to have that mobility.
Dont forget that ferocity also change warrior damage and they will do less damage to you too, with the exception that your heal will be 10% stronger against critical damage.
It would increase the mesmers builds indeed.
I can only see this happen in PvE. In PvP i dont think they will ever do that.
Warriors are sacrificing by using 2 weapon sets that can’t kill on their own. Elementalists only decent elite is Fiery Greatsword so everyone uses it anyways and its far better than Warrior greatsword mobility wise. Thieves get comparable mobility by using either main hand dagger or using a short bow.
if it comes to running we are talking about wvw where the tornado is the king of ele elites
And where axe/warhorn/hammer is usualy the choice for warriors in WvW
Can this trait make me attack 60% faster with quikness?
Build designed for burst mobility has high burst mobility, but also requires Condi Immunity to even work
Good luck hititng with GS and sword F1 while escaping.
“how the hell does heavy armor class outruns thief and ele???”
This is a game.
Yet the “heavy armour” translates in passive survivability and vitality.
And profession who would need a compensation instead lacks totally the mobility.The key would be the tradeoff spoken by izzy.
Elementalist has mobility as tradeoff for “versatility”…(plus: health, armor, cooldowns, range, reduced effectivity etc etc)
I would like to hear wich tradeoff warrior is supposed to have.
The build OP describes for mobility dont have surviability on battle, if goes wrong they must run for their live. Thats the tradeoff. You cannot stand there and fight. They run for a reason.
the 8% nerf of HS is compensate by the 10% overall dmg nerf. so there is no change overall. sry, i had to say that. i complain sure, but there is no need for an change of HS active effect then
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and anet hopes that no one will say anything after “balancing HS”for me, i t doesn’t matter how much HS heals you as long as i can still kill HS-warriors =)
have fun with the game
The thing is, with the 10% critical damage nerf, ALL heals will be 10% stronger than before against physical critical damage, with the exception of HS. With the 8% nerf healing signet will be 2% stronger against critical physical damage but 8% weaker against condition damage.
As all classes, warrior will also be affected with the critical damage nerf so warrior will do less damage than before.
Warrior will do less damage and will have less sustain.
As for the buff to HS. I believe they said that any nerf bigger than 8% would have a buff to the active part.
I think if people start to purchase characters slots, then maybe they will put someone doing balance patches every two weeks.
I believe some PvP players would like that.
“how the hell does heavy armor class outruns thief and ele???”
This is a game.
Real world physics dont apply here. Otherwise how a thief can gain stealth just using a knife and how can he walk right next to you without you notice the “camuflage”?
By the way thief also have good land mobility and the best combat mobility.
“and warrior got everything daze/stun/damage/armor/hp/mobility”
Not in the build you claim. A warrior could have that in a mace/shield – Greatsword build, but that build was nerfed in damage and the mobility would be greatsword 3 and 5.
Blurred inscription grants you distortion after using the signet not while casting it. So its still interruptable.
Well in that case forget that. Thanks for the info.
Sensotix how many classes actually cast an interuptable heal? Only Mesmer and Necro by my count. I don’t think this trait will be worth taking just for Necros who will already die if you can get their heal as is.
If you want to use a GM interupt trait immob will still have a greater effect on the game.
Mesmer also have one interruptable heal (signet of the ether + distortion from Blurred inscriptions) with the advantage of also negate damage while activating the signet.
Totally against that changes.
His name xD
What about it? Not going to change it for you.
all is vain
Decap engies and HS warriors have completely destroyed tPvP in this game. This is true.
please tell me how my HS zerker gs/lb warrior destroyed pvp,
are you so cluelessDouble warrior bunker meta – everybody hates it, except the clueless ones who think they are awesome because they play lolwarrior. It’s hated so much that the last remaining high-rank competitive teams refuse to run it.
HS zerker gs/lb warrior is diferent from HS bunker warrior. They cannot even compare to each other.
By the way teams are starting to use double Decap Engies, not double warrior bunkers.
People complain about a lot of things with warriors, but without a doubt (beside the Healing Signet) stances are the largest issue with them being overpowered. They are to exploitable by Berserker builds and require far…far to little skill.
The problems:
1. Waaay to easy to be traited for. First thing a warrior does,, toss 30 they into whatever line they want. second thing a warrior does toss 30 into defence and 10 into discipline and grab their stances
2. All able to be used at once…..what? These are STANCES. You try standing two different ways at once, lemme know how that works out for you
3. Auto activation. This is what makes it so easy for so many warriors to just press 1 and win, they can just auto activate that Endure pain, WITHOUT EVEN HAVING THE SKILL
4. See number 3. Letting a trait use a skill that you don’t actualy have or worse letting you use it twice, good lord with an invulnerablity, Every other invulnerability in the game makes you unable to attack while using it, for obvious reasons. 10s of invulnerability on a Berserker is 10s of any players worst nightmare
5. More stunbreaks than necessary. I mean…seriously the stunbreak basicly says "Dont worry about strategic dodging, you always have me here to bail you out)
6. The power of these utilites has been attempted to be mitigated by giving them all long CDS. This is pointless, the fight will be over LONG before then in a dueling scenario. This is what makes it so exploitable by berserkers. Just go glass cannon because your going to be given a good buffer of time to take down that other guy.The Solution: Rework the darn things
1. -Have one stance at a time-. No more CD. You get to pick one effect to use at a time, a skilled player will be able to take advantage of this. A meh player will take one stance, tack it on and use it in conjunction with some other stuff.
2. Have Endure pain apply to condition procs to.
3. Nerf the effect of Endure pain. Invulnerability while attacking is..a horrible easy mechanic.(Or just have the warrior curl up like a turtle)
3. Since Endure pain now also covers condition damage, have berserk apply to condition CC. Chill, fear, cripple, immobolise, nope they just plow right on through
4.Take the stun breaks off of everything
5. Instead of having balanced stance as a pure stability, make it a buffer like champions have, giving the person a freebie on their first CC and if they get hit again in a certain ammount of time than that one effects them.
6.Give ALL the stances drawbacks.
a. No moving in defiant stance
b.Reduced Damage during Endure Pain
c. Frenzy is fine
d. Reduced energy in berserker stance. Since you know, their so busy actin crazyEdit: Also balanced stance needs to not be a stripable boon, srsly wtf.
And on that note, stance need not be in effect while a warrior is CCed. anything that knocks them on their butt should toss them out of their stance.Questions? Comments? Concerns? Please post. And no “rawr nerf the warriors” please, aint nobody got time for that
Totally against that changes.
Can a ranger only have one spirit out or (traps inside traps) ? Can a mesmer only have one phantam/clone out? Can a engenier have only one turret out? Can a necro only have a single mark out? Can a elementalist only use one attack at a time? Can a thief only have one venom activated?
And why stances must have MORE drawbacks? Warriors use them together because they have drawbacks.
Other classes also activate skills with their traits.
A bug is something not working as it should be. Thats the case with this:
“Thief
Trickery II—Instinctual Response: Fixed a bug that caused this trait to grant fury and vigor while on cooldown.”
A balance change is to change values/functions to something that is working as it should be but its proven to be too much.
“Dev: Healing Signet does not meet hotfix criteria”
This answer is correct.
Many people just dont care about win/loses. They care about good pvp fights and with good oponents. So they wont defend and only search for battles.
I can understand that. But there are plenty of dueling servers for that or even hot join with just 5 people. Why join solo or team q?
In my opinion they do that because the real chalange is in team fights. In 1v1 you can counter your oponent easely. In team fights you got many things that could go wrong and many things to pay attention and its in Spvp and Tpvp where you find the most skilled people to fight/ learn.
Many people just dont care about win/loses. They care about good pvp fights and with good oponents. So they wont defend and only search for battles.
Of course these forums are not representative of the player base. To see what the player base realy wants make the “votes” in-game after a pvp match. All PvP players would vote if they want but only once for each map. Something like in betas where after one match you could choose if the event was fun or not.
-Do you enjoyed the map? If not give sugestions to improve the map.
-Do you like the rewards? If not give sugestions to improve the rewards.
-Other sugestions.
Like most, I queue solo into teamQ.
Now Elementalists have had a reputation for being “underpowered” for a while now and when asked, are generally considered “weak” by most players.
Yet surprisingly, I’ve seen a very large number of Elementalists in teamQ recently and nothing that suggests they’d be somehow underpowered. It seems as if teams have really started to appreciate Ele’s ability to apply AoE pressure in team-fights.
Meteorshower especially seem to elevate them because the skills isn’t particularly visible and despite the name, isn’t as obvious as one might think.
Now granted, they still die quickly when focused, but their Mistforms allow them to delay kills long enough to make a difference.
I’m not saying that Eles are “fine”. I’m sure they have issues. But I don’t feel they are quite the bane to your team as previously implied. To me it seems like they do manage to fill their niche (AoE node pressure) quite well, until as Thief sits on their face.
I’ve notice more and more eles each day on TPvP and they do a diference in team fights. They only need to have ways to deal with meta thiefs and they will be back to stay. Of course their damage is something ANet will look after that.
The hammer by itself is not is a problem. Its the HamBow that bring too much presence on points and this is the only game mode GW2 offers.
Question for everyone who thinks this is a l2p issue: how do you explain every top team (or what’s left of them) rolling at least one, and in many cases two, hammer warriors? If they didn’t outperform other classes significantly, why devote 40% of a team to them?
The problem its not one warrior/team. Thats normal, there are also other professions in teams.
The issue begins when you have two or more “insert class here” in one high level PvP winning team.
What you guys fail to realise is that initiative is a cooldown mechanic. If you interrupt the HS into BP then you have cost them 3 initiative which takes 3 seconds to regenerate passively. That means that every time you interrupt a Thief skill that costs initiative, you take away from them the amount of seconds it requires to get it back.
Not to mention that if they dropped BP and then you interrupted HS, they’ve lost 9 initiative, which is a 9 second cooldown to regain.
I seriously can’t explain this in any other way. Thief = interruptible, just like every other profession.
“Thief = interruptible, just like every other profession.”
This is not true.
For this to be true when a thief is interrupted he should lose 5 iniciative (= 5seconds cd) and the skill must be on cd for those 5 seconds. When those 5 seconds end they have the skill and the iniciative again. This is how it works on every other profession.
edit= if a skill uses 6 ini and is interrupted, the thief should only lose 5 ini and not 6+5=11 ini. Just to be clear.
Well at least they have time to see what professions also need some fix. Hope they fix them all and not only one or two.
I agree with you. +1
In PvP there are lots of them. The only place where you see them the least is in TPvP where usualy is 1 in each team.
http://youtu.be/1rg2wE9EmGg -Necro
Pretty much the ending of the match but the score board basically tells the story
It’s easy to get that score in Spvp.
Go do tournies
Mesmer should be done uploading either in the morning or tonight if teh internet gods are kind
Even when Warrior was not viable in high end PvP i manage to do scores like that with him because i could TAG many enemy kills with my skills. Kill them by myself and cap points was another story.
To the OP:
You scored like that because you TAG people. Retaliation and f1 longbow burst alow you to tag a lot in team fights. (If you want to claim something with the end of the match stats you need to know how those stats work). Any profession with AoE can do that.
Your team did not won because of you, in fact, you manage to win because your team overal was better. (and thats how it should be).
Deep Cuts increases bleeding duration by 50%, why so much?, Serrated Stones and Hemophilia increase is only 20%, no wonder condition warriors are so cheesy to play.
Serrated stones also increase damage to bleeding foes. Eles also have traits to increase burning duration.
Hemophilia is a necro trait. Necros are faster to aply conditions and have access to more of them.
(edited by silentnight warrior.2714)
Thiefs have good tools to deal with that warrior. You can keep poison on warrior almost all the time with dager autoattack. (with that you can reduce all the warrior regeneration sources by a great amount plus the damage poison does). You can blind him on stealth (gives you more chance to do a backstab + poison him and then stealth again). Shortbow alow you to poison him and you have a blast on SB 2 to reduce their damage output (weakness).
Thief is still a very strong class to play. Not that easy and not that hard to play with one. Very efective in their role.
Engineer
15 char
Warrior HS sugestion:
Let it work with adrenaline and give a bonus when activate the signet.
0 adrenaline 250 hps
1 adrenaline 300 hps
2 adrenaline 350 hps
3 adrenaline 400 hps
What this does:
Someone who is always using burst skills will have less healing (you do damage you have less sustain). This also work the other way, If someone is attaking the warrior, he is refiling the warrior adrenaline (assuming he is using cleansing ire) and gives sustain to the warrior when he needs the sustain.
Now the active part: The heal could stay the same if the active is good enough. My sugestions:
1) Halve the cooldown of the stances. (This means if a warrior use a stance and want that stance as soon as possible he will use the signet right away, leaving him without the passive efect of HS for about 16/20 seconds.)
2) Recharge of physical skills.
3) Recharge of banners (This would be very usefful when using Battle Standard (only one banner of each kind can give the bonus)).
4) Recharge all shouts (will make the warrior to make a choice if he want the passive healing or he want the heal+clean condition from shouts)
5) Recharge of weapons skills (with this if the warrior choose to make damage, he will loose sustain.
6) Recharge of the elite skill. (More usefull with Battle Standard)
7) Active part: Increase the casting time: While casting the signet, make it to reflect the damage to the source. The heal remains the same. (This will make the warrior to choose to activate the signet if he can predict a burst from one enemy player. The enemy player can see the animation and choose not to attack.
In my opinion mesmers thiefs guardians and engeniers after nerfs are going to dominate pvp (their numbers are rising each day). Engenier as you said is OP in some builds. I believe ANet will nerf conditions even more in the future and they will rule for about 2 pvp patches.
Finally a topic about RTL buff. I was getting tired about people ask to nerf other classes just because ANet nerf yours.
I actualy agree with a lower Cd from RTL. The reasons why they nerfed it are long gone.
Hope they will give you that.
Best regards
Those are not even the two biggest issues right now. Necro MM needs to be adjusted right away.
It’s also lame that any mesmer who doesn’t suck should be able to beat any other class 1v1.
This ?.
We need those changes right now. Tired of the amount of AI spamming in this game. At least give them some skill to use.
Id say more:
Nerf 8% healing signet => nerf 10-20% overall direct dps of non tanks…(traits, buffs, food, sigil, runes etc were not considered in the 10%).
That is a smart buff.
I bet even in PvP dps will get some nerf to compensate for the 8% loss.Id say more:
“nerf 10-20% overall direct dps of non tanks…(traits, buffs, food, sigil, runes etc were not considered in the 10%)” works for every professions, so ALL heals with the exception of HS will be 10-20% overal stronger against “overall direct dps of non tanks”. (smart buff to ALL classes, warrior included with mending and surge)
And against condition/tanks HS will be 8% weaker.If you consider that DPS and condition is the ONLY counter to healing signet…
Thus is a buff to any form of passive HP regen…(maybe spirit rangers too).The point is that HEALING SIGNET 8% nerf on passive is a buff if paired with overall DPS nerfs.
(if you look at warrior WWW meta hey won t have dps loss mostly)
Agree on the fact that evasion is less related to warriors instead….yet will make armor+vit difference more evident…
I just hope they won t apply the same to ele trait…that would result in a MAJOR nerf…Thus i totally expect them to do it.
After patch all HS warriors will lose 8% passive sustain against all kind of damage when compared to all other classes healing buffs. Warrior will only have a increase of 2% while all other classes will have a increase of 10%.
Against conditions it will be also 8% worst.
What ANet manage with this: ALL classes surviability increased by 10% against critical bursts except warrior and only HS is weeker 8% against conditions.
Lots of good players are leaving because of all ANet is taking to long to do related to game types, rewards, matchmaking, GvG, Farming pvp levels.
To use a Deimos Argument:
Necros class theme:
Death Shroud/minions/Mesmers:
illusionsElementalist:
The elements/ attunementsThief:
stealth/mobilityRangers:
petsengineers:
tool kits/ tool beltgaurdians:
boons/blockingwarriors:
land speed/health/armor/damage/passive effects/mobilitythat’s fair
Necros
Death Shroud, minions/HP/damage/wells/AoE conditions/Mesmers:
illusions/damage/stealth/ports/passive efects/passive attacks/ranged stuns/boonsElementalist:
The elements/ attunements/ damage/passive efects/attacks/boonsThief:
stealth/mobility (combat speed?)/damage/evades/landspeed/Rangers:
pets/spirits/evades/passive efects/AoE conditionsengineers:
tool kits/ tool belt/damage/passive efects/passive combat/boonsgaurdians:
boons/blocking/armour/combat mobility/passive efectswarriors:
land speed/health/armor/damage/passive effects/mobility? (combat speed?)Seriously lol’d. How exactly do attunements help eles? I would say that currently they are more of a hindrance since eles have worse abilities because of attunements and need to use more of them to obtain equal results.
What are the elements supposed to be anyway? Are they different from attunements? Maybe they are a class mechanic that I’m not aware of?
Also, the list is pretty bad because it doesn’t take into account anything but the amount of “stuff” each class has. You seriously can’t argue that all of these effects you listed are equal to each other.
lol… You should ask zapv.8051 about that because he is the one that wrote that. I only complete what he wrote because he was “forgeting” lots of things.
I belive he meant as elements as those “elements” you summon = AI.
And switching attunements helps eles. (boons/cleanses)
Yeah, you only get those if you trait for them and the boons that you said would fall under the “boons” category that you listed, let’s not try to make the lists bigger than they need to be :P
:)
You are right, but i Forget the heals… lol
To use a Deimos Argument:
Necros class theme:
Death Shroud/minions/Mesmers:
illusionsElementalist:
The elements/ attunementsThief:
stealth/mobilityRangers:
petsengineers:
tool kits/ tool beltgaurdians:
boons/blockingwarriors:
land speed/health/armor/damage/passive effects/mobilitythat’s fair
Necros
Death Shroud, minions/HP/damage/wells/AoE conditions/Mesmers:
illusions/damage/stealth/ports/passive efects/passive attacks/ranged stuns/boonsElementalist:
The elements/ attunements/ damage/passive efects/attacks/boonsThief:
stealth/mobility (combat speed?)/damage/evades/landspeed/Rangers:
pets/spirits/evades/passive efects/AoE conditionsengineers:
tool kits/ tool belt/damage/passive efects/passive combat/boonsgaurdians:
boons/blocking/armour/combat mobility/passive efectswarriors:
land speed/health/armor/damage/passive effects/mobility? (combat speed?)Seriously lol’d. How exactly do attunements help eles? I would say that currently they are more of a hindrance since eles have worse abilities because of attunements and need to use more of them to obtain equal results.
What are the elements supposed to be anyway? Are they different from attunements? Maybe they are a class mechanic that I’m not aware of?
Also, the list is pretty bad because it doesn’t take into account anything but the amount of “stuff” each class has. You seriously can’t argue that all of these effects you listed are equal to each other.
lol… You should ask zapv.8051 about that because he is the one that wrote that. I only complete what he wrote because he was “forgeting” lots of things.
I belive he meant as elements as those “elements” you summon = AI.
And switching attunements helps eles. (boons/cleanses)
To use a Deimos Argument:
Necros class theme:
Death Shroud/minions/Mesmers:
illusionsElementalist:
The elements/ attunementsThief:
stealth/mobilityRangers:
petsengineers:
tool kits/ tool beltgaurdians:
boons/blockingwarriors:
land speed/health/armor/damage/passive effects/mobilitythat’s fair
Necros
Death Shroud, minions/HP/damage/wells/AoE conditions/
Mesmers:
illusions/damage/stealth/ports/passive efects/passive attacks/ranged stuns/boons
Elementalist:
The elements/ attunements/damage/passive efects/attacks/boons
Thief:
stealth/mobility (combat speed?)/damage/evades/landspeed/
Rangers:
pets/spirits/evades/passive efects/AoE conditions
engineers:
tool kits/ tool belt/damage/passive efects/passive combat/boons
gaurdians:
boons/blocking/armour/combat mobility/passive efects
warriors:
land speed/health/armor/damage/passive effects/mobility? (combat speed?)
Yes there is a problema with enginniers. ANet should brought them more in line in the future patch.
Yes, if you nerf dodging you are indirectly buffing big damage and damage soaking.
So, yes, it’s another buff for warriors.
So, yes, it’s another buff for ALL classes, because all classes will hit more often against vigor/evade builds.
Id say more:
Nerf 8% healing signet => nerf 10-20% overall direct dps of non tanks…(traits, buffs, food, sigil, runes etc were not considered in the 10%).
That is a smart buff.
I bet even in PvP dps will get some nerf to compensate for the 8% loss.
Id say more:
“nerf 10-20% overall direct dps of non tanks…(traits, buffs, food, sigil, runes etc were not considered in the 10%)” works for every professions, so ALL heals with the exception of HS will be 10-20% overal stronger against “overall direct dps of non tanks”. (smart buff to ALL classes, warrior included with mending and surge)
And against condition/tanks HS will be 8% weaker.
(edited by silentnight warrior.2714)
Just make world bosses 1 shot kill the zerker warrior and sudenly classes with better damage/evades will apear in dungeons.
In PvP there are more mesmers, necros, rangers than warriors playing.
Conditions should be brought in line in PvP and in PvE the stacks should be raised.
Problem solved
If there is the need to have AI bases builds, it should exist a cap to how many can a class have at the same time.
AI needs to be reworked.
Yes, they should put longbow AA faster. Or if not faster make it stronger