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The funny thing about this video is that with throw bolas, bulls rush, frenzy, and hundred blades, you do equivalent damage in equivalent time with a combo that is a quite a bit easier to pull off.
Equivalent time?
His burst = literally 0.5 seconds. Less than half a second. Faster than an eye-blink.
I teleported behind him, he teleported with me, or so it seems.
Ninja warriors, this world will soon meet its end.
No srs, this kitten the freak out of me, it’s ridicolous.
They need to fix this kind of stuff ASAP.
Your mistake was that you shadow-returned too soon. Wait for Rush’s animation to end before shadow-returning, or else the Rush will just follow you.
Just need to be patient.
Whoa there zone, the community’s ranger is not the same as yours truly.
…need moar buffz!!!
…
:)
It’s like that cartoon with the man who meets a magical singing frog. He sees/hears the incredibly talented singing frog, but the rest of the community sees just an ordinary, plain old frog.
Here it is:
Clarity is #1 priority. If you can tell when someone uses their horn, or even a shout, 100% of the time without any ambiguity in any situation, then ArenaNet has done their duty.
Jumping on top of someone like Super Mario with the Death from Above Trait.
You are an idiot, you clearly have never played ranger. Every pets f2 works you kitten, you can even call the pet to you and attack with the pet. Stop posting in the forums and uninstall the game.
The only skill that works in interrupting stomps is the wolf’s fear. No other pet skill does, except moa’s but the cone daze is so unreliable that I don’t even consider it viable.
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Simple as that.
Are you purposefully trying to be ignorant?
No other class can use their F1-4 class mechanic abilities while downed. Even Rangers cannot. None of their pet skills work while downed, EXCEPT for the wolf’s 2 second fear. Will you continue to justify this bug? You think it is intentional that out of all the pets, only the wolf abilities can be used while downed?
every classes summons are still up when they are “downed” So not really.
No other class has access to their F1-4 class skills while downed except Ranger.
Depends on how far apart they are from each other when downed. If the Warrior must travel to the Ranger after Vengeance, then the Ranger wins due to 2 second daze, 2 second fear from wolf while downed (bug?), and the near-instant revive.
The Rangers pet continues to revive after getting “interrupted” and as mentioned, killing the pet does not stop the revive.
That is also assuming the ranger is in best condition for all those interrupts. Alot of the time the ranger is already in pet swap CD when he’s downed.
Should Rangers even be able to use their Wolf’s 2 sec fear while in downed state, in the first place? They cannot use any other pet skill while downed, but somehow the wolf pet is exempt from game mechanic balance, apparently.
Depends on how far apart they are from each other when downed. If the Warrior must travel to the Ranger after Vengeance, then the Ranger wins due to 2 second daze, 2 second fear from wolf while downed (bug?), and the near-instant revive.
The Rangers pet continues to revive after getting “interrupted” and as mentioned, killing the pet does not stop the revive.
Necro vs ranger in a downed fight necro wins, save your fear for when the pet goes to heal.
Only if Necro is traited to do increased damage while downed. Otherwise, the Ranger’s pet will kill the Necro if Necro doesn’t fear the pet off of himself. Then, the pet revives the Ranger freely.
Even if the Necro saves fear to interrupt the pet’s revive, the pet is guaranteed to get off a few ticks of HP healing to the Ranger before getting feared off. After the most recent buff, that’s 1200 HP heal per tick, and maybe three, four, or five ticks before the pet gets feared off.
How to make sPvP more financially profitable to ArenaNet:
Open up the Heart of the Mists and make it free-to-play (people cannot leave the Mists without purchasing the game). Expand the cash shop to give cosmetic PvP gear like weapon skins, armor skins, outfits wearable in-combat, unique and interesting finishers, etc.
Making Heart of the Mists free-to-play will make the game so much more accessible to the general gaming community, much like how League of Legends does it.
spvp needs to be more financially viable!!!! things take money to make
It’s easy. Solution:
Open up the Heart of the Mists and make it free-to-play (people cannot leave the Mists without purchasing the game). Expand the cash shop to give cosmetic PvP gear like weapon skins, armor skins, outfits wearable in-combat, unique and interesting finishers, etc.
Making Heart of the Mists free-to-play will make the game so much more accessible to the general gaming community, much like how League of Legends does it.
This thread is a troll.
Really? Okay.
Ask yourself this. What beats a Ranger in downed state? Say a Guardian and a Ranger both get downed at the same time. Who will win?
Imagine if a downed Warrior could use his 2 second hammer knockdown twice in a row, which guarantees that he will 100% successfully Vengeance. Would the community be quiet and complacent about that issue? like how Rangers are getting a free pass under the radar right now?
After 8 seconds have passed and no stomp, a Ranger will 100% revive for sure.
Is this a joke?
In other words, if you don’t begin your stomping animation before 4 seconds have passed, you won’t be able to stomp the Ranger (8 seconds) and he will 100% successfully revive. It quite literally is like Vengeance but better because the Ranger is actually alive.
And an AoE 2 second daze interrupt.
And a bugged Wolf’s F2 fear for 2 seconds that can be used while downed.
Does anyone see the problem here?
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ArenaNet, did anyone call for a buff to Ranger’s downed state? AoE daze interrupt (good damage, too), bleeds that scale off of normal stats while downed, and a self-revive was not good enough? No, it must be a guaranteed revive in order for ArenaNet to be pleased, apparently. After 8 seconds have passed and no stomp, a Ranger will 100% revive for sure. Pet’s revive used to heal for 400 HP per tick. Now it has tripled that after the unnecessary buff. It’s like Vengeance but better because the Ranger is actually alive at that point.
Ask yourself this, ArenaNet. What beats a Ranger in downed state? Say a Guardian and a Ranger both get downed at the same time. Who will win? The answer is: absolutely no one except maybe Elementalist, because they could possibly move away and revive themselves, too. However, even Elementalist’s downed state was deemed overpowered and confirmed to be nerfed in the future by devs.
————————————————————————————————
Fun fact: Rangers can use all of their F1-4 skills while downed! Yes, not only can they AoE daze interrupt, but they can fear you for 2 seconds while downed. This must be unintended, because no other class can use their F class mechanics while downed – it’s just the Ranger. And the pet skills disappear from the UI while you are downed, but the Ranger can still hit their F2 and fear you for 2 seconds.
Thoughts?
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This is getting ridiculous. It seems like 9 times out of 10 I join a spvp match to find the players “dueling”. it’s getting to the point that I can’t play the game the way it was meant to be. Either give them a proper place to duel or do something to fix this. Maybe put in some sort of penalty for this. I really don’t know what can be done to fix this other than giving dueling its own proper place. But something has got to give on this, I’m utterly frustrated with pvp atm largely due to this.
If you are manually choosing the server you are joining, and you see a server with ~2 players and you are purposefully picking that server to join and ruin someone’s dueling or testing session, then you deserve to die in a fire.
If you’re just pressing Play Now and automatically getting placed into these rooms, then just pick your own servers manually from now on, and avoid the rooms with ~2 players.
We know that the devs are capable of disabling certain abilities depending on the environment (underwater, for example). Disable portal in PvP; make portal a PvE-only skill. Done.
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Make portal a PvE only skill.
It’s not just glassy players that are feeling the impact of the new Mesmer burst. Even tanks are getting decimated.
The new Double Mesmer meta has spawned from a bug. That is just disappointing.
It’s not just glassy players that are feeling the impact of the new Mesmer burst.
Even tanks are getting decimated. Watch this Guardian fight against two enemy Mesmers. He’s constantly getting hit for 10k from shatters. 10k, 10k again, and 10k once more. It’s ridiculous.
Heart of the Mists becomes Free-to-Play
Pretty self explanatory, but I’ll break it down how I envision this working. Anybody that downloads HotM F2P would only get 2 or 3 character slots but would have complete access to ALL features currently enjoyed in HotM (and the new game modes I suggest below). Full use of the Gem Store would make HotM F2P a viable solution for ArenaNet and what makes this work. If you have one of these accounts you will also select a server but you will not be able to go through any portals nor be able to ‘Leave the Mists’. If you attempt to leave through the Lion’s Arch portal, WvW screen, or ‘Leave the Mists’, you will be given an option to purchase the full game for the retail price. Essentially, sPvP is free-to-play, PvE and WvW are not.
^ I like this suggestion because it’s actually feasible. If sPvP became free to play, it would not affect the balance of the game at all. Everything about sPvP is isolated as is, so there are no negative side-effects.
It would be like League of Legends in this sense, which is a good thing in terms of growth.
There needs to be more Atma’s Impaler type traits for Warriors, where toughness is converted to more power, and power is converted to more toughness.
If those traits were beefed up a bit, that would make a world of difference in viability for all builds.
^
Could you push out my “prototype Bunker” Warrior with your Warrior though? I bet you wouldn’t even get me to half. Axe/Shield + GS 20/30/0/0/20 isn’t the only viable build out there. In-fact, that build is a noob trap.
I mean at the end of this video, I’m in a 1v1 with a super bunker. He outputs more damage over time than most bunkers with burning and retaliation, he has great crowd control, great self healing with meditations, and I still down him. A bunker Warrior could not last that long because they’d be outputting far less damage, meaning I can be more aggressive. You may think you can escape my combos, but my playstyle is very unpredictable, as you can see from the video footage. I don’t use my combos until I know the target has burned their stun breakers and dodges (yes, I keep track of their cooldowns).
I agree that there needs to be more Atma’s Impaler type traits for Warriors, where toughness is converted to more power, and power is converted to more toughness. If those traits were beefed up a bit, that would make a world of difference in viability for all builds.
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Stop looking at the Mesmer’s damage. Look at that Thief’s damage, wtf.
F1.
1.
That takes some serious skill, man. And the mesmer is now at less than 25% health.
Warriors get a 3 second invulnerability on a 90 second cooldown (can still be CC’d, stunned, immobilized, crippled, knock backed, etc).
Mesmers get a 2 second super invulnerability (evasion status) on a 6 second cooldown.
That’s cool.
Warriors aren’t assassins.. their carries/roaming tanky initiators. Just that people need to make something other builds work other than Axe/Shield + GS in order to see the true problem.
The point of this thread was to show that Warriors aren’t even tanky. Not even beefy. Even if you try to go tanky, you’re not. Heavy armor means sh’it in this iteration of the game. A cloth armor Ele is tankier (perhaps the tankiest in the game, surpassing Guardians in some situations) and more of a beefy bruiser melee fighter than a Warrior.
Sure you can invest in traits that give you stability and endure pain automatically and use low-damage weapons/high CC weapons and such, but what do you give up from doing that? You lose so much damage burst, and so it evens out in the end. Either you have these traits that delay your death by a few seconds but you do less damage and take more time to accomplish things anyways, or you do high damage and can get things done but you get exploded if you make one mistake with positioning and timing.
In the end, all builds encounter the same brick wall. It’s because of the class’s flawed design.
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^ Link. Maybe you can brainstorm your own ideas there.
You people are silly for complaining about triple chop and you should feel silly.
In GW2, you don’t measure your damage by dps. That is an old, archaic form of measuring that was used in some ancient game way back when.
You measure damage based on the plays that you can do within a given amount of time.
The fact is, triple chop is the strongest burst out of all the axe attacks. If all of the hits crit, it’s even stronger than a crit eviscerate. As a Warrior, you’re not going to be spending more than 5 seconds using the axe, because you’ll be swapping to a different weapon set to maximize your damage, so it’s all about how much burst can you do within 5 seconds. Swapping to axes and then eviscerating already takes about 2 seconds of your time – that means you have about 3 seconds of axe-attacking before you swap to something else. 1-2-3 chain from axe #1 is stronger than 1-2-1-2 chain within 3 seconds.
Remember that a Warrior’s life span in combat is no more than ~20 seconds. So, it’s not about how much dps you can do within 5 minutes, or 2 minutes, or even 1 minute. No. It’s about the plays that you can pull off within a small time window (in this case, 5 seconds out of a total ~20 seconds).
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^ I love GS, but the fact its our best weapon makes me not want to use it =\
The other Warrior weapons would be awesome if only their respective traits weren’t so sucky.
Warrior’s trait tree is so counter-intuitive and sloppy. "In order to get the most out of a hammer, you must totally gimp your traits and be useless! Thumbs up!!!!’
HeIIIIII no.
The amount of builds and weapon combos is nearly unparalleled.
Oh? Equip something that’s not a GS, and don’t use a shield. Enter tournament PvP. See what happens.
I dare you.
Seriously guys if you want people to believe your false arguments you need to stop including blatantly false stuff like this.
Skill, dodge, dodge, F1. Skill, Mirror Images, F2.
Must I teach you how to mesmer? If you think instantly getting 25 stacks of might for a 10 second duration is an exaggeration, you need to log into GW2 and try the above. ^
Skill, dodge, dodge, F1. Skill, Mirror Images, F2. Isn’t instant, it is 5 skills and 2 dodges. Must I teach you how to tell the time?
The moment all of the illusions shatter, you get 25 stacks of might. If done correctly, they shatter all at the same time, instantly. How is that not the very definition of instantly getting 25 stacks of might?
Do you understand what “skill” means? It means a skill that does something. Use your brain and you will understand that something like Mirror Blades is what you use first to initiate the combo, which grants might.
Some people are beyond reason.
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Seriously guys if you want people to believe your false arguments you need to stop including blatantly false stuff like this.
Skill, dodge, dodge, F1. Skill, Mirror Images, F2.
Must I teach you how to mesmer? If you think instantly getting 25 stacks of might for a 10 second duration is an exaggeration, you need to log into GW2 and try the above. ^
You know why? It’s because ArenaNet does not play their own game. Instead, they communicate with specific groups of people who offer suggestions, and it is these suggestions that shape the overall balance of the game.
This is the dilemma with developing games. When developers choose to make games, they have no time to do anything else. They either play games, or make games. Because developers are so busy developing the game, they rely on other people’s opinions for balance. If a “trustworthy” player whispers to a developer over Skype, “Hey, Mesmers are so puny and weak. Give them a way to instantly (INSTANTLY, not an exaggeration) gain 25 stacks of might with a 10 second duration,” there’s a chance that the developer will take that suggestion into consideration. Any sane player with first-hand experience of the game would say “ABSO-F’’’INGLUTELY NOT” but for developers, there’s a slight chance, even if it’s 10% or so, of them saying yes, and complying.
A Thief doesn’t depend on anyone else to survive. When a Thief is in trouble, he never has to ask a friend “Excuse me, can you please cure my conditions? Thanks!” No. Whenever the Thief chooses to, he stealths and cleanses all of his own conditions while in stealth.
When a Mesmer is getting focused on, the Mesmer doesn’t need to ask for permission to summon illusions, go into stealth, activate invulnerability every 6 seconds, etc. The Mesmer independently functions and survives, and in turn, the Mesmer contributes to his team so much more because he’s outputting resources and not CONSUMING resources from the team.
Keep in mind, these other classes can be built full glass cannon and still have more survivability than Warriors. ArenaNet understands that it is dangerous for Thieves and Mesmers to be glassy, so they gave them tools to deal with danger. ArenaNet gives Mesmers a 2-second invulnerability skill on a 6 second cooldown (Blurred Frenzy, traited). They also get a teleport skill on a 6 second cooldown (Phase Retreat, traited). Why aren’t Warriors treated equally? Of all of them, Warriors are forced to put themselves into danger the most, without any means of dealing with said danger.
Why is it that Warriors, of all classes, are the most assassin-like of them all, and are so completely dependent on others to hold him up? This is not a healthy way of force-feeding teamwork. It’s like a relationship between two people. Being needy, high maintenance, and dependent on your partner does not constitute a loving relationship. A true relationship is when both people are independent and financially stable, but choose to be with each other because they simply want to.
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This is how ArenaNet should make the Warrior feel special and unique: They should be designed in a way where they thrive in mass combat. The more opponents near the Warrior, the better the Warrior performs. Right now, Warriors perform best in a 1v1 like an assassin, and cower at large scale team fights. That is really counter-intuitive to the theme and feel of Warriors.
Like Irelia from League of Legends , Warriors should have more traits and abilities that provide defense to the Warrior as the Warrior plays more offensively (Irelia has a passive defense skill that scales based on the amount of enemies around her). Restoring endurance on Adrenaline skills is a good start, but that concept should be expanded a lot more. There are many great suggestions from players in this thread: Adrenaline skills cure conditions, conditions and stun durations have reduced duration that scales based on amount of opponents near the Warrior (similar effect to Runes of Melandru), etc.
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The best partner to a Warrior is a Ranger.
Guardian is alright with his constant heals and condition cleanses, but he’s melee. Two melee isn’t a good duo.
The Ranger has a fear and knockdown with his dog pets, which sets up the opponent for an easy kill by the Warrior. The Ranger’s Healing Spring cleanses your conditions with every pulse. Finally, when the Warrior is downed, the Ranger can instantly revive the Warrior by using Quickness + revive, and the Ranger has almost unlimited on-demand access to Quickness. The Ranger can also actually instantly revive using Spirit of Nature elite.
Basically it goes like this: The Warrior puts his life in the hands of the Ranger and rushes in to do all of the heavy duty work. Ranger takes care of the Warrior by providing him with heals and revives, while also supporting offensively with knockdown, fear, and chip damage.
Warrior should be built glassy, as usual. Ranger is built full tank with condition damage.
I’ve updated the original post with more suggestions.
I’ve come to think of the warrior as a newbie class. It’s to help you learn to play. Once you’ve gotten a feel of it, you should try to transition to another class. I mean the class is clearly newbie friendly, it even has a “Oh, you’re downed.
Here have a second try” skill.
So really, I think it’s fine how it is.
This is an unhealthy way of approaching balance. That is not how ArenaNet chose to balance their PvP in GW1 (by excluding certain classes from balance), so it’s most likely not intentional here in GW2.
Even if the Warrior class was meant to be easy to pick up for beginners, that is no excuse for being lazy about balancing the class. And if you think playing a Warrior is easy in tournament PvP, think again. You may have no issues stomping PUGs, but try entering a fight with 4 enemy players focusing on no one but you, as a Warrior. Try to survive that while killing them at the same time. You’ll be in for a surprise.
The way Warriors are currently designed, I should not be able to survive these kinds of situations in the videos. Mathematically I should not succeed. The only reason I am is because I have 1000+ tournament matches played as a Warrior, and I have an amazing team that baby-sits me. My guardian blows his long cooldowns just to fully cleanse my conditions, I’m getting healed by the Ele and Guardian, I have two Rangers on my team that Quickness-Revive me when I’m downed. No class should have to be so desperately dependent on others as this one.
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My guild team ran 2 rangers way before the most recent patch.
Instant revives and instant stomps are too good.
Have PvP gear be displayable in PvE towns (town clothes).
Random passerby asks “where did you get such awesome looking gear????”
“Oh I just did some PvP” the rank 50 dude replies.
Passerby joins PvP.
Absolutely not.
You link the two worlds together, and in comes the Chinese farmers and their bots into PvP, clogging up every match, afking, etc.
No.
If you want Greatsword to have a utility Adrenaline skill, ArenaNet, HERE IT IS…
It fits the theme of Warriors being “masters of weaponry.”
How about: SWORD TECH.
Greatsword’s new adrenaline skill has been replaced with [Sword Tech].
Upon use, the cooldowns on all greatsword abilities are refreshed. The Warrior temporarily shifts sword stances and gains the ability to use Hundred Blades while moving, at the expense of lowered damage during the channel.
(Inspired by Cyan’s “Bushido/Swordtech” special skill from Final Fantasy VI)
Soo bullrush/frenzy/hb/swordtech/hb (while being able to move)…. uhm no ty that would be overpowered as hell.
You could do that… but you don’t need another 100B to kill your target after you’ve frenzied. If you do, you’re not doing it right.
Rather, when Swordtech refreshes the greatsword’s cooldowns, it allows the Warrior a bit of flexibility for maneuvering through a team fight and re-position. It slightly helps their survivability in team fights, basically, at the cost of doing low damage (but being mobile). There are so many situations where many Warrior players would gladly make that trade-off.
I honestly don’t see whats wrong with adding a trait that goes along the lines of “Burst skills now remove 1 condition on use” At most you can spam 2 burst skills in a short time, at it would give warriors a viable passive form of condition removal via traits. (shrug it off is not viable, its complete kitten compared to every other classes form of condition removal via traits; in most cases it triggers 3x-5x less often)
^ I like this because it rewards the Warrior for making aggressive plays. Safety through aggression. It fits the theme of Warriors thriving in large team fights rather than cowering.
I make this comparison a lot, but it’s similar to the concept of Elementalists being most comfortable and at home when they’re in the middle of an enemy team. This is what makes “mages” unique in GW2 compared to other games; they’re not standing on the sidelines casting spells. They’re wrestling in the middle of a team brawl, and they can do that because they have the tools essential to thriving in an enemy team fight.
Warriors need something similar.
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The difference between a Thief’s burst and a Warrior’s burst is that a Warrior’s burst is true AoE, while a Thief’s burst is single-target. So, for example, when an opponent is attempting to revive a downed player, and a Warrior does a 14k Hundred Blades on them, both of the opponents will be hit for 14k each.
Sustained damage is debatable. Because Thieves have superior survivability, they can output more damage over time just because they are up and healthy for longer. When they’re in danger, Thieves can simply swap to shortbow, shadow shot up an impossible-to-reach ledge, and then rain down cluster bombs for 5-8k in an AoE.
Cause sPvP is everything? k…
Dude. When you fight NPCs with pre-programmed A.I., anything works against them. Anything is viable vs NPCs. PvE is not a good indicator for class intra-balance, or in other words, the balance between classes. PvE is a measurement for the game’s overall fun factor, but competitive PvP tells us about the class dynamics.
This is not a debate between PvE and PvP. This is about the Warrior class as a whole. The complex interactions between classes in PvP shed insight on balance in the bigger picture, and right now, Warriors are lacking tremendously.
People who focus on PvE and blindly turn a shoulder to PvP may not see the gaping flaws that Warriors are suffering, and that just shows you why PvE is not a healthy indicator for balance. The same goes for hot-join sPvP. Zergs do not give a clear indication of balance of specific classes because there are too many variables that cloud everything.