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Warrior Balance Wishlist 2020/08/02


TheBravery.9615

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Traits

Strength
IssueSuggestion
Brave Stride: 2s of stability on 10s cd that's dependent on use of a skill makes it difficult to choose over peak performance which grants a static passive benefit without any active inputNormalize to 5s cd, 5s stability across all game modes
Body Blow: Competes directly in line with Forceful greatsword, which has benefits even on warriors running without greatsword / spear. Condi damage based trait in a power based traitline, zero use case scenarios to take this over great fortitude or forceful greatsword, even on condi builds.Make it so attacks that deal control effects also deal more damage in addition to current effects.
Merciless Hammer: A niche trait that mainly benefits hammer (for those that don't use hammer, the adrenaline is not worth taking. Control windows are far too short to take any benefit of the damage increase on controlled foes), competes with berserker's power and might makes right which are superior choices to take, yet not in any means overpowered.Remove the damage increase on controlled foes while using a hammer. Change it so interrupting foes reduce all hammer skill cooldown by 3 seconds.
Arms
IssueSuggestion
Wounding Precision: Unusual combination and lazy by design. Precision benefits critical strikes, which is power based. This expect players to have high precision before condi based stats to maximize benefit, but would typically be the other way around. (max condi damage, precision would be an afterthought)Rework this. Gain 180 expertise for 5 seconds when landing a burst attack.
Signet Mastery: Inaccurate tooltip, grants mightUpdate tooltip to reflect the might gained.
Opportunist: Warrior only have 5 skills in their entire arsenal that inflict immobilize. 1 of which is from an aquatic weapon, another 1 from a utility, and another from a burst attack- meaning only 2 weapons skills inflict immobilize For a trait that benefits when you inflict immobilize, this is extremely lacking. Need to turn it around and have it inflict immobilize under special conditions. Would be great if was in tactics with leg specialist.Rework this. Critical strikes against foes under 25% health will immobilize them for 1 second (15s cd). Gain 5s fury when striking foes under 25%. (15s cd)
Unsuspecting Foe: Window of opportunity is too low to make use of this trait as is. CC effects usually last under 3 seconds at a time, stun breaks and stability abundance makes this useless. Adding more opportunities may make this worth taking.Rework this. Increase critical chance against foes when striking from the side, from behind, or when disabled. Reduce crit chance from +50% to +20%. Increase crit damage when striking a disabled foe or from the side/behind by 10%
Furious: Similar issue with Wounding precision and the arms trait line in general, how it mixes critical hits with condition damage. The grandmaster traits all seem to lack any traits to offer to pure condi builds without requiring precision.Rework this. Burst attacks inflict multiple conditions based on boons on you and as long as you have fury. (based on boon-condition conversion table; e.g. if you have aegis, your burst will also inflict burning). (maximum 6 conditions inflicted per foe per burst, 8s icd)
Dual Wielding: Too much of a niche and the benefit is minimal even when wielding dual weapons. The speed increase conflicts with the speed cap that comes with quickness.Scrap this, replace with Concussive Blows. Critical strikes against a foe with 25 stacks of vulnerability will inflict a concussion. [Concussion: 1/4 second daze. If target was interrupted, stuns for 1/2 second instead. inflicts 4s weakness and 2 stacks of 6s confusion, and deals some damage. Loses all stacks of vulnerability, 8 second icd]
Defense
IssueSuggestion
Defy Pain: Despite it's history of nerfs it remains a prime choice in the defense trait line, but mostly because of the fact it competes with the likes of sundering mace and armored attack. It's likely in the best interest of the balance of this game to just move it to swap it with Rousing Resilience in Major Grandmaster, so the Major Grandmaster traits offer the choice between physical damage mitigation (defy pain), condition damage mitigation (Cleansing Ire), or control mitigation (Last Stand). Needs an active component to reduce passive traits.Swap places with Rousing Resilience in Major Grandmaster. Revert PvP splits. Add an activation requirement: Must land a burst attack to activate trait for 60 seconds
Sundering Mace: Trait only benefits mace.Make it so taking this trait grants a +15% outgoing CC effect duration, where the duration is doubled to +30% when wielding a mace.
Last Stand: Tooltip is inaccurate. Trait will proc when warrior has stability and isn't disabled. Also a passive trait that needs active components.Either update tooltip so it clarifies so this will proc when struck by an attack with a disable effect or account for when the warriors have stability. Add in a activation requirement: Must break a stun in order to activate trait for 60 seconds. Revert PvP splits.
Cleansing Ire: Fell out of favor due to rampant condi re-application. In need of a minor tune up. Conflicts with spellbreaker's "Revenge Counter", removes condition before they're transferred.Update this so you remove 3 conditions regardless of amount of adrenaline spent. Rework it so transfer effects occur before the conditions are removed. Removes Blind before burst.
Rousing Resilience: See notes on Defy pain.Swap with Defy pain in Major Master.
Tactics
IssueSuggestion
Shrug it Off: Weak due to it's nerf of being a passive trait, redundant shout trait, and only removes one condition on a high cooldown.Change it so you use "Shake it off" when you revive an ally with no cooldown. Increase conditions removed to 3.
Martial Cadence: Soldier's focus has a 15s cd and to have a trait dependent on soldier's focus makes this unattractive vs the other grandmasters.Have this trait reduce soldier's focus icd down to 10 seconds in addition to current effects.
Phalanx Strength: Fell out of favor with the nerf and made it no longer a viable option.In addition to it's current effects, increase personal might cap from 25 to 30.
Discipline
IssueSuggestion
Vengeful Return: Too much of a niche with limited benefit. Requires you to actually go into downed state to make this beneficial and must wait for vengeance to become available.Scrap this and rework it. When your health falls below 50%, gain 10 strikes adrenaline and recharge your burst attack. Outgoing power/condition damage is increased by 20% for 10 seconds (60s cd).
Fast Hands: This has long been an issue of controversy for warriors. Being the profession with the least amount of skills available at a given time, a large percentage of skills are locked behind the weapon swap cooldown. This is the reason why warriors are so dependent on this trait. Not totally in favor of making weapon swapping 5 seconds, but willing to compromise.Make warrior baseline weapon swapping reduced down to 8 seconds. Keep trait at 5 seconds.
Axe Mastery: Have an issue with how the 3 major grandmaster traits in discipline all compete for power damage. Axes have decent combo-chains, so adrenaline is hardly an issue.Rework this. Burst attacks deal 10% more damage regardless of weapon wielded. Gain 200 ferocity while wielding axes, reduce axe skill cooldown.
Heightened Focus: Have an issue with how the 3 major grandmaster traits in discipline all compete for power damage. Heightened focus is the only option that gives condi builds some place, yet it's slightly weaker than burst mastery.Also restore a portion of Adrenaline spent in addition to current effects.
Burst Mastery: Have an issue with how the 3 major grandmaster traits in discipline all compete for power damage. Heightened focus is the only option that gives condi builds some place, yet it's slightly weaker than burst mastery.Scrap this trait. Move the adrenaline recovery to heightened focus, move the burst damage increase to axe mastery. Create a new trait in it's place that specifically benefits condition builds. Rename to Reckless Abandon. Swapping weapons will now cause you to throw your weapon at your target (600 range), inflicting multiple conditions.
Berserker
IssueSuggestion
Smash Brawler: My issue with this is that it's pve minded only and is not a viable option for PvP and WvW due to the uncontrollable nature of berserk and when it's needed most.In addition to current effect, Rage skills are now able to reduce the cooldown of berserk mode outside berserk mode.
Last Blaze: Panders to condi builds, but requires usage of rage skills. Only condi rage skill available is shattering blow. Berserker being a condi oriented spec should have an option for their primal bursts inflict more condi as a trait. No such option exists, this would address that issue.In addition to its current effects, primal burst attacks inflict burning. Can only occur once per interval per target for multi hit burst skills.
Savage Instinct: Seeing how long berserk mode is now, this trait is only useful when you enter berserk mode. Incredibly useless trait due to it's' limited use scenario. Warriors enter berserk mode to deal damage and this punishes warriors from entering berserk mode unless it's used defensively. Granting primal bursts stun breaks will provide more situations to use this trait. Damage reduction in berserk kind of goes against berserk design philosophy.Remove the damage reduction. Add stun breaks to primal bursts.
Dead or Alive: Benefit scenario of the fatal damage healing is too limited and specific. Competes yet is outperformed by bloodreaction and heat the soul.Instead of healing while taking fatal damage while in berserk mode, make it so landing primal bursts grant barrier.
Eternal Champion: Bloody roar and king of fires outright outperform this. Requires you to be controlled in order for this to take effect, even then the benefit is limited.Rework this. Prevent berserkers from gaining stability and protection while in berserk mode. While in berserk, your attacks are uninterruptible and any incoming stability or protection you gain is immediately converted to vigor, fury, retaliation, regeneration, and resistance. Daze nearby foes when you break stuns. Getting interrupted outside of berserk mode will grant adrenaline.
Spellbreaker
IssueSuggestion
Sun and Moon Style: While Loss aversion and Slow counter aren't overpowered traits, Sun And Moon Style is specific to dagger and even as a niche falls short in comparison.Change it so 3% of outgoing damage heals you regardless of weapon wielded. Effect is doubled when wielding daggers.
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Skills

Mechanic
issueSuggestion
Full Counter: For a profession mechanic this has become a very weak attack in competitive modes. Overnerfed. Initial issues came from it's behavior, activating from ranged attacks and punishing allies near the spellbreaker if hit accidentally.Change it's behavior so it's similar to Riposte, blocking ranged attacks and only activating when struck by a melee attack by an opponent within range. Make this skill have animation priority over other skills instead of queuing behind so this can be used reactively instead of predictively. Inflict disenchantment for 5 seconds on enemies you strike (unable to apply boons). Reduce block duration to 1 second. Return the damage in competitive modes.
Hammer
issueSuggestion
Earthshaker: The damage nerf in competitive mode really guts this weapon..Return the damage in competitive modes.
Rupturing Smash: Part of the reason why berserker warriors don't run with hammer, there's little reason to take it over other weapons because it's burst is weak and awkward to use with it's unusual hitbox.Change AOE to full circle. Return the cascading attack effect. Reduce daze duration to half second, Remove immobilize.
Backbreaker: The damage nerf in competitive mode really guts this weapon..Return the damage in competitive modes.
Longbow
issueSuggestion
Scorched Earth: Minor bug or oversight, your are able to proc adrenaline traits even if you don't hit anyone with this if you just fire this and it lands on the ground.Fix bug
Combustive Shot: Same issue as scorched earth.Fix bug
Auto Attack: Would be nice to have the burning here without taking the trait, it has a decent condi set but the auto attack lacks it.Add Burning effect to auto attack.
Rifle
issueSuggestion
Kill Shot: Severely outdated cheesy attack. Needs a usability updateRemove the kneel animation to cast. Allow movement. Add visual indicator.
Auto Attack: Rifle is full of usability issues. The biggest issue with it is it's dependency on single striking attacks and low adrenaline gain. Having bonus adrenaline contingent on vulnerability is a patch but does not resolve the issue.Have this attack pierce.
Aimed Shot: Continuing with fixing rifle, it lacks multi target hitting attacks.Rework this, make this shoot an explosive bullet that inflicts vulnerability and cripple around your target. (2 charges)
Brutal Shot: The animation of the dodge and how it's positioned after the attack casting animation makes the reaction predictive instead of reactive. Reducing cast time could help.Reduce cast time to quarter second, give animation priority instead of queuing behind current active skills.
Mace
issueSuggestion
Skull Grinder: No one uses Mace on berserker anymore. The splits are no longer necessaryUndo splits, revert to PVE specs.
Skull Crack: CC Damage nerf should not exist on burst skills.Return the damage in competitive modes.
Auto Attack: The final attack has a longer windup than necessaryReduce Pulverize cast time to half second to align with rest of mace auto attack.
Counter Blow: Having access to a blocking ability on a mainhand weapon is valuable, but this requires a usability update as it's difficult to make use of.Allow control over the counter attack, continue blocking until struck. If struck, replace adrenaline rush with Counterattack. Make this skill have animation priority over other skills instead of queuing behind so this can be used reactively instead of predictively.
Pommel Bash: This is a low damage skill and used primarily to interrupt. Would be nice to make more use of it.Give 2 charges, increase cooldown to 20 seconds, reduce daze to 1/2 second.
Tremor: It does decent damage, but it's awkward to use at range mainly due to it's slow projectile speed in which enemies can simply sidestep it. Also looks weird, like you're unleashing a gopher.Make ground targeted, make it an ranged AOE attack instead of projectile. Return the damage in competitive modes.
Sword
issueSuggestion
Flurry: This is a pretty awful attack to spend adrenaline on. Long cast time, self rooting, poor damage. Final Thrust is more worthy of being a burst attack..Just swap places with Final Thrust
Final Thrust: This is a good attack, worthy of being a burst. More so than flurry..Just swap places with Flurry
Riposte: In need of a usability updateSame recommendation as Counter Blow on Mace.
Harpoon Gun
issueSuggestion
Puncture Shot: Inaccurate tooltip, low damageAppears to do more damage than tooltip suggests. Update tooltip. May also want to increase damage, autoattack does more damage.
Split Shot: Inaccurate tooltip, low damage.Update tooltip so it shows that 5 shots are fired in a fan. Update tooltip damage so it shows (5). May also want to increase damage.
Knot Shot: Low damage (183)Increase damage
Spear
issueSuggestion
Wild Whirl: Leaves much to be desired. Whirling strike is superior in damage and control. Not worthy of a berserk skill.Give this the arc divider treatment underwater. Remove burning.
Parry: Usability UpdateSame recommendation as Counter Blow on Mace.
Healing
issueSuggestion
Natural Healing: Zero reason to take this when it removes your boons.Add the benefit of refreshing your full counter ability as well.
Utility
issueSuggestion
Outrage: What I dislike about the changes to the rage skills and h ow they tie with berserker duration is the fact that they don't benefit the warrior outside of berserker. It could be given a Glyph / physical treatment which would give it more usesWhile in berserk mode, this increases berserk duration (more if breaking a stun). Outside of berserk mode, you gain adrenaline. Gain 2 additional charges, increase cooldown to 20 seconds.
Shattering Blow: Same issue as outrage.While in berserk mode, increase berserk duration. Outside of berserk mode, gain adrenaline.
Sundering Leap: Same issue as outrage, doesn't have a use scenario or niche to use.While in berserk mode, increase berserk duration. Outside of berserk mode, gain adrenaline. Reduce cast time to half second, change from vulnerability and cripple to burning, bleeding, and torment.
Wild Blow: Same issue as outrage, niche use. Damage nerf in competitive mode makes this a terrible skill.While in berserk mode, increase berserk duration. Outside of berserk mode, gain adrenaline. Return damage in competitive modes.
Sight Beyond Sight: That recent 2 second revealed increase did not change the underlying flaws with this ability and how stealth works in game.Grants self the ability to see stealthed players within range for 10s. Add visual indicator.
Featherfoot Grace: No longer used in competitive settingsNormalize to PVE cooldown of 30 seconds in competitive modes.
Imminent Threat: High cooldown with low benefit. The retaliation and adrenaline feels more of an afterthought than anything.Reduce cooldown to 25 seconds, reduce taunt to one second. Remove the retaliation and adrenaline gain. Inflict Exhaustion on foes for 5 seconds on taunted enemies.
Fear Me: Cooldown too high for low benefit.This is a gimmick so I guess embrace the gimmick? If the 5 target cap limit is lifted and this is able to fear 15 enemies, this would be worth taking in such a scenario even with a 60 second cooldown.
Frenzy: Reason why this isn't taken is because this is only a damage modifier skill and there are better options out there for warrior. If this offered more utility in the form of something else, this would be considered.Rework this. No longer breaks stuns. For 10 seconds, burst attacks use reduced adrenaline. Pulse quickness and alacrity. 30s cd.
Banners: Banner of Defense and Tactics will never see use in any game mode. Banner of Strength and Discipline see good use in PvE. Unequal weight of banners, favoring strength and discipline.Make the banners single stat @ 170 points. (Power / Ferocity / Condition Damage / Expertise). Deal damage when planted. Reduce CD to 30s, banner duration to 20s
Stomp: Was hardly ever used in competitive modes before damage CC nerf. The damage nerf made this trash.Return the damage, lower cd by 10s
Bulls Charge: The CC damage nerf was overbearing, the long cooldown makes this unjustifiable to take.Return the damage, alebit at a lowered amount.
Elite
issueSuggestion
Battle Standard: Tooltip doesn't specify how many downed enemies will it finish. The might/swiftness/fury does not benefit from compassionate banner trait, benefit is heavily loaded into the initial cast and the lasting effect of the banner is underwhelming.Remove the might/fury/swiftness. Replace it with a +100 gain in power, toughness, Concentration, and precision. Update tooltip so it specifies how many downed foes it can finish.
Signet of Rage: Totally obsolete skill that's been forgotten.Rework this. While passive: Adrenaline decay outside of combat is slowed down by 75%. While active: your cleave cap is increased by 5 additional targets for 20 seconds. Killing enemies during this time will fill your adrenaline and refresh your burst cooldown.
Headbutt: Same issue as outrage. Having this deal no damage while stunning yourself makes this a terrible unusable skill.While in berserk mode, increase berserk duration. Outside of berserk mode, reduces the berserk mode cooldown. Increase CD to 30s. Return damage in competitive modes.
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Might have missed it somewhere in there, but there's an oversight with headbutt, in that it's probably warrior's most broken (as in not functioning) skill in pvp right now. A while back they changed it to remove stability on activation, and in return it would deal increased damage if it consumed stab. Well, now it's a CC and thus not allowed to do damage, so that change has left the skill busted. Easy fixes would be either to just revert the stab removal or allow headbutt to deal damage again. Just thought I should mention it, as while Anet may not agree with broader balance changes bringing a literally broken skill to their attention ought to warrant a fix... Eventually.

Otherwise, good list. I don't necessarily agree with all the proposed fixes, but you've done a really good job of assessing a lot of the problems with individual traits/skills and why they don't work or aren't taken.

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@Onlysaneman.9612 said:Might have missed it somewhere in there, but there's an oversight with headbutt, in that it's probably warrior's most broken (as in not functioning) skill in pvp right now. A while back they changed it to remove stability on activation, and in return it would deal increased damage if it consumed stab. Well, now it's a CC and thus not allowed to do damage, so that change has left the skill busted. Easy fixes would be either to just revert the stab removal or allow headbutt to deal damage again. Just thought I should mention it, as while Anet may not agree with broader balance changes bringing a literally broken skill to their attention ought to warrant a fix... Eventually.

Otherwise, good list. I don't necessarily agree with all the proposed fixes, but you've done a really good job of assessing a lot of the problems with individual traits/skills and why they don't work or aren't taken.

Oh yea that was an oversight, I agree. A damage-less headbutt that also stuns yourself makes it a trash elite skill.

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Is this an elite skill and only 1 hit? Removing stability from oneself. Yes, he gives adrenaline 30, that's all. The skill shouldn't be ultimatum, and at least it shouldn't be like hitting a dwarf from another mmo.If it was an elite berserker skill, you had to make a multi-punching skill, only fists. Fury from God of War, Kratos style)

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  • 2 weeks later...

nice suggestions, don't get me wrong I respect the effort you guys put into to fix things, but I feel like the community, not limited to the warrior community, has done everything they could so far. also this level of feedback isn't really our job at all. people have been bombarding anet with complaints, well thought suggestions, proof videos even data with complex calculations yet dev team doesn't even talk to the people and come up with a convincing excuse or they don't promise anything at this point. do they even have a community manager now anyway? well, all evidence thrown at me I'm convinced that it's broken. from a consumer's perspective all I can suggest is if things aren't working for you then vote with your wallet.

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