cryorion.9532 Posted September 17, 2018 Share Posted September 17, 2018 I was thinking, why is it that adrenaline immediately starts to decrease after activating skills that provide adrenaline outside of combat.Wouldn't it be nice, if adrenaline didn't start to decrease immediately when gained out of combat?What about 3 seconds before adrenaline starts to decrease when gaining it outside of combat? Link to comment Share on other sites More sharing options...
whoknocks.4935 Posted September 17, 2018 Share Posted September 17, 2018 How do you actually gain adrenaline out of combat? Maybe with some skill that gives adrenaline, but now I can't think of any.It's a combat mechanic that has it's use inside a combat scenario, having it out of combat... what are you gonna do with it? Link to comment Share on other sites More sharing options...
cryorion.9532 Posted September 17, 2018 Author Share Posted September 17, 2018 To the Limit, Signet of Fury and Berserker's Stance. There are more skills that give smaller amounts of adrenaline, but those 3 mentioned are most notable.Right before you get in combat, you can precast these skills to get adrenaline and start with level 3 adrenaline burst damages and trait buffs instead of 2 as now adrenaline starts to decrease immediately. It is just small QoL change. Link to comment Share on other sites More sharing options...
nicknamenick.2437 Posted September 17, 2018 Share Posted September 17, 2018 It used to be like that...They changed adrenaline back in 2014 i think..Before that you could hold on to your adrenaline even out of combat for a long time. Anet didnt liked that and they changed it so out laide of combat it would decrease like fast.Many warriors have asked Anet for a small (like 5sec) window before it starts to decrease but we never ever get a proper response on that.(Fun part: at the same time they gave necros a starting lifesteal bar.. they normally had to start with zero in pvp. Now they are like 50% at start.. (lifebar/steal? Sorry never play necro)But yes i find it pretty lame that we have mutiple skills to fill up adrenaline (like in raids) just to start with a burst.. i mean you freaking spend a utility skill on it.Just to see it be gone right away. Link to comment Share on other sites More sharing options...
cryorion.9532 Posted September 17, 2018 Author Share Posted September 17, 2018 They changed adrenaline a while back so when you get out of combat, there is like 2 or 3 seconds when adrenaline doesn't decrease. It would be nice if they added same thing for getting adrenaline outside of combat. Link to comment Share on other sites More sharing options...
Red Haired Savage.5430 Posted September 17, 2018 Share Posted September 17, 2018 @nicknamenick.2437 said:It used to be like that...They changed adrenaline back in 2014 i think..Before that you could hold on to your adrenaline even out of combat for a long time. Anet didnt liked that and they changed it so out laide of combat it would decrease like fast.Many warriors have asked Anet for a small (like 5sec) window before it starts to decrease but we never ever get a proper response on that.(Fun part: at the same time they gave necros a starting lifesteal bar.. they normally had to start with zero in pvp. Now they are like 50% at start.. (lifebar/steal? Sorry never play necro)But yes i find it pretty lame that we have mutiple skills to fill up adrenaline (like in raids) just to start with a burst.. i mean you freaking spend a utility skill on it.Just to see it be gone right away.Don't forget holosmiths can build their forge outside of combat too, and get to keep it. Oh, and druids with their astral force thingy they get to keep outside of combat. There are allot of mechanics like the necro's lifeforce that they get to keep outside of combat, meanwhile we warrior's have to build it each time. Link to comment Share on other sites More sharing options...
Obtena.7952 Posted September 17, 2018 Share Posted September 17, 2018 It might be nice to have a few seconds before the decay starts but I don't think the baseline accumulation should gain it outside of combat. With the exception of some skills/traits that give you adrenline available outside of combat, the baseline gain should still be linked to attacks. Link to comment Share on other sites More sharing options...
RedShark.9548 Posted September 18, 2018 Share Posted September 18, 2018 @Obtena.7952 said:It might be nice to have a few seconds before the decay starts but I don't think the baseline accumulation should gain it outside of combat. With the exception of some skills/traits that give you adrenline available outside of combat, the baseline gain should still be linked to attacks. nobody asked for getting adrenalin with basic stuff, that way yoy could keep it maxed out at max with 11111 spam.all trey asked for was s decay delqy after using stuff like to the limit Link to comment Share on other sites More sharing options...
Red Haired Savage.5430 Posted September 18, 2018 Share Posted September 18, 2018 I'd love to have the delay back for adrenaline. You ever get in a car accident, or end up in a dangerous situation? Your adrenaline is still pumping even after the event has passed. Or have you ever pumped yourself up before something big and important, you've got your adrenaline pumping. It would make total sense if it were to get the decay timer back it would fit how adrenaline feels/works in real life. Link to comment Share on other sites More sharing options...
starlinvf.1358 Posted September 19, 2018 Share Posted September 19, 2018 @Red Haired Savage.5430 said:@"nicknamenick.2437" said:It used to be like that...They changed adrenaline back in 2014 i think..Before that you could hold on to your adrenaline even out of combat for a long time. Anet didnt liked that and they changed it so out laide of combat it would decrease like fast.Many warriors have asked Anet for a small (like 5sec) window before it starts to decrease but we never ever get a proper response on that.(Fun part: at the same time they gave necros a starting lifesteal bar.. they normally had to start with zero in pvp. Now they are like 50% at start.. (lifebar/steal? Sorry never play necro)But yes i find it pretty lame that we have mutiple skills to fill up adrenaline (like in raids) just to start with a burst.. i mean you freaking spend a utility skill on it.Just to see it be gone right away.Don't forget holosmiths can build their forge outside of combat too, and get to keep it. Oh, and druids with their astral force thingy they get to keep outside of combat. There are allot of mechanics like the necro's lifeforce that they get to keep outside of combat, meanwhile we warrior's have to build it each time.While, neither Holo, Druid, Necro, or even Thief get their consistently biggest hitting attack as a no cost opener. If your'e gonna pull the "what about them" card, at least TRY to make a logical argument with it. Link to comment Share on other sites More sharing options...
Aigleborgne.2981 Posted September 19, 2018 Share Posted September 19, 2018 On a side note, burst are not always our biggest hitting attack. Only a few are in fact and some have conditions like health below 50% which is less likely to happen. My biggest complaint is loosing adrenaline while in combat, just because I was not hit for 3 seconds...That too frequent situation when I am full adrenaline running to my next target and for some reason I don't get hit. By the time I hit my target, I have already lost some or most adrenaline. This is unacceptable...My only way to prevent this is throwing axe or sword when I can. @starlinvf.1358 said:@Red Haired Savage.5430 said:@"nicknamenick.2437" said:It used to be like that...They changed adrenaline back in 2014 i think..Before that you could hold on to your adrenaline even out of combat for a long time. Anet didnt liked that and they changed it so out laide of combat it would decrease like fast.Many warriors have asked Anet for a small (like 5sec) window before it starts to decrease but we never ever get a proper response on that.(Fun part: at the same time they gave necros a starting lifesteal bar.. they normally had to start with zero in pvp. Now they are like 50% at start.. (lifebar/steal? Sorry never play necro)But yes i find it pretty lame that we have mutiple skills to fill up adrenaline (like in raids) just to start with a burst.. i mean you freaking spend a utility skill on it.Just to see it be gone right away.Don't forget holosmiths can build their forge outside of combat too, and get to keep it. Oh, and druids with their astral force thingy they get to keep outside of combat. There are allot of mechanics like the necro's lifeforce that they get to keep outside of combat, meanwhile we warrior's have to build it each time.While, neither Holo, Druid, Necro, or even Thief get their consistently biggest hitting attack as a no cost opener. If your'e gonna pull the "what about them" card, at least TRY to make a logical argument with it. Link to comment Share on other sites More sharing options...
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