Rampage overtuned - Page 2 — Guild Wars 2 Forums

Rampage overtuned

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  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭

    increasing rampage cd would make it useless again. I would rather they increase some cds for rampage skills and lower some coefficients.

    The horror...…….the horror...…….the horror...…….

  • kin korn karn.9023kin korn karn.9023 Member ✭✭✭

    @Stand The Wall.6987 said:
    increasing rampage cd would make it useless again. I would rather they increase some cds for rampage skills and lower some coefficients.

    2min traited is 96sec cd. Every warrior would still take it.

    I don't really mind that the attacks hit hard. But it's practically spammable at 90sec (72sec) cd, and the pulsing stab severely limits counterplay.

  • is fine just nerf scrapper, Rampage is easy to be stopped many more skills from different classes/specialization that are scary. tbh Rampage is not that great that many people use it for the stability just to secure a take down..... if you nerf it I wound care tbh, but most people in forum don't know what balance is a lot of Silver/gold players think they know balance. Should let top Platinum or Legendary players say whats balance or not!

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    @Yannir.4132 said:

    @sephiroth.4217 said:
    Also whats with Berserkers going into berserk mode to use rampage? Does it effect rampage stats? Saw someone doing this yesterday. Looking at traits like 20% extra damage while in berserk mode I have to wonder if that 20% is carried over into rampage mode.

    Rampage cancels Berserk Mode, so it's not that. Bloody Roar is not a stacked buff which carries over. Probably they just want the t3 Adrenaline proc for Berserker's Power which is a Strength trait, and is an actual stacked buff like Adrenal Health(which may also be what they want to proc). It's also most likely traited as a stunbreak.

    I'm inclined to agree that Rampage may be doing too much at once. I'm rather alright on the damage and CC but maybe they should reduce the defensive value the skill has. I would nerf the damage reduction from 25% to maybe 10-15% and Stability from 2 stacks to 1. I also don't think the condition duration reduction is justified or according to the theme of the skill. This would improve your counterplay opportunities while keeping the potency it has.

    Rampage does not cancel berserk mode. If you berserk, then rampage, if younleave rampage before berserk ends youll still have access to all your primal bursts. I dont know if this means you get the berserk bonuses while in rampage. You probably do.

    The Psychomancer: Mesmer Elite Specialization Suggestion

  • AngelLovesFredrik.6741AngelLovesFredrik.6741 Member ✭✭✭✭

    @mortrialus.3062 said:

    @Yannir.4132 said:

    @sephiroth.4217 said:
    Also whats with Berserkers going into berserk mode to use rampage? Does it effect rampage stats? Saw someone doing this yesterday. Looking at traits like 20% extra damage while in berserk mode I have to wonder if that 20% is carried over into rampage mode.

    Rampage cancels Berserk Mode, so it's not that. Bloody Roar is not a stacked buff which carries over. Probably they just want the t3 Adrenaline proc for Berserker's Power which is a Strength trait, and is an actual stacked buff like Adrenal Health(which may also be what they want to proc). It's also most likely traited as a stunbreak.

    I'm inclined to agree that Rampage may be doing too much at once. I'm rather alright on the damage and CC but maybe they should reduce the defensive value the skill has. I would nerf the damage reduction from 25% to maybe 10-15% and Stability from 2 stacks to 1. I also don't think the condition duration reduction is justified or according to the theme of the skill. This would improve your counterplay opportunities while keeping the potency it has.

    Rampage does not cancel berserk mode. If you berserk, then rampage, if younleave rampage before berserk ends youll still have access to all your primal bursts. I dont know if this means you get the berserk bonuses while in rampage. You probably do.

    Can vouch, used a meme zerker build to hit for 15k+ in rampage on stream. I think I have a few clips from it I can link if people want me too.

    ~ God Tier Guardian

  • sephiroth.4217sephiroth.4217 Member ✭✭✭✭

    @AngelLovesFredrik.6741 said:

    @mortrialus.3062 said:

    @Yannir.4132 said:

    @sephiroth.4217 said:
    Also whats with Berserkers going into berserk mode to use rampage? Does it effect rampage stats? Saw someone doing this yesterday. Looking at traits like 20% extra damage while in berserk mode I have to wonder if that 20% is carried over into rampage mode.

    Rampage cancels Berserk Mode, so it's not that. Bloody Roar is not a stacked buff which carries over. Probably they just want the t3 Adrenaline proc for Berserker's Power which is a Strength trait, and is an actual stacked buff like Adrenal Health(which may also be what they want to proc). It's also most likely traited as a stunbreak.

    I'm inclined to agree that Rampage may be doing too much at once. I'm rather alright on the damage and CC but maybe they should reduce the defensive value the skill has. I would nerf the damage reduction from 25% to maybe 10-15% and Stability from 2 stacks to 1. I also don't think the condition duration reduction is justified or according to the theme of the skill. This would improve your counterplay opportunities while keeping the potency it has.

    Rampage does not cancel berserk mode. If you berserk, then rampage, if younleave rampage before berserk ends youll still have access to all your primal bursts. I dont know if this means you get the berserk bonuses while in rampage. You probably do.

    Can vouch, used a meme zerker build to hit for 15k+ in rampage on stream. I think I have a few clips from it I can link if people want me too.

    Theres a trait that heals if taking fatal damage while in berserker mode, does that carry over to Rampage aswell if you were to take fatal damage while Rampaging in Berserker mode?

    Not to brag, but I put together a puzzle in 4 days and the box said 2-4 years.
    Please allow team queue with rewards again at our own discretion.
    Apologies if I come off as dry or blunt.

  • AngelLovesFredrik.6741AngelLovesFredrik.6741 Member ✭✭✭✭

    @sephiroth.4217 said:

    @AngelLovesFredrik.6741 said:

    @mortrialus.3062 said:

    @Yannir.4132 said:

    @sephiroth.4217 said:
    Also whats with Berserkers going into berserk mode to use rampage? Does it effect rampage stats? Saw someone doing this yesterday. Looking at traits like 20% extra damage while in berserk mode I have to wonder if that 20% is carried over into rampage mode.

    Rampage cancels Berserk Mode, so it's not that. Bloody Roar is not a stacked buff which carries over. Probably they just want the t3 Adrenaline proc for Berserker's Power which is a Strength trait, and is an actual stacked buff like Adrenal Health(which may also be what they want to proc). It's also most likely traited as a stunbreak.

    I'm inclined to agree that Rampage may be doing too much at once. I'm rather alright on the damage and CC but maybe they should reduce the defensive value the skill has. I would nerf the damage reduction from 25% to maybe 10-15% and Stability from 2 stacks to 1. I also don't think the condition duration reduction is justified or according to the theme of the skill. This would improve your counterplay opportunities while keeping the potency it has.

    Rampage does not cancel berserk mode. If you berserk, then rampage, if younleave rampage before berserk ends youll still have access to all your primal bursts. I dont know if this means you get the berserk bonuses while in rampage. You probably do.

    Can vouch, used a meme zerker build to hit for 15k+ in rampage on stream. I think I have a few clips from it I can link if people want me too.

    Theres a trait that heals if taking fatal damage while in berserker mode, does that carry over to Rampage aswell if you were to take fatal damage while Rampaging in Berserker mode?

    Imagine dying while in rampage.

    I don't know, any trait that isn't a damage modifier has no place in my builds.

    ~ God Tier Guardian

  • melandru.3876melandru.3876 Member ✭✭✭

    the thing is, berserk is now a burst skill not a rage skill that's why berserk doesn't get cancelled by rampage anymore ^^

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭

    Just Rampage though?

    In a very short fight, on a side of a node, I went to help a teammate that was getting beat on by a warrior.
    So we're both on him
    and in a span of maybe 6 secs... or less
    I was hit with a
    3.6k Berserk
    6.4k Arc Divider
    7.5k Arc Divider
    7.2k Arc Divider
    8.2k Arc Divider
    8k Arc Divider
    8k Arc Divider

    I don't want a class nerfed to broken, but wt Kitten was that?

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • Traveller.7496Traveller.7496 Member ✭✭✭
    edited May 11, 2019

    Arc divider is broken, will get nerfed and is a separate issue from Rampage.

    I agree that it is very good, but it's also pretty much the only elite in PvP worth using for warriors right now. In WvW you can at least troll people with the finishing banner or use the signet if you can't come up with anything else.

  • ProverbsofHell.2307ProverbsofHell.2307 Member ✭✭✭✭

    Other Warrior elites need a HUGE buff to compensate, in that case. If Rampage was nerfed, it should be ONLY the damage of its skills (which really aren't that high but whatever). Warrior has access to Berserk as a temporary high damage form, so Rampage should be more of a tanky CC form with mild damage output. Don't remove the sustain and stab from Rampage.

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭
    edited May 11, 2019

    @kin korn karn.9023 said:

    @Stand The Wall.6987 said:
    increasing rampage cd would make it useless again. I would rather they increase some cds for rampage skills and lower some coefficients.

    2min traited is 96sec cd. Every warrior would still take it.

    I don't really mind that the attacks hit hard. But it's practically spammable at 90sec (72sec) cd, and the pulsing stab severely limits counterplay.

    hmm yeah that isn't too bad at all. doesn't address the problems with rampage tho, and it needs that stab. maybe limit it to 1 stack. the spamability of the skills and their high damage is the main thing that's redonkulous with it.

    The horror...…….the horror...…….the horror...…….

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited May 11, 2019

    @ProverbsofHell.2307 said:
    Other Warrior elites need a HUGE buff to compensate, in that case. If Rampage was nerfed, it should be ONLY the damage of its skills (which really aren't that high but whatever). Warrior has access to Berserk as a temporary high damage form, so Rampage should be more of a tanky CC form with mild damage output. Don't remove the sustain and stab from Rampage.

    It wont, if rangers can pew pew from affar with the just the hit animation hittig on targets due how netcode works on rendering stuff, i would say arc slide is a balance due how bad game can work :] all in the name of continnue increase the aoe spam in game.

    And trust me it's not my computer issue, i can hold zerg gameplay on a 32:10 screen at 4k with barelly noticing any lag, besides skill lag wich is made by server side queuing the calcs to the clients...

    TDLR: arc slice and rampage are balanced towards how server/client behaves....

  • Lighter.5631Lighter.5631 Member ✭✭✭
    edited May 11, 2019

    its 2019 people still cry about rampage lol.
    i guess thread about the whole pvp population quality gone down is true. how can u be top 100 already with only 1600 SR

    apply weakness and blind shots down rampage, also the skills its gonna use is too predictable.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited May 11, 2019

    @Lighter.5631 said:
    its 2019 people still cry about rampage lol.
    i guess thread about the whole pvp population quality gone down is true. how can u be top 100 already with only 1600 SR

    apply weakness and blind shots down rampage, also the skills its gonna use is too predictable.

    @Lighter.5631
    Just went to check rampage CD..................... no comments, that thing feels that can even be kitted -.-".

  • Curennos.9307Curennos.9307 Member ✭✭✭

    @Lighter.5631 said:
    its 2019 people still cry about rampage lol.
    i guess thread about the whole pvp population quality gone down is true. how can u be top 100 already with only 1600 SR

    apply weakness and blind shots down rampage, also the skills its gonna use is too predictable.

    Rampage is veeeery far from a 'long cd', relatively speaking. It isn't that it's impossible to survive rampage - it's the amount of resources a player has to dedicate to mitigate a single elite skill and the frequency at which the skill can be used. It doesn't matter how many skills the elite has that are must-dodge (minimum two of them - #4 and #5. Arguably 3 I guess. Anyway).

    It isn't even how telegraphed some of the skills are - it's that you MUST mitigate them and MUST dedicate not-insignificant resources to doing so. 'lol just dodge' means jack - the POINT is to deprive your opponent of defensive cooldowns to the point where they can be killed. Rampage does that too well too often - it's investment/reward is way out of whack. Other classes have wet dreams about having an elite skill that forces the opponent to dedicate that many defensive resources to dealing with it.

    TLDR:

    • Can't really kite it
    • Can't 'just dodge'
    • Can't even get the warr to use it and then run away (via thief) because by the time someone gets over there to take advantage of the used cooldown, it'll be back up again
    • Your PoV on this is terribly limited and flawed. Google irony, maybe.
  • Daishi.6027Daishi.6027 Member ✭✭✭✭

    Something has to go.

    Either CC, Damage, Sabillity, or Cooldown.

    I honestly think stability should be the thing nerfed, that way it remains a powerhouse, doesn’t guarantee a decap, and adds counter play in that almost any meta build can deal with it in a skirmish or 1v1 in a way that forces BOTH players to be aware of their opponent’s options and play around them.

    Yes this is quite a big nerf in team settings but presuming we leave the cooldown the same I don’t think this is such a big deal for how frequent and how strong It is.

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    @ProverbsofHell.2307 said:
    Other Warrior elites need a HUGE buff to compensate, in that case.

    No one gets that sort of privilege. Arenanet does not make balances patches like "We're nerfing Rampage for being clearly over tuned. But let's make all the other elites as overtuned as rampage was to compensate."

    Rampage will get nerfed on it's own merits. Though knowing the pace of balance and how Arenanet is fine with players two shotting each other it's not getting touched for another year.

    The Psychomancer: Mesmer Elite Specialization Suggestion

  • Solori.6025Solori.6025 Member ✭✭✭✭

    @ProverbsofHell.2307 said:
    Other Warrior elites need a HUGE buff to compensate, in that case.

    HAHAHAHA

    Yea, a lot of things in game need compensation for nerfs.
    You can wait a year or two like everyone else

    Tingle my stingleberry

  • Euthymias.7984Euthymias.7984 Member ✭✭✭

    @ProverbsofHell.2307 said:
    Other Warrior elites need a HUGE buff to compensate, in that case.

    Some of the elites are already decent, but could use a CD reduction. If something like Battle Standard were on something like a 140s instead of 180, it could see more play (factoring in the pick up CD reduction). Winds of Disenchantment in the current form could probably go down to 50~60s seeing that you cant attack while using it. Signet of Rage....idk, it should have had its active swapped with Signet of Fury and have the effect boosted to 10s duration maybe.

  • Faux Play.6104Faux Play.6104 Member ✭✭✭

    @RedShark.9548 said:

    @Faux Play.6104 said:

    @mortrialus.3062 said:
    Just dodge the boulder. EZ.

    I would but I blew them on those two consecutive arc dividers that do 30k damage each. Or head butt, or .....

    So warrior has 2 elite slots now?
    If you dodged headbutt, you can be sure that there wont be coming a rampage from that warrior.

    Just wanted to get that out, especially because some ppl agree with you... Urgs.

    I meant bulls charge. Warrior can easily 100-0 someone if they make a single mistake, and they have many more deadly skills than you have dodges.

  • Vancho.8750Vancho.8750 Member ✭✭✭

    The cooldown should be around 130 seconds baseline and the magic rock should have better telegraph bigger animation like a giant boulder coming at you since now its kinda hard to see, also a better telegraph when entering Rampage would be nice so it can be interrupted.
    Nerf it to the ground doesn't work if you look at the other elites on war you will notice that banner and WoD are group oriented and signet is just passive adrenaline generation(which doesn't feel like elite that much anyway) so the only active elite is rampage for 1v1.
    Elite skills should be impactful the best example i can give is Prime Light Beam( even though the rest of the kit of holo is over the top). Elites should be cool to use and not feel like dead slot. People have most probably gotten used to warrior running rage signet all the time and not having elite skill, but if i remember correctly everyone disliked how there were many passives in the game and warrior relied a lot on many passives so now its fully active no more defense line, all about them dodges and button presses.
    I think people are having trouble with the frenzy rampage combo since they want to contest war but don't want to change their cookie cutter build.
    I've seen a trend here that people want their multipurpose builds to be able to contest single purpose builds in their area, if you remember condi mirage was just that it was the best 1v1 , it could destroy people in teamfight it could +1 easier then a lot of +1 builds so of course people will spam about it, they may be wrong about which part it breaks the game but they sure can feel there something rotten in there, the same with Rampage and Dagger Storm.
    The balance team (If it exists) needs to sit down and observe what is good about it and what issues does it have, from the side perspective,from the warrior perspective and from the receiver perspective, cause i can tell you it doesn't feel really fair to get pummeled to death but it also doesn't feel ok when you Rampage and it just fizzles because it got blinded, blocked, slowed or kited.
    If Berserk and Rampage work on top of each other that is a bug.

  • Lighter.5631Lighter.5631 Member ✭✭✭
    edited May 13, 2019

    @Curennos.9307 said:

    @Lighter.5631 said:
    its 2019 people still cry about rampage lol.
    i guess thread about the whole pvp population quality gone down is true. how can u be top 100 already with only 1600 SR

    apply weakness and blind shots down rampage, also the skills its gonna use is too predictable.

    Rampage is veeeery far from a 'long cd', relatively speaking. It isn't that it's impossible to survive rampage - it's the amount of resources a player has to dedicate to mitigate a single elite skill and the frequency at which the skill can be used. It doesn't matter how many skills the elite has that are must-dodge (minimum two of them - #4 and #5. Arguably 3 I guess. Anyway).

    It isn't even how telegraphed some of the skills are - it's that you MUST mitigate them and MUST dedicate not-insignificant resources to doing so. 'lol just dodge' means jack - the POINT is to deprive your opponent of defensive cooldowns to the point where they can be killed. Rampage does that too well too often - it's investment/reward is way out of whack. Other classes have wet dreams about having an elite skill that forces the opponent to dedicate that many defensive resources to dealing with it.

    TLDR:

    • Can't really kite it
    • Can't 'just dodge'
    • Can't even get the warr to use it and then run away (via thief) because by the time someone gets over there to take advantage of the used cooldown, it'll be back up again
    • Your PoV on this is terribly limited and flawed. Google irony, maybe.

    how can you not kite it..it's so useless in plat 2, i mainly use it to run away or just secure stomp cuz stab

  • Faux Play.6104Faux Play.6104 Member ✭✭✭

    @Lighter.5631 said:

    @Curennos.9307 said:

    @Lighter.5631 said:
    its 2019 people still cry about rampage lol.
    i guess thread about the whole pvp population quality gone down is true. how can u be top 100 already with only 1600 SR

    apply weakness and blind shots down rampage, also the skills its gonna use is too predictable.

    Rampage is veeeery far from a 'long cd', relatively speaking. It isn't that it's impossible to survive rampage - it's the amount of resources a player has to dedicate to mitigate a single elite skill and the frequency at which the skill can be used. It doesn't matter how many skills the elite has that are must-dodge (minimum two of them - #4 and #5. Arguably 3 I guess. Anyway).

    It isn't even how telegraphed some of the skills are - it's that you MUST mitigate them and MUST dedicate not-insignificant resources to doing so. 'lol just dodge' means jack - the POINT is to deprive your opponent of defensive cooldowns to the point where they can be killed. Rampage does that too well too often - it's investment/reward is way out of whack. Other classes have wet dreams about having an elite skill that forces the opponent to dedicate that many defensive resources to dealing with it.

    TLDR:

    • Can't really kite it
    • Can't 'just dodge'
    • Can't even get the warr to use it and then run away (via thief) because by the time someone gets over there to take advantage of the used cooldown, it'll be back up again
    • Your PoV on this is terribly limited and flawed. Google irony, maybe.

    how can you not kite it..it's so useless in plat 2, i mainly use it to run away or just secure stomp cuz stab

    I figured people in plat 2 had enough awareness to corrupt stab.

  • Asuran.5469Asuran.5469 Member ✭✭

    Rampage needs a longer cool down. This skill alone has allowed it to replace Thief as a +1.

  • YuiRS.8129YuiRS.8129 Member ✭✭

    @mortrialus.3062 said:
    Rampage can get nerfed back to having a 180 second cooldown and warriors would still use it. Which means that is probably what should happen.

    Only because other Elites on Warrior are some of the worst in the game.

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    @YuiRS.8129 said:

    @mortrialus.3062 said:
    Rampage can get nerfed back to having a 180 second cooldown and warriors would still use it. Which means that is probably what should happen.

    Only because other Elites on Warrior are some of the worst in the game.

    Oh poor bby

    Spellbreaker was a top tier build back before rampage got it's cooldown halved and they were usually using Signet of Rage.

    The Psychomancer: Mesmer Elite Specialization Suggestion

  • @mortrialus.3062 said:

    @YuiRS.8129 said:

    @mortrialus.3062 said:
    Rampage can get nerfed back to having a 180 second cooldown and warriors would still use it. Which means that is probably what should happen.

    Only because other Elites on Warrior are some of the worst in the game.

    Oh poor bby

    Spellbreaker was a top tier build back before rampage got it's cooldown halved and they were usually using Signet of Rage.

    Should be noted, warriors only did this for the shocking Aura from Rune of Surging. On its own, Rage signet is pretty useless; especially for Spellbreakers that have little to no trouble with adrenaline or might stacking.

    Remove Ranked DuoQ pls&ty

  • KryTiKaL.3125KryTiKaL.3125 Member ✭✭✭

    All these complaints about Rampage are actually amusing, but its getting less so as time goes on.

    Rampage is not that overtuned, it is not OP. I say this as a Warrior who never uses it.

    First off it is extremely predictable. You will almost always see the same sequence of skills thrown out. Throw Boulder into the Stomp, or vice versa, then the dash into kick. The boulder throw and Stomp are the biggest things to avoid and once you do that Rampage is essentially useless.

    Secondly it denies you access to any other skill other than the new bar of skills it gives you. While these skills are heavy on the CC side, if you are 1v1ing a Warrior and they use Rampage you can use a defensive cooldown that may be an invuln or block or even just maintain stability on yourself then you can trade damage with them. So long as you just avoid the 2 important CCs then its a non issue.

    I will admit that Rampage is a bit stronger in sPvP because of the tiny size of the capture points but in any other scenario Rampage is just the most predictable elite. Even in the scenario of side noding in sPvP I still don't find it all that strong, maybe for most people they get overwhelmed by it but honestly I feel like that entirely depends on how you as an individual is playing against them. Its only a 10 second duration, they really only get to use each of the strong CC skills once maybe twice in the case of Throw Boulder if they are quick enough.

    This is why I find sPvP balance such a disaster, a gross disaster at that. It turns skills that are otherwise a non-issue into something that actually has some weird value due to the tiny, tiny, tiny size of Conquest Capture Points.

  • praqtos.9035praqtos.9035 Member ✭✭✭

    @KryTiKaL.3125 said:
    All these complaints about Rampage are actually amusing, but its getting less so as time goes on.

    Rampage is not that overtuned, it is not OP. I say this as a Warrior who never uses it.

    First off it is extremely predictable. You will almost always see the same sequence of skills thrown out. Throw Boulder into the Stomp, or vice versa, then the dash into kick. The boulder throw and Stomp are the biggest things to avoid and once you do that Rampage is essentially useless.

    Secondly it denies you access to any other skill other than the new bar of skills it gives you. While these skills are heavy on the CC side, if you are 1v1ing a Warrior and they use Rampage you can use a defensive cooldown that may be an invuln or block or even just maintain stability on yourself then you can trade damage with them. So long as you just avoid the 2 important CCs then its a non issue.

    I will admit that Rampage is a bit stronger in sPvP because of the tiny size of the capture points but in any other scenario Rampage is just the most predictable elite. Even in the scenario of side noding in sPvP I still don't find it all that strong, maybe for most people they get overwhelmed by it but honestly I feel like that entirely depends on how you as an individual is playing against them. Its only a 10 second duration, they really only get to use each of the strong CC skills once maybe twice in the case of Throw Boulder if they are quick enough.

    This is why I find sPvP balance such a disaster, a gross disaster at that. It turns skills that are otherwise a non-issue into something that actually has some weird value due to the tiny, tiny, tiny size of Conquest Capture Points.

    W O W. Trying to pretend like rampage has huge downside like poor warrior cant use his other skills... poor little babies....just get 20k extra health(depends on your current % health tho),damage reduction by 25%, MOVEMENT-IMPEDING condi durations are reduced by 33% (immobilize being removed with 3 skills lol).
    Dash on demolisher amulet hit for 9-10.6k , autoattacks 5-7k,throw boulder 9k... not like you must dodge all bursts and especially bullcharge to not get instagibbed. Even if warrior rampage gets 180s cooldown, everyone will still use it anyway. Moa should be 60s cd because its not a problem for you to dodge, right ?

  • KryTiKaL.3125KryTiKaL.3125 Member ✭✭✭

    @praqtos.9035 said:

    @KryTiKaL.3125 said:
    All these complaints about Rampage are actually amusing, but its getting less so as time goes on.

    Rampage is not that overtuned, it is not OP. I say this as a Warrior who never uses it.

    First off it is extremely predictable. You will almost always see the same sequence of skills thrown out. Throw Boulder into the Stomp, or vice versa, then the dash into kick. The boulder throw and Stomp are the biggest things to avoid and once you do that Rampage is essentially useless.

    Secondly it denies you access to any other skill other than the new bar of skills it gives you. While these skills are heavy on the CC side, if you are 1v1ing a Warrior and they use Rampage you can use a defensive cooldown that may be an invuln or block or even just maintain stability on yourself then you can trade damage with them. So long as you just avoid the 2 important CCs then its a non issue.

    I will admit that Rampage is a bit stronger in sPvP because of the tiny size of the capture points but in any other scenario Rampage is just the most predictable elite. Even in the scenario of side noding in sPvP I still don't find it all that strong, maybe for most people they get overwhelmed by it but honestly I feel like that entirely depends on how you as an individual is playing against them. Its only a 10 second duration, they really only get to use each of the strong CC skills once maybe twice in the case of Throw Boulder if they are quick enough.

    This is why I find sPvP balance such a disaster, a gross disaster at that. It turns skills that are otherwise a non-issue into something that actually has some weird value due to the tiny, tiny, tiny size of Conquest Capture Points.

    W O W. Trying to pretend like rampage has huge downside like poor warrior cant use his other skills... poor little babies....just get 20k extra health(depends on your current % health tho),damage reduction by 25%, MOVEMENT-IMPEDING condi durations are reduced by 33% (immobilize being removed with 3 skills lol).
    Dash on demolisher amulet hit for 9-10.6k , autoattacks 5-7k,throw boulder 9k... not like you must dodge all bursts and especially bullcharge to not get instagibbed. Even if warrior rampage gets 180s cooldown, everyone will still use it anyway. Moa should be 60s cd because its not a problem for you to dodge, right ?

    That isn't even the downside, they can't sustain by getting adrenal health stacks or might stacks if they are running strength/discipline/spellbreaker but that isn't even the actual downside. Rampage can be very easily avoided and kited because of its limited 10 second duration and the 2 skills that are actually a significant threat (Throw Boulder and Stomp) because of the CC chaining. Also "all bursts" meaning the 2 that they would have access to, both of which have very telegraphed animations or in the case of FC just...don't proc it, which I understand is not so easy when outnumbering the Spellbreaker and I do also personally believe that they should get rid of the whole "FC still procs Adrenal Health even if it hits nothing" function because it just carries most people.

    Like I said, in sPvP it can probably feel like its a lot stronger because players feel stuck inside of the limited radius available inside the capture points, but ultimately its just gimmicky and not that strong. Also like I said, I don't even use Rampage because of those reasons. I'd rather have the added Adrenaline gain off Signet of Rage with the Might, Fury and Swiftness or use Battle Standard for the ranged down finish or rally (even though I hate downstate and rally).

    This is the problem with sPvP, its so rigid and structured it leaves very little room for actual healthy counterplay because you're stuck in this little capture point that is the width of a toothpick so any sort of meaningful disengage is detrimental rather than helpful that the "meta" tactic just turns into "oh just leave it and rotate to another capture point to +1 or decap". While helpful for sure in the current climate of sPvP and for sure the preferred "tactic", it just feels silly and just leads to complaints like these against otherwise non-issue skills. Try fighting a Warrior in WvW and when they use Rampage just...kite it. Break LoS, proc your stability, or just use your mobility skills to kite them out while avoiding the CC skills. Guarantee you'll have an easier time. You see the vast difference and why sPvP, in my opinion, is just a balance nightmare.

  • @praqtos.9035 said:
    You think 10s is not long? No invul/block lasts that long LOL . Mobility skills? Too bad rampage has 2 mobility skills and throw boulder that will act like a hot seeking missle if you try to leap away.

    Well... Unless you're an engineer running HGH. Then you get the exact same skill for longer than warrior would. Rampage isn't an invul/block either.

    Remove Ranked DuoQ pls&ty

  • praqtos.9035praqtos.9035 Member ✭✭✭

    @Multicolorhipster.9751 said:

    @praqtos.9035 said:
    You think 10s is not long? No invul/block lasts that long LOL . Mobility skills? Too bad rampage has 2 mobility skills and throw boulder that will act like a hot seeking missle if you try to leap away.

    Well... Unless you're an engineer running HGH. Then you get the exact same skill for longer than warrior would. Rampage isn't an invul/block either.

    And what is your point with it? 50% for rampage, just in case, may be you dont know. Not like Its my fault HGH prolong duration of elixirs.
    I never said rampage is invul/block either ?

  • @praqtos.9035 said:

    @Multicolorhipster.9751 said:

    @praqtos.9035 said:
    You think 10s is not long? No invul/block lasts that long LOL . Mobility skills? Too bad rampage has 2 mobility skills and throw boulder that will act like a hot seeking missle if you try to leap away.

    Well... Unless you're an engineer running HGH. Then you get the exact same skill for longer than warrior would. Rampage isn't an invul/block either.

    And what is your point with it? 50% for rampage, just in case, may be you dont know. Not like Its my fault HGH prolong duration of elixirs.
    I never said rampage is invul/block either ?

    Well you did say that no invul/block lasts 10s. If not comparing that to rampage, then i've no clue what that's meant to mean honestly; just useless information if i'm being honest.

    Otherwise my point is; if you think 10s is too long, engineer gets the exact same skill for 12s. If you were counting rampage as a block/invul, then there's one that lasts even longer than what you're complaining about. If you weren't, again; I question what relevance there was in bringing up blocks and invuls in the first place.

    Remove Ranked DuoQ pls&ty

  • AngelLovesFredrik.6741AngelLovesFredrik.6741 Member ✭✭✭✭

    @KryTiKaL.3125 said:
    All these complaints about Rampage are actually amusing, but its getting less so as time goes on.

    Rampage is not that overtuned, it is not OP. I say this as a Warrior who never uses it.

    First off it is extremely predictable. You will almost always see the same sequence of skills thrown out. Throw Boulder into the Stomp, or vice versa, then the dash into kick. The boulder throw and Stomp are the biggest things to avoid and once you do that Rampage is essentially useless.

    Secondly it denies you access to any other skill other than the new bar of skills it gives you. While these skills are heavy on the CC side, if you are 1v1ing a Warrior and they use Rampage you can use a defensive cooldown that may be an invuln or block or even just maintain stability on yourself then you can trade damage with them. So long as you just avoid the 2 important CCs then its a non issue.

    I will admit that Rampage is a bit stronger in sPvP because of the tiny size of the capture points but in any other scenario Rampage is just the most predictable elite. Even in the scenario of side noding in sPvP I still don't find it all that strong, maybe for most people they get overwhelmed by it but honestly I feel like that entirely depends on how you as an individual is playing against them. Its only a 10 second duration, they really only get to use each of the strong CC skills once maybe twice in the case of Throw Boulder if they are quick enough.

    This is why I find sPvP balance such a disaster, a gross disaster at that. It turns skills that are otherwise a non-issue into something that actually has some weird value due to the tiny, tiny, tiny size of Conquest Capture Points.

    Trading damage with something that has 3 times the HP, 25% damage reduction and hitting for twice as much sounds like a great idea to get yourself killed.

    ~ God Tier Guardian

  • FyzE.3472FyzE.3472 Member ✭✭✭✭

    @praqtos.9035 said:

    @Multicolorhipster.9751 said:

    @praqtos.9035 said:
    You think 10s is not long? No invul/block lasts that long LOL . Mobility skills? Too bad rampage has 2 mobility skills and throw boulder that will act like a hot seeking missle if you try to leap away.

    Well... Unless you're an engineer running HGH. Then you get the exact same skill for longer than warrior would. Rampage isn't an invul/block either.

    And what is your point with it? 50% for rampage, just in case, may be you dont know. Not like Its my fault HGH prolong duration of elixirs.
    I never said rampage is invul/block either ?

    • Your ability is OP!
    • But you also have OP abilities
    • Not my problem.
      Nice!

    Also, don't you think that you overexaderating allmightyness of rampage at least a bit (a lot actually)? Come on. You can't have your point standing on an overexaderated point.

  • Remove cc from throw boulder and take out rampage from the physical skill category into a stance. Easy balancing and more sensible cos rampage is like a hulk stance.

    "All the talent in this world won't take you anywhere without your Teammates
    Trust them, Res them, Support them
    "

  • KryTiKaL.3125KryTiKaL.3125 Member ✭✭✭

    @AngelLovesFredrik.6741 said:

    @KryTiKaL.3125 said:
    All these complaints about Rampage are actually amusing, but its getting less so as time goes on.

    Rampage is not that overtuned, it is not OP. I say this as a Warrior who never uses it.

    First off it is extremely predictable. You will almost always see the same sequence of skills thrown out. Throw Boulder into the Stomp, or vice versa, then the dash into kick. The boulder throw and Stomp are the biggest things to avoid and once you do that Rampage is essentially useless.

    Secondly it denies you access to any other skill other than the new bar of skills it gives you. While these skills are heavy on the CC side, if you are 1v1ing a Warrior and they use Rampage you can use a defensive cooldown that may be an invuln or block or even just maintain stability on yourself then you can trade damage with them. So long as you just avoid the 2 important CCs then its a non issue.

    I will admit that Rampage is a bit stronger in sPvP because of the tiny size of the capture points but in any other scenario Rampage is just the most predictable elite. Even in the scenario of side noding in sPvP I still don't find it all that strong, maybe for most people they get overwhelmed by it but honestly I feel like that entirely depends on how you as an individual is playing against them. Its only a 10 second duration, they really only get to use each of the strong CC skills once maybe twice in the case of Throw Boulder if they are quick enough.

    This is why I find sPvP balance such a disaster, a gross disaster at that. It turns skills that are otherwise a non-issue into something that actually has some weird value due to the tiny, tiny, tiny size of Conquest Capture Points.

    Trading damage with something that has 3 times the HP, 25% damage reduction and hitting for twice as much sounds like a great idea to get yourself killed.

    I've done it, hasn't gotten me killed yet. Like I said before, the important skills to avoid are Throw Boulder and Stomp. If you have the defensive cooldowns available, and depending on your class, you can very easily trade damage with them even if they have the damage reduction. Guardians have blinds and blocks they can time to negate the CCs and harder hitting damage skills paired with dodges and even running out the timer with Renewed Focus, Engineers have Elixir S which can give them a toolbelt skill to stealth themselves to avoid getting targeted and use the invuln the extend that, especially if they actually get hit with a CC, Herald has the Glint heal which will negate any damage you might take after getting CC'd if the Warrior continues to hit you while it is active, and so many more from essentially any class.

    Like I suggested in a previous post, try the counterplay methods I detailed there (kiting, disengage, etc) and then see how "overtuned" and "OP" Rampage is. It isn't. Most people don't time dodges properly, most people don't use cooldowns effectively, most people don't use other mechanics effectively to ensure sustain or to negate damage. Once you learn how to do those things Rampage is not really a problem.

  • KryTiKaL.3125KryTiKaL.3125 Member ✭✭✭

    @praqtos.9035 said:
    At this point you sounds like a broken record... You pretend its not OP/overtuned, I just said why it is.
    You become unstoppable killing machine, with ridiculous 72s cd, that twoshot people while having demolisher amulet . You dont have to just avoid 2 skills ,you have to avoid all of them. Even when you completely failed your rampage you forced your opponent to waste a lot of his cooldowns or give up a node completely.
    You think 10s is not long? No invul/block lasts that long LOL . Mobility skills? Too bad rampage has 2 mobility skills and throw boulder that will act like a hot seeking missle if you try to leap away.
    Who even care about point when they see rampage? Even with 180s cd traited it would be 144, way more acceptable cd rather than 72s cd. Each time warrior use rampage you have 2 options : run or die.
    Even another "strong" transform as Lichform is 140s cd and doesnt have trait that can reduce it. Rampage in its current form have no right to exist.

    You said why you think it is OP/overtuned, I explained my position on why it isn't. You really don't become an unstoppable killing machine, you become a beefcake with easily predicted attacks.

    10s really isn't a long time, especially if we are talking about you getting into some 1v1 fight with them on a side node or something similar, not to mention like I already said as well the Rampage only lasts long enough to get throw boulder and stomp off realistically once, maybe twice. The dash and kick are more likely able to be used twice during its duration. Throw Boulder also has a range limit, 900 is long but not so long that you can't out kite it. Again like I said a lot of the "problem" with this comes from sPvP and its forcing you into not disengaging or kiting as much as one should be able to do, especially against the rampant and abundant AoE vomit in the game now that is extremely prevalent in sPvP. Rampage becomes a problem only in the context of sPvP and that is why I find sPvP balance atrocious because its such a rigid, structured environment it leaves little room for actual healthy counterplay that doesn't just involve "rotate to a different point". Maybe if Conquest functioned more like some freakin Overwatch gamemode it could actually be called Esport worthy because at least in that game, regardless of your like/dislike of it, you at least have to team fight properly to push and capture a point rather than this "Oh just move to another point and decap/cap it"

  • praqtos.9035praqtos.9035 Member ✭✭✭
    edited May 14, 2019

    @KryTiKaL.3125 said:
    You said why you think it is OP/overtuned, I explained my position on why it isn't. You really don't become an unstoppable killing machine, you become a beefcake with easily predicted attacks.

    You being in a denial doesnt help the situation tbh...

  • KryTiKaL.3125KryTiKaL.3125 Member ✭✭✭

    @praqtos.9035 said:

    @KryTiKaL.3125 said:
    You said why you think it is OP/overtuned, I explained my position on why it isn't. You really don't become an unstoppable killing machine, you become a beefcake with easily predicted attacks.

    You being in a denial doesnt help the situation tbh...

    In denial of what? I said I don't use it nor do I intend to use it because of the reasons I listed and explained to you. There is no denial about it, I just acknowledge the reality and the aspects that technically make Rampage a problem and its not the skill itself...its the game mode. Take out the rigid structure of Conquest and the Capture Points and where does that leave Rampage? Not a problem.

  • praqtos.9035praqtos.9035 Member ✭✭✭

    @KryTiKaL.3125 said:

    @praqtos.9035 said:

    @KryTiKaL.3125 said:
    You said why you think it is OP/overtuned, I explained my position on why it isn't. You really don't become an unstoppable killing machine, you become a beefcake with easily predicted attacks.

    You being in a denial doesnt help the situation tbh...

    In denial of what? I said I don't use it nor do I intend to use it because of the reasons I listed and explained to you. There is no denial about it, I just acknowledge the reality and the aspects that technically make Rampage a problem and its not the skill itself...its the game mode. Take out the rigid structure of Conquest and the Capture Points and where does that leave Rampage? Not a problem.

    What is your problem ...? You keep babbling about conquest on PVP forum... and blame it .... what?
    Talking with you makes no sense ,never had,so I'll stop here :joy:

  • AngelLovesFredrik.6741AngelLovesFredrik.6741 Member ✭✭✭✭

    @KryTiKaL.3125 said:

    @AngelLovesFredrik.6741 said:

    @KryTiKaL.3125 said:
    All these complaints about Rampage are actually amusing, but its getting less so as time goes on.

    Rampage is not that overtuned, it is not OP. I say this as a Warrior who never uses it.

    First off it is extremely predictable. You will almost always see the same sequence of skills thrown out. Throw Boulder into the Stomp, or vice versa, then the dash into kick. The boulder throw and Stomp are the biggest things to avoid and once you do that Rampage is essentially useless.

    Secondly it denies you access to any other skill other than the new bar of skills it gives you. While these skills are heavy on the CC side, if you are 1v1ing a Warrior and they use Rampage you can use a defensive cooldown that may be an invuln or block or even just maintain stability on yourself then you can trade damage with them. So long as you just avoid the 2 important CCs then its a non issue.

    I will admit that Rampage is a bit stronger in sPvP because of the tiny size of the capture points but in any other scenario Rampage is just the most predictable elite. Even in the scenario of side noding in sPvP I still don't find it all that strong, maybe for most people they get overwhelmed by it but honestly I feel like that entirely depends on how you as an individual is playing against them. Its only a 10 second duration, they really only get to use each of the strong CC skills once maybe twice in the case of Throw Boulder if they are quick enough.

    This is why I find sPvP balance such a disaster, a gross disaster at that. It turns skills that are otherwise a non-issue into something that actually has some weird value due to the tiny, tiny, tiny size of Conquest Capture Points.

    Trading damage with something that has 3 times the HP, 25% damage reduction and hitting for twice as much sounds like a great idea to get yourself killed.

    I've done it, hasn't gotten me killed yet. Like I said before, the important skills to avoid are Throw Boulder and Stomp. If you have the defensive cooldowns available, and depending on your class, you can very easily trade damage with them even if they have the damage reduction. Guardians have blinds and blocks they can time to negate the CCs and harder hitting damage skills paired with dodges and even running out the timer with Renewed Focus, Engineers have Elixir S which can give them a toolbelt skill to stealth themselves to avoid getting targeted and use the invuln the extend that, especially if they actually get hit with a CC, Herald has the Glint heal which will negate any damage you might take after getting CC'd if the Warrior continues to hit you while it is active, and so many more from essentially any class.

    Like I suggested in a previous post, try the counterplay methods I detailed there (kiting, disengage, etc) and then see how "overtuned" and "OP" Rampage is. It isn't. Most people don't time dodges properly, most people don't use cooldowns effectively, most people don't use other mechanics effectively to ensure sustain or to negate damage. Once you learn how to do those things Rampage is not really a problem.

    Let's entertain your scenario for a bit. Let's say you have absolutely everything off cooldown. (Guard perspective). You have X2 aegis, X2 blinds, X2 dodge and 3 sec invuln on your elite. This in theory equals around 10 seconds of mitigation. Unless the warrior popped frenzy before. But let's say he didn't.

    You have now successfully negated everything rampage can do. (You can't realistically kite a war on a guard)
    What happens now? You blew sword symbols, you blew focus 5. Focus 4 is free FC food against SB, you can't really use that. This means you're stuck on GS. Not only do you not have any defensives up for bulls charge, rush, whirling attack, arcing slice or dagger F1 boonrip.

    This one elite either baits out every defensive or it pretty much kills you.

    Let's go over further and say you live till the next rampage 72 seconds later. Your defensives are not up yet and you straight up lose.
    You see how this is an issue now? Guard has 1 dodge every 10 seconds. No endurance regen, no vigor. This makes the "just dodge LUL" and the "just kite LUL" arguments pretty void. Don't you think? Also, don't even get me started on reckless dodger.

    ~ God Tier Guardian

  • KryTiKaL.3125KryTiKaL.3125 Member ✭✭✭

    @praqtos.9035 said:

    @KryTiKaL.3125 said:

    @praqtos.9035 said:

    @KryTiKaL.3125 said:
    You said why you think it is OP/overtuned, I explained my position on why it isn't. You really don't become an unstoppable killing machine, you become a beefcake with easily predicted attacks.

    You being in a denial doesnt help the situation tbh...

    In denial of what? I said I don't use it nor do I intend to use it because of the reasons I listed and explained to you. There is no denial about it, I just acknowledge the reality and the aspects that technically make Rampage a problem and its not the skill itself...its the game mode. Take out the rigid structure of Conquest and the Capture Points and where does that leave Rampage? Not a problem.

    What is your problem ...? You keep babbling about conquest on PVP forum... and blame it .... what?
    Talking with you makes no sense ,never had,so I'll stop here :joy:

    Yeah, thats the point you are missing. sPvP balance is inherently problematic because it negates a key component to counterplay; disengage and kiting. You can do a little bit of it but ultimately you are still stuck in a relatively small area due to the capture points. This problem becomes negated when in a much more open environment, thus adding to your counterplay options in a scenario where Rampage is used by a Warrior.

    sPvP is a nightmare of a mode because of Conquests rigid and structured environment, which is exactly as the name suggests; Structured Player versus Player. Why do you think the meta becomes so rigid? Why do you think the tactics used are so rigid? It just doesn't leave very much room for diversity and it makes balancing for it extremely unhealthy because no matter what you do you won't escape the fact that the mode, and the meta, is entirely based around the capture points rather than based around any individual player skill.

    Why do you think certain individuals who I won't name have been so easily able to loophole their way into the top spots in the Ranked Leaderboard? Why people just generally don't care about Ranked seasons, why the sPvP population has dwindled so much? Its an atrocious environment that they tried to make for Esports and ESL pulled out for a reason and its because it makes for an atrocious competitive environment.

    That is what I have been trying to explain through these posts, the problem doesn't lie in the skill, it lies in the actual game mode. Imagine if they brought GW1 GvG into the game, where it was a full, decently sized, map with two "forts" on either side (no not Stronghold, that was a poor mans imitation and it didn't do well because they tried to make it a freakin MOBA), and the fighting consistently focused on maintaining that Morale Boost for your team to refresh Revives or to negate death penalties. Imagine if it just wasn't all centered around these tiny little capture points. Rampage isn't exactly the most useful elite for Warrior to use in say a 8v8 scenario, too much stability coming from Firebrands or otherwise, not to mention healing and you get much better use out of Winds of Disenchantment or Battle Standard due to the group support.

    @AngelLovesFredrik.6741 said:

    @KryTiKaL.3125 said:

    @AngelLovesFredrik.6741 said:

    @KryTiKaL.3125 said:
    All these complaints about Rampage are actually amusing, but its getting less so as time goes on.

    Rampage is not that overtuned, it is not OP. I say this as a Warrior who never uses it.

    First off it is extremely predictable. You will almost always see the same sequence of skills thrown out. Throw Boulder into the Stomp, or vice versa, then the dash into kick. The boulder throw and Stomp are the biggest things to avoid and once you do that Rampage is essentially useless.

    Secondly it denies you access to any other skill other than the new bar of skills it gives you. While these skills are heavy on the CC side, if you are 1v1ing a Warrior and they use Rampage you can use a defensive cooldown that may be an invuln or block or even just maintain stability on yourself then you can trade damage with them. So long as you just avoid the 2 important CCs then its a non issue.

    I will admit that Rampage is a bit stronger in sPvP because of the tiny size of the capture points but in any other scenario Rampage is just the most predictable elite. Even in the scenario of side noding in sPvP I still don't find it all that strong, maybe for most people they get overwhelmed by it but honestly I feel like that entirely depends on how you as an individual is playing against them. Its only a 10 second duration, they really only get to use each of the strong CC skills once maybe twice in the case of Throw Boulder if they are quick enough.

    This is why I find sPvP balance such a disaster, a gross disaster at that. It turns skills that are otherwise a non-issue into something that actually has some weird value due to the tiny, tiny, tiny size of Conquest Capture Points.

    Trading damage with something that has 3 times the HP, 25% damage reduction and hitting for twice as much sounds like a great idea to get yourself killed.

    I've done it, hasn't gotten me killed yet. Like I said before, the important skills to avoid are Throw Boulder and Stomp. If you have the defensive cooldowns available, and depending on your class, you can very easily trade damage with them even if they have the damage reduction. Guardians have blinds and blocks they can time to negate the CCs and harder hitting damage skills paired with dodges and even running out the timer with Renewed Focus, Engineers have Elixir S which can give them a toolbelt skill to stealth themselves to avoid getting targeted and use the invuln the extend that, especially if they actually get hit with a CC, Herald has the Glint heal which will negate any damage you might take after getting CC'd if the Warrior continues to hit you while it is active, and so many more from essentially any class.

    Like I suggested in a previous post, try the counterplay methods I detailed there (kiting, disengage, etc) and then see how "overtuned" and "OP" Rampage is. It isn't. Most people don't time dodges properly, most people don't use cooldowns effectively, most people don't use other mechanics effectively to ensure sustain or to negate damage. Once you learn how to do those things Rampage is not really a problem.

    Let's entertain your scenario for a bit. Let's say you have absolutely everything off cooldown. (Guard perspective). You have X2 aegis, X2 blinds, X2 dodge and 3 sec invuln on your elite. This in theory equals around 10 seconds of mitigation. Unless the warrior popped frenzy before. But let's say he didn't.

    You have now successfully negated everything rampage can do. (You can't realistically kite a war on a guard)
    What happens now? You blew sword symbols, you blew focus 5. Focus 4 is free FC food against SB, you can't really use that. This means you're stuck on GS. Not only do you not have any defensives up for bulls charge, rush, whirling attack, arcing slice or dagger F1 boonrip.

    This one elite either baits out every defensive or it pretty much kills you.

    Let's go over further and say you live till the next rampage 72 seconds later. Your defensives are not up yet and you straight up lose.
    You see how this is an issue now? Guard has 1 dodge every 10 seconds. No endurance regen, no vigor. This makes the "just dodge LUL" and the "just kite LUL" arguments pretty void. Don't you think? Also, don't even get me started on reckless dodger.

    I can reply to this the same way I replied just above.

    Rampage maybe needs a CD increase, I've never argued against that, but people really need to understand that the problem really is not with the skill so that more constructive and better balance changes can be discussed and even maybe Anet can actually do something with PvP like add more modes or just something adjacent to sPvP like Heroes' Ascent coming back, or GvG, etc because the more people don't acknowledge the problem that Conquest creates within itself as a "competitive" PvP mode then the less Anet and others will be able to make meaningful changes to this game to try and drag it out of the hole it dug for itself.

  • Falan.1839Falan.1839 Member ✭✭✭

    I don't understand why they left Rampage intact in this "mini balance patch". It's like they always have to miss something. Tuning down Scrapper and Rev is right (I can't tell yet if the amount of nerf was sufficient), but leaving Rampage untouched is a big no go.

    Falásya / Caissech

    "When you say it's gonna happen "now"
    When exactly do you mean?
    See I've already waited too long
    And all my hope is gone"
    The Smiths about Balance and PvP changes

  • @Falan.1839 said:
    I don't understand why they left Rampage intact in this "mini balance patch". It's like they always have to miss something. Tuning down Scrapper and Rev is right (I can't tell yet if the amount of nerf was sufficient), but leaving Rampage untouched is a big no go.

    Mini means mini. They can get Rampage and the other overtuned items in their next focused balancing. This was stellar for a quick update, even though it hit Arc Divider and I thought sundering burst would be enough. Still p. targeted.

    [Charr Noises]
    [Plays every class]
    [JUST GIT EVEN GUDDER ITS FINE]

  • toxic.3648toxic.3648 Member ✭✭✭

    saying rampage is fine is like saying holo is fine with having prime light beam as an ammo skill on 3 charges. noone wants that for good reason. dosnt matter the game mode

  • Kovu.7560Kovu.7560 Member ✭✭✭✭

    Don't lengthen the cooldown. If you're going to adjust something, adjust it in some way that doesn't increase the cooldown. I never equip skills that have a recharge time that's long enough for me to afk and make a sandwich during -- regardless of what that skill does.

    ~ Kovu

    Ranger main before it was viable.
    Fort Aspenwood.

  • praqtos.9035praqtos.9035 Member ✭✭✭
    edited May 15, 2019

    @Multicolorhipster.9751 said:

    @praqtos.9035 said:

    I get what you're saying, but these are some hefty exaggerations.

    Where is ax7oRkQany exaggeraion made by me ? I am exaggerated about damage? About damage reducton/health gain? Ridiculously low cooldown ? ? ?
    If spellbreaker kit isnt enough for you to kill people , git gud, play another class ?

    Damage, counterplay, and Spellbreaker's effectiveness otherwise.

    I'm not the biggest fan of the other classes personally. The solution should never be "just play something else." Just ask Thief and Ele mains, it doesn't really solve anything.

    Counter play to spellbreaker with a rampage?
    Step 1 get exhasted by spellbreaker normal cooldowns. (Or accidently facetank bullcharge and die to BC->arcingslice>GS3.
    Step 2 die to rampage without cooldowns ,alternatively exhaust all of your left cooldowns.
    Step 3 if you survived step 2, get bullcharged and die for sure,alternatively massively outplay spellbreaker.
    If you are that bad at spb and in dire need to be carried by rampage, get better at it?
    Why you think monthly AT winner complain about this skill,may be he is bad and need to git gud himself ?

    72s cd ... for that... on demolisher amulet is fine...

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