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Zekent.3652

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Posts posted by Zekent.3652

  1. Dang, i never expected to see Stalingrad's battle mentioned in a post about GW2 PvP, sadly, this is GW2, most of people just plays and keeps feeding without any change on tactics or paying any attention to targets.

    If a comeback is rare to see, in GW2 PvP is veeeeeeeeeeeeeeeeery rare.

  2. >Base resistance and unblockable generation in minnor traits.

    >Savage Instinc nerf was excesive for the power variant (and condi berserker is still good despite nerfs), might consider making it 2s again but only if you use a power ammulet, like berserker's or demolisher's ammulet.

    >Increase the might stack of decapitate from 1 to just more, i don't know, might be 3 or 5.

    >Add fury generation to Arc Divider, loosing your fury generation with GS in berserk mode MAKES NO SENSE.

    >Make headbutt a daze instead of stun and add some damage to it, and balance the damage and daze duration however you like, also make it generetae at least 1 bar of adrenaline if it fails to hit, just like the other 'rage' skills.

    >Make 'Dead or Alive' lifesteal only work with power damage, putting this nerf on condi berserker here because power berserker is just paying for the abuse of condi berserker.

    >This is not power berserker only idea, but i'll gonna put it since berserker is highly dependant on adrenaline to get into berserk form; make adrenaline decay slower out of combat and it should stop at the last adrenaline bar, kinda working like Rev's energy system where it resets at 50%.

    >Fix Wild Blow, it's still bugged after months, not working as intended. Nerfs on warrior are coming way faster than fixing the NEW bugs, i'm sorry, but this is just dumb, feels like devs are making fun of this class, and it's always the forum's PvP scapegoat class if it shows any small indication of being strong, while ignoring other classes that are ALSO strong and even stronger ones.

  3. 2 hours ago, Mordant.3489 said:

    Disclaimer: This is coming from a long-time roamer who used to focus only on <5 man gameplay so it may differ from typical zerglings. But.

    The worst part of WvW has honestly been the constant push for zerg/boonball play and the death of...well... any other type of gameplay.

    ALL OF THIS, i'll remove a big chunk of the comment to not saturate the post, but you just said what a lot of us thinks, pretty clear.

    • Like 1
    • Thanks 1
  4. 3 hours ago, Roy Marks.7689 said:

      Can you elaborate on your thoughts a bit? I'm interested in what specific changes you're thinking of and why they aren't working for you.

    Hello, Roy

    I'll try to answer this as short as i can in 3 points:

    1.  Nerfs on boonstrips: it's basically just harder to fight against bigger groups as a smaller (and organized) group, the difference in numbers are pretty notorious now, a well organized group used to have decent chances against bigger ones, but now it feels like bigger numbers just wins.
       
    2. Nerf on 'outnumbered' effect: the nerf on pips, why should we go to an outnumbered map and suffer roam/scout in disadvantage, if the extra pips were nerfed? current outnumered effects are not worth for a lot of people.
       
    3. Last changes: things are just harder for the defending team, and feels pretty unbalanced, 50% to repair is excessive, it consumes a LOT to ALL of the supplies after they just siege once, defenders can't close again, and if attackers die, they just come back walking like it's "their house" while the base has no supplies, and people just quit by frustration after losing a waypoint, defenders SHOULD have advantage in their keep, might consider reducing the repair % or just reduce it, nobody was asking or expecting for this, but hey, changes MIGHT be good for SMC, but all other keeps just suffers a lot.

    All of these three points have something in common: it targets numerically disadvantaged people, making it even more unfair and unrewarding.

    • Like 4
  5.  

    There are a lot of dazes dazes, bsw lost a daze.

    Every class hits like a truck
    + versatile + fast, bsw can hit like a truck but its not versatile or fast.

    ANet nerfs warrior fast, while ignoring other strong classes, and the cycle repeats 💀

    Bladesworn really needs to be faster, with a smoother gameplay and at least a bit versatile.

    • Thanks 3
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  6. 21 minutes ago, Azure The Heartless.3261 said:

    I recall being bewildered that "hammer" and "rev" were being used in the same sentence 

     

    Hard to cry about a class without getting heckled if you don't know what's killing you. Warrior makes it painfully clear what is killing you, so it is also easy to cry about.

    Yeah, this one actually makes sense.

    And yeah, hammer rev is pretty strong right now.

  7. 14 minutes ago, Pttf.2467 said:

    cuz it's more monkey ish, you can spam your kitten and get a lot more results compared to any other class, so a g1 player will hold much longer against a g3 player as spb than any other class, he'll 1v3 another g1 players and so on

    Right, warr easy, warr spam, no other class is easy or a spammer, i get it

    • Confused 2
  8. Warrior

    • Path to Victory: Reduced the damage coefficient from 1.25 to 0.91 in PvP only. Reduced the base healing from 975/1,950/2,925 to 559/1,742/2,925 based on adrenaline level in PvP only. Increased the healing power coefficient from 1.0/1.25/1.5 to 1.33/1.67/2.0 in PvP only.
    • Line Breaker: Reduced the base healing from 2,203 to 1,320 and increased the healing power coefficient from 1.25 to 1.75 in PvP only.
    • Snap Pull: Increased the casting time by 0.15 seconds.
    • Bullet Catcher: Increased the cooldown from 25 seconds to 30 seconds in PvP only.
    • Scorched Earth: Reduced the number of targets from 5 to 3 in WvW only.
    • Like 1
    • Confused 1
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