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Nukk.3492

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Everything posted by Nukk.3492

  1. It took them long enough to make this change. I may come back and play a bit after the patch.
  2. Erm, why are people saying arc-divider will hit harder? Am I missing something or are they not reducing total power coefficient from 5.1 to 2.5 in PvE and from 2.112 to 1.82 in PvP? Also, "Reduced the casting time from 1.86 seconds to 0.8 seconds". Was that 1.86 per spin or was that for the three spins? If that time was for the whole channelling then isn't it going to be slower to get the first hit out? Considering it should normalise to 0.62 per spin..
  3. This skill is bugged. It is using the PvE co-efficient of 2.0 in WvW and PvP since Aug 2022.
  4. Counterblow > 3 second block (ranged and melee). If enemy melee attacks into it and they are disarmed for 3 seconds. Job done. No need for any adrenaline gain. It feels like adrenaline gain is just there as a justification for keeping the skill as weak as it is.
  5. The balance patch before this gave me some hope that the people responsible for balancing might have an idea how to fix the imbalance between warrior and other classes. This balance patch has absolutely dashed those hopes. We're back to clueless tweaking and an embarrassing failure to actually address the real issues with the class. In case anyone didn't get the memo, they fixed warrior by giving it teleports and shitting out boons in addition to front loaded burst (no more adrenaline charging). The new warrior spec is called Willbender.
  6. I think I'm in the 1% of players who play warrior in PvP / WvW. There have been very few players playing this class (core, SB, Zerk, BSW) in competitive modes for what feels like forever. For a VERY good reason. Well, no drama here but my well of goodwill has run dry. I may pop my head in on the next "balance" patch in say 3 to 4 months?
  7. Pretty sure that Earthshaker is doing damage on my core warrior now.
  8. OP is correct. Warrior utility skills just haven't kept up with the boon creep and the increase in ground based AoE, blind spam, stealth, teleporting etc. that the elite specs have introduced. Anet know this is a problem for melee classes and that's why the new elite melee specs of other classes are basically assassins being able to teleport in to engage, burst and teleport out - or at least have the relevant boons (such as stability and protection) available to get in and out. With regards to WvW, just look around at the classes you see in squads. I see guardians, engineers, necros and eles. Not much else. Maybe some ranger classes but certainly the least represented class in these groups is by far the warrior. This is because we provide the least value. I would love to see actual numbers from Anet on this as I am going purely on observation here. I am sure that many here will support this observation however.
  9. We don't need +50% damage. The damage is there for the most part, the problem is applying that damage. I'm a warrior main because I don't like to get carried by class, however, I have played all the other classes and the other power classes in comparison have a way more easier time applying their damage. I sometimes feel like I am cheating when playing other melee classes. I agree that we need to have SOME damage come back on our CC skills, especially when they are weapon skills - like hammer. Also, some skills need reworking to be more fitting in how the game has changed. We're not the opportunistic killers that we used to be when the game launched, that space has been saturated with other classes and elite specs now.
  10. Warrior is built around the mechanic of building adrenaline to land huge hitting melee burst. Meanwhile, we have holy monks and rangers hitting harder with just their regular melee weapon skills.
  11. Notice how warrior is like the only class that doesn't have a busted build?
  12. I've been hoping that things would be changing in WvW for such a long time. I've been putting up with builds that are way too overpowered for WvW mode and been gleaning some fun from roaming even when frequently outnumbered but recently, especially with the alliance changes, WvW getting more and more degenerate. I try and avoid blob fights when I can as I like to main Warrior and with each added elite spec for classes such as Necro, Guardian etc. the ground based AoE spam has become silly. Unfortunately, with the way alliances are structured, roaming and small scale skirmishes are fewer and far between now. Just blobs spamming ground targeted AoE - apparently that is fun for some people but I don't like it so I don't play it. I think what I am trying to say is that with all things considered, the obviously broken classes and the AoE spam, I'm not having fun in WvE anymore and I think I'm going to play something else now. Thank you for the months of fun that I got from the game.
  13. I prefer to roam also. I also understand why some players prefer to blob. The problem is that blobbing has no real incentive other than to go from fort to fort over-capping each other. Apart from Stomemist and home Garrisons, there is very little defending going on, just blobs avoiding each other flipping each others forts. I feel like there should be some system where you have an added incentive (points / rewards) at specific intervals to defend or take a specific objective on the map so that there is more three way blobbing around specific objectives and less blobs running over the map flipping objectives intended for smaller parties.
  14. When I originally started GW2 I was a bit confused about being in a number of different guilds but representing only one of them. If they have this functionality in the game, why not just have the option to have different guild types? One you can represent in PvE etc and the other you represent and play with in WvW. Would also be nice if they had specific guild missions for those guilds that were WvW orientated.
  15. It just doesn't work. What I like: I like the pistol offhand, I also like skills 3 and 5 on the Gunblade in normal mode. What I don't like: It doesn't "flow". The switching in and out of Dragon trigger in combination with weapon swapping feels really rigid, almost confining. The rooted while charging is a gimmick that doesn't fit into PvP. Technically we lose weapon swapping so we lose the utility of weapon swap sigils. Some utility skills are really underwhelming / useless while others are slightly overpowered. The barriers are terrible and the skill that provides increased flow pretty much has to be on your bar and has zero extra utility. The healing and the elite in combination with shouts are pretty much the best part of the specialisation. Final thoughts: I like the mid range aspect of the pistol and the some Gunblade skills (skill 3). I feel the specialisation would have been better if it was worked around mid range mid damage and leaned even heavier into the ammunition aspect of skills. I won't be playing it in its current interpretation.
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