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Sovereign.1953

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  1. Let Warrior generate quickness on successful burst hits (like Martial Cadence post-patch) but without an internal cooldown of 10s. This opens the door to letting Warrior have a Quickness build in either Berserker or Spellbreaker. Chaining successful burst hits (like burst -> Full Counter -> burst) feels like good gameplay, and without a cooldown players have a choice in how much boon duration they should aim for. Change Banners to ammo skills after it's been placed, and let banners be moved without penalty. Have Banners apply effects on ammo usage. Have one banner for Stability, one for Resistance, one that only applies a Blast Finisher, and leave the Elite Banner to pulse boons. Warriors should never feel obligated to fill their whole bar with banners, especially if they're just going to place them on the floor and leave them there until they need to be moved. This isn't interactive and it's not good gameplay. Stability and Resistance are both valuable boons that are hard to come by, and giving them to Warriors will make them more desirable. A Banner that is a blast finisher on demand will be a great utility skill to help round out a group. Having them as ammo skills also opens the door to Bladesworn using them in some way. By disconnecting Warrior from requiring banners, Shouts can now be used as healing if desired. This version of Warrior might not be best-in-slot but it would be able to complement almost every group composition. It might be lacking in some Defensive support options like Protection or Aegis, but perhaps Spellbreaker can be adjusted for that (a la Full Counter). I'm no Warrior main, but I really think the answer to making Warrior competitive in PvE is to make it good, not make Banners good.
  2. I haven't read through the rest of this thread so sorry if I'm repeating what others say. I only played this spec in PvP, and while I don't want to straight up say the elite spec is bad, it feels bad to play. Bladesworn seems to be designed to have 3 weapon sets: main hand, Gunblade, and Dragon Trigger, the latter being hidden behind wielding Gunblade first. I feel the biggest issues with forcing 2 of the 3 weapon sets on us to be the following: Gunblade and Dragon Trigger have no meaningful defensive skills or hard CC. The fact that 2 of your 3 weapon options offer nothing that actively prevents you from dying means that for the majority of your time alive you will be ill-equipped to handle pressure. The weapon swap to your main hand shares its cooldown with Dragon Trigger, and so even if you wanted to deal some "damage" in Dragon Trigger (I'm sure there are enough memes about its PvP damage) doing so would lose access to your main weapon set, and thus any defensive skills or CC. Entering Dragon Trigger has no merit as it does not do enough damage for the risk, and as it does not generate any stability, you will just get CCed and your weapon swap will go on full cooldown. If you forego the Dragon Trigger all-together so that you have reliable access to your defensive skills in your main weapon set, you are left with Flow that literally serves no purpose. Here are some suggestions that might make the gameplay feel better: Give some defensive skills or hard CC to Gunblade. Right now every attack is an explosion and nobody cares about Gunblade 4's projectile reflect. If you inflicted a low duration weakness or a blind on some of those explosions (see Engineer's flashbang) or gave evade frames to Gunblade 5 it would give players some defensive options instead of feeling like you're forced to trade damage. This would also help with the need to fill your utility slots with purely CC skills in order to survive. Remove the Dragon Trigger weapon kit and instead, create F2, F3, and F4 to represent Dragon Triggers 1, 2, and 3. Nobody is going to use Dragon Trigger 4 and 5, and the F2-F4 keys could function as a one-shot skill or press-to-activate and press-to-unleash. Allow Dragon Trigger to be accessible even when wielding the main weapon set. Provide Dragon Trigger with a short duration stack of Stability so that these skills can actually land. I think these changes would go a long way towards making Bladesworn feel more fun. It's not fun to feel like you have no options because 66% of the weapon skills you have equipped are more-or-less worthless and 33% of your weapon skills are inaccessible because of weapon swap cooldowns. This would drastically free up your utility skills so that you don't just take CC and condition cleanse. I never even got to play with the ammo-based utility skills of Bladesworn because I didn't survive long enough for them to matter. Additionally, if you are in Gunblade and use Rampage, your Rampage form has the Gunblade skills. I didn't get to play with this to see if the Gunblade skills were more effective, but you can drop the weapon bundle to return to the normal Rampage skills. It would be kind of cool if Rampage had some synergy this way, but otherwise it's worth reporting as an unintended effect.
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