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cryorion.9532

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Everything posted by cryorion.9532

  1. Reality is that they did this because they want warrior to be telegraphed and easily predictable. That is why they also nerfed in similar fashion Shield Bash, Head Butt, Dragon Slash - Boost and so on. Nothing we can do about it, it seems like immutable rule of warrior profession on their balancing board or there is simply no warrior enjoyer in the balance team (or both). To be fair, I got tired of staff already since it does laughable damage (ye I know it's support weapon). I just use it on full nomad build in wvw to troll enemies and give anet reason to nerf warrior even more 🙃
  2. OK, what about e.g. give warrior instant teleports and complete invlunerability elite that resets bursts and fills adrenaline. Why not also stealth since there are builds that can do Gun Flame-like damages from stealth with less effort anyway. Gunflame has big tells, too, so that would be fair. 🤡 What about let's not pretend Willbender isn't overpowered as kitten and nerf this overpowered kitten together with Cata, Harb, thief etc? It's as if people thought they are good at the game and it's not their broken build and utility kit. Have fun spamming those useless confusion emotes, reality is that there is reason why Willbender is so popular.
  3. That is valid concern. It is very likely that the low CD is because the skill is supposed to block only one attack if the attacker is within its melee range. The more I think about it, the more I realize that it might be better to have limited block ability but with such low CD. When I try to rationalize why it should stay at 15 sec CD and block like Shield Stance which is 30 sec CD, I simply can't really figure out justification for it. Also, there are many more skills like Riposte, on other professions so Anet would probably have to change it for all professions. However, Anet could still improve the flip skill to be like this: if blocking an attack that does not trigger the damaging hit part of the skill, the flip skill would change to this damaging hit skill. And then you could use it quickly if you get to melee range fast. This way, the skill retains its limited block potential and could retain its low cooldown, while having improved and more flexible flip skill. Yeah, especially with such high cooldown, it should do more than just block... what about reducing Shield Bash duration by 1 second per each hit blocked? Just a quick idea.
  4. To be fair, I am not fan of 100b being mobile because in my opinion it won't be as good as people think and animation would have to be changed which I doubt anet would be willing to do. I'm in team of shorter cast time and maybe even less hits (but damage remains same), so it is more bursty. Something something 1 sec cast time, 3 or 5 hits and make it one-shot glassy builds and I am totally not biased here. In any case, it would be nice if it was more bursty and faster so it is more realistic to land on anything besides downed players and immovable structures.
  5. I suggest changing sword's 5th skill, Riposte, so it blocks for full duration even melee attacks and flip skill is the actual damaging hit that player can activate after activating the block. Adrenaline Rush that grants 3 adrenaline should be added to that flip skill and as cherry on top, increase the adrenaline gain to 5. I would also suggest doing this change to mace's 2nd skill, Counterblow. It is obvious that, for comparison, staff's 5th skill feels so good to use when player has complete control over the flip skill. It is functional and practical. Adrenaline Rush as flip skill is obsolete.
  6. It definitely tracks targets a lot better. Now they need to give some love to Hundred Blades to restore greatsword's former glory. 🙂
  7. Has Willie been oppresive like this since EoD release? Or did Anet slowly buffed it over time after the release?
  8. It took them 10 years to fix Rush, so...
  9. Nice suggestions. What about Building Momentum/Reckless Dodge granting 5/7 adrenaline when using dodge while in combat, instead? Forget Fast Hands baseline, gaining adrenaline on being hit baseline from Cleansing Ire is the way.
  10. Well ok, but give back Full Counter its damage. Yes, THAT damage. Or have people not learned how to dodge it, yet?
  11. My point was that they keep powercreeping other elites so they are more attractive option, but in the end, no one will pick those elites because RF is way too good. Anet would have to add more to other elite skills for people to stop using RF 99% of the time... or nerf RF.
  12. Instead of nerfing outlier skills/traits, they are powercreeping other stuff instead. Classic Anet balance team... 🤡 Hey Anet, the finisher elite still sucks, even with evade, finisher and ability to move. It needs more! Give it 5 second invulnerable buff and add 1200 range teleport with stunbreak to FMW. Guardian has only 11k base HP so it is reasonable. 🤡
  13. Yup, tried it yesterday in WvW and noticed wrong numbers, too, when comparing it to Final Thrust or other skills and their description numbers. Actual damage dealt to target was also not that high for supposed 1.7 modifier.
  14. Finally. I even got used to the aftercast, not expecting the fix at all. Better late than never I guess.
  15. For WvW, I would trade 19k HP for 11k HP and in return Gunflame would do 20k damage against full minstrel builds. 🙂
  16. Maybe because Anet's plan was to tone down damage through lowering modifiers with single hits to have cap at 2.0. Vast majority of skills got this treatment and it is obvious they forgot some skills. There was a reason why they nerfed all those modifiers in the first place. And, in case it is not clear, I agree with celestial nerf and that using full berserker gear should be punishing if played recklessly. But why pretending that having higher than 2.0 modifier is ok because e.g. current cele meta can mitigate the damage so much?
  17. Yes and while you are at it, please also give game mode split to Overheat and Become the Bear's Charge skill (there are most likely also other skills that need it). Also look on all single hit skills that exceed 2.0 modifier (e.g. Spinal Shivers and Impact Strike's Finishing Blow skill) and tone them down properly. It's been 4 years...
  18. You forgot /s at the end, mister.
  19. Becasue they don't really care. Player feedback is only good if it aligns with whatever vision balance team has. And judging from current balance state, their vision of WvW is for players to spam everything brainlessly and play it like in open world PvE. All this while ignoring outliers, overperforming builds and skills missing game mode split. WvW balance went downhill since 2020 February balance patch. As it turned out, it was a failure and pointless. We still have insane damages but now with perma boons, insane utility (this includes heals) and that longer CCs don't do damage... 👏
  20. After playing staff in WvW, here is some feedback: Autoattack Damage is pretty good, please no nerfs Valiant Leap Good mobility, ok boons and heal I was thinking that maybe blast finisher would be better/more useful instead of leap finisher Line Breaker Really good as mobility skill but the boon and heal application could be improved Maybe apply these boons instantly upon finishing the mobility part (yes, even if I target myself and proc it instantly without the mobility part) rather than additively doing animation of rising arm up and then provide boons and heal Snap Pull The main issue with this skill is its vertical hitbox - if there is even slight terrain elevation, the pull simply doesn't work The pull range is fine, I also suggest changing all other pulls in game to this range and adding visible indicators of incoming pull (for competetive modes) Bullet Catcher Great skill, really nice utility Bugs I noticed/am aware of: 3rd autoattack hits targets far away (how to reproduce: attack e.g. structure or npc and target distant enemy - that enemy will get hit by the 3rd autoattack) Line Breaker charge effect sometimes persists after swapping weapons Line Breaker only provides 1 stack of unblockable instead of 3 stacks (and if weakness is being applied on enemy, that one unblockable stack gets immediately stripped) Snap Pull's pull effect does not work if there is even slight elevation between character and target Bullet Catcher visually stops animation (and even casting bar disappears) but the block is still happening as long as I don't use any other skill with cast time
  21. Yeah but one could argue that it is warrior weapon so it makes sense to be more offensive and especially on Berserker which is purely offensive elite spec. To add to the topic: This is another case where devs clearly have no idea what they are doing. There was no reason to nerf the skill that hard. It would only make sense if they nerfed modifier from 1.5 to 1.0, but 0.5 clearly indicates something.
  22. From my experience (and I am obviously biased here), I would say Spellbreaker is less frustrating and less clunky compared to Bladesworn. Hammer + Dagger/Axe Spellbreaker is very smooth + stability comes naturally from ccing enemies + Full Counter reseting bursts makes it even better. I personally find Spellbreaker much more engaging than Bladesworn. Only interesting thing about Bladesworn is the insane burst. Now imagine if you miss that burst for whatever reason (e.g. being cced, having weakness, mobs dying before you can charge up Dragon Slash, boss phasing and so on), it is not very enjoyable experience to put it lightly. I see this e-sepc as failure and hope for reworks. 🤷‍♂️ To be more objective, you should try them both and see what playstyle you prefer more. That is the best way to find out what is better for you than copying what is better for someone else. Both e-specs are very strong damage wise.
  23. As ProverbsofHell wrote, if you use Strength and Defense traitline with Spellbreaker, you are losing 5 sec weapon swap, shorter burst CDs and other benefits which make Discipline Spellbreaker so good. With proposed change, Strength+Discipline Spellbreaker would have access to stability, similarly to Defense Discipline Spb, but with more offensive oriented traits. I also kind of made mistake because I thought PvE trait was 1/4 sec ICD. It is indeed 1 sec which would still be ok. I am not sure if there even needs to be ICD in the first place, nothing comes to my mind how it could be abused to get unnatural amount of stability from it. The goal is clear, the trait would proc Stability whenever Warrior uses mobility skill. With current 10 sec ICD, it is not very practical.
  24. This trait would be awesome (and more practical) if the ICD wasn't so high and warrior could activate the trait effect when using more than 1 mobility skill in succession. What about changing the ICD from 10 seconds to 1/4 second, both in WvW and PvP? Any thoughts?
  25. To add, I noticed that staff skill 5 "stops" channeling the block (channeling bar disappears) but it still keeps blocking as long as I don't use other skill.
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