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Yerlock.4678

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Everything posted by Yerlock.4678

  1. I know I’m stating the obvious but these two abilities were overturned in beta and are still overturned. Please fix this as it’s overshadowing everything else in the game. seriously vindi is just a carpet bomb spec with way too much sustain and dps.
  2. Srsly just think about a meta without necro. We had Scourge, was busted; then Vanilla, way too strong; now Harb is railing with broken shroud spam that is bringing 1 shots back into the question. While simultaneously throwing boons like it's candy at everyone, making Lich seems like a fond memory. We literally just got rid of a solid year+ of Vanilla Necro abuse and even more years of Scourge abuse before that. And right when the long awaited lich and Blood Magic nerfs come Harb comes in clutch with boon and shroud spam.
  3. First of all, this quote "lose the ability to swap to other weapons during combat." is a lie in sPvP. You can NEVER swap weapons outside of combat in a match in pvp. It literally doesn't work. This spec is a perfect reason why Anet doesn't get Warrior. It's all shouts, all spam, with no conventional weapon swaps. Does no one see the problem with this?? Instead of fixing sigils, fixing stances, fixing Arms, fixing Defense; they instead pretend Fast Hands doesn't exist by making it to where we don't even weapon swap. This is literally ignoring a massive issue by making an even more glaring issue. We can't even get it to where the secondary weapon set IS the bum sword (or whatever spam the katana kit is called, I don't care about it's real name cuz it's so awful.) When ancient Warriors talk about the glory days of old, we're thinking of things like this: We like abilities that synergize together! Abilities that connect and utilize a certain amount of skill from the player base! Bulls charge -> Hundred blades etc. We don't want shout spam and bum blade spam that doesn't synergize together and requires no skill! We don't want it, our opponents don't want it. Because it's not skillful to die from shout spam, nor is it rewarding to kill players without any skill. SO even if this spec was good (which it definitely is not in spvp) the design behind it LAZY. And the fact that the devs couldn't even tweak the numbers so that basic bum blade attacks do as much dmg as a great sword, or a fully charged Dragon Slash as much as a Maul from Ranger or a level ONE Eviscerate in pvp is downright insulting. These number are pathetic, even the utilities on core do so much more than the bum blade utilities. It's criminally low effort. The devs overreacted from PoF and HoT and now have served a class that feels headless and spineless. And the worst part is it's at a moment where Warrior needs a buff and love more than ever. Warrior has NEVER been in this bad a spot in balance. Literally any other class in PvP/WvW is better at one thing or another. If this is the best Anet has to offer Warriors, I'm ashamed to call myself one. First the lack of balance for years on end, and then an even more pitiful performance by delivering low effort low intensity shout builds with a katana that hits like its made of wood or soggy noodle dough. Seriously, this is begging for reworks and buffs. FIX THIS CLASS ANET. WARRIOR IS A COSPLAY OF A PROFESSION
  4. and because it's true...
  5. Why is the team obssessed with support Warriors and tactics? There's already a traitline called Arms that's literally trash. That's not hyperbole it's just unusable. Like handing out a kill unusable. Why even worry about tactics, a traitline that's already very good, instead of literally trash. Or maybe stances; Is Last Stand still just a "temporary fix"? Because this happened years ago now and definitely is putting strain on the word 'temporary'. Balance Stance is has a 60 second cd in PvP, try finding a player using it. It's like playing Where's Waldo. Berserker's Stance- literally one of the core Warrior's best stances back in the day- is literally, in every sense of the word, trash. It has no value for a skill slot, none. Zero. There's never any reason to take it. Also in that same vein Featherfoot Grace, same thing. You must know that Warrior isn't being played right? You have the statistics. So either this is a huge elephant in the room and you're team is ignoring it to no end, or you are aware of it and are planning to address it behind the scenes. Just please communicate with the Warrior community about this. Something, anything that isn't only a banner sl*ve rework is desperately needed for Warrior to succeed in anything not related to Shout sl*ve Warrior specs outside of PvE. All of the best Warrior players I know, all of them, over the course of these almost 10 years, have either rerolled or left. Please give this attention
  6. Don't worry all of these changes are "temporary". They'll only last at a minimum of 4 years. Also warrior isn't even a profession it's a cosplay of a profession at this point.
  7. I'm really sorry to be such a cynical person here to my fellow warriors, but I've been let down too many times to see what's coming and not bring the hammer down on this xpac as far as Warrior changes are concerned. The last beta when we saw Bladesworn Warrior will most likely be the version we get, only with a better burst skill Dragon Slash (that can still easily be maneuvered around like by jumping over it..) and nothing else. I'm making this post because I desperately want to be proven wrong. I want Anet to show how foolish and cynical I am by making this spec outstanding. And everyone can come on here and post how dumb I was and how they made many changes that deeply improved the spec. But I have been hurt too much at this point. I know what's coming. CmC showed us half of his hand... and there was nothing concerning balance with the present Warrior specs. That alone is a yellow flag. This suggests that either they've solely been working on big improvements on the new Bladesworn spec, or (more likely) that they're playing it safe and only buffing/improving Dragon Slash (the burst skill, not even the weapon kit) in the viability department. I.e. .... a bit more dmg in pvp and maybe wvw, and that's it. Again I hope very sincerely I'm wrong, but I have every reason to believe from past events that I won't be. We've stated for months, nay, years the basic things we've wanted for warrior in terms of balancing: Fast Hands Baseline Reworks to Arms Giving life back to Defense post nerfs Giving Berzerker love so it's not just a damage meme joke Giving SB skills/traits help after so many previous nerfs so that it can compete Making it to where Fighter Rune isn't Mandatory And on and on and on.... But all we've gotten in all of this time was one promise to rework banners in the summer (which is VERY appreciated) and one "balance" patch where the now infamous quote came from: "Berserker has been in a great place with strong support, power, and condition builds that are successful in all content." We never liked banners, we never wanted to have Tactics forced on us, we never wanted to lose so much sustain And no CmC only mentions us when talking about support builds... It's like he wants to rub salt in our bleeding wounds. WE DON"T ALL LIKE SUPPORT WE DON"T WANT TO BE A SPAM ONLY SHOUT CLASS ANET PLZ LISTEN TO YOUR WARRIOR COMMUNITY
  8. I don't understand your logic. If a duelist leaves home and goes to help mid, a teef can decap home. If I stay home then the teef can +1 mid. This is because (due to SA being way too strong) teef can stealth forever and force me to play it safe at home. The second I leave, and the teef notices, because a teef has the best mobility in the game, he'll decap my home node. That's just how it works. The same logic applies to the far node.
  9. Then just be a team fighter not a duelist... why even worry about home if you should team fight and try to snowball. Necro does a better job at holding a node then pushing with the team by what you're describing.
  10. Then just be a team fighter not a duelist... why even worry about home if you should team fight and try to snowball. Necro does a better job at holding a node then pushing with the team by what you're describing.
  11. Teef can out rotate us and can decap us as soon as we try to contribute to anything more than being stationary at home or far. SA, even after these upcoming nerfs, will Still have plenty of stealth and ofc mobility to make every side nodist a stationary bot look alike the entire game. Meanwhile we cant contribute that much to teamfights since we're super selfish with our builds in nature. Other tankier classes do the job for us with no problem. There are some outliers, mainly holosmith and somewhat rev, but it doesn't change the fact that we can't make many aggressive moves without costing the team dearly. Give duelists a chance to contribute more! More mobility or a slightly faster TTK in fights so that the meta shifts and gives duelists more respect.
  12. That way necros can't just hold a second hp bar over they're heads in between fights and use it as an offhand elite. It's punishing teamfights, also they can duel way too well for what they're capable of, it's pushing actual duelists away. Basically nerf Shroud and/or the amount of Life Force given to necros.
  13. As a Warrior main, let me just agree and say I hope at least one Anet dev will play Warrior for more than 20 minutes to understand just how unbearably bad it is. They don't understand just how much good balancing can carry this game. Warrior is trash. If they gave it more love and stopped dry humping their guardian/necro toons and reminiscing about every class other than Warrior they'd realize this class has been neglected to an unbearable point. Like it shouldn't even be called a "profession" just roleplay or costume. That's how bad warrior is and has been for such a long time.
  14. The "you're not forgotten" update CMC just copy paste I promise it'll make things better, lol. Warrior has been in a difficult place in competitive game modes. This is my attempt at what Christmas for Warriors would actually look like. While admittedly I have a strong bias for Warrior, I absolutely think the majority of these changes are well warranted and would not break the class or the game. In fact, I believe they would only benefit the current Meta. Warrior- The baseline Weapon Swap cooldown for this profession is now 7 seconds as opposed to 10. TRAITS 1. Discipline Vengeful Return- Gain Superspeed for 5 seconds upon using Vengeance. Health increased from 25% to 45%. You do 5% more damage while under the effects of Vengeance. All other previous effects are still the same. Fast Hands- Fast hands now reduces weapon swap cooldown reduction by 2 seconds as opposed to 5. Heightened Focus- Cooldown reduced from 15 seconds to 10. Quickness duration increased from 2 1/2 seconds to 3 1/2 seconds in respective game modes. 2. Arms Wounding Precision- Expertise is increased from 4% to 7% in respective game modes. Opportunist- Fury duration reduced from 10 seconds to 5. Gain 7 stacks of might for 5 seconds when a target is immobilized. Sundering Burst- Increased Vulnerability stacks from 5 to 10 baseline, and to 15 stacks when critical hitting. Blademaster- Changed Condition Damage increase of 120 to Power increase of 120. Burst Precision- Now ignores the effects of Blind and Weakness while using a Burst skill. Gain 5 stacks of Might while using Burst skill. Duel Wielding- Increased attack speed from 20% to 30%. 3. Tactics Martial Cadence- Cooldown reduction increased from 3 seconds to 5 seconds. 4. Strength Restorative Strength- Increased duration to 10 seconds. Increased Might stacks from 5 to 7. Brave Stride- Increased Stability duration from 2 seconds to 4 seconds. Body Blow- Increased Weakness duration from 3 1/4 to 6 seconds. Great Fortitude- Increased Vitality and Ferocity from 10% to 13%. Merciless Hammer- Note: I wouldn't change this trait but I don't agree with the current cc rules post 2020 patch. Basically I believe that some cc abilities should do normal damage while a target is already currently stunned or knocked down etc. This would mean the first hammer cc would do no damage, then followed by damaging hammer abilities as the targets is stun locked and chained. If that was too strong there could be a scaling up mechanic where the first cc skill does no damage, the second 50%, the third 100%. In any case Hammer and cc overall needs another pass. 5. Defense Cull the Weak- Increased damage from 7% to 10%. Defy Pain- Decreased cooldown from 300 seconds to 120 in PvP and WvW. Last Stand- Decreased cooldown from 300 seconds to 120 in PvP and WvW. Increased Vigor duration from 6 to 9 seconds. 6. Berzerker Note: I wouldn't change anything initially in the traits/skills with Berzerker. What I would change is the Berserk ability. It would be used to where the moment you hit f1 with full adrenaline it would simultaneously proc it's Berserk Burst skill. Berserk- Hitting Berserk simultaneously procs the Primal Burst skill. The first Primal Burst skill costs 0 adrenaline. The Berserk and initial Primal Burst skill animations are synced together. 7. Spellbreaker Dispelling Force- This Minor trait now also grants 2 adrenaline upon removing a boon from a foe. Loss Aversion- This no longer grants 2 adrenaline upon removing a boon from a foe. The damage of this skill is able to critical hit and has gone from 67 to 250. Sun and Moon Style- Strike damage is increased by 5% while wielding a mainhand dagger to foes that have 3 boons or more, 7% to foes with 2 boons, and 10% to foes with no boons. Also the 5 second cooldown that has no purpose for existing has been removed. The Critical Damage converted to healing has been changed from 7% to 10% on the offhand dagger. Attacker's Insight- Increased each stack of Ferocity, Precision, and Power from 35 to 40. Enchantment Collapse- Has been reworked so that removing a boon from a foe removes an additional 2 boons from that foe, and one boon from nearby foes. Increased radius from 240 to 300. Revenge Counter- Increased Full Counter damage from 20% to 200%. Resistance now procs immediately upon using Full Counter and is 2 seconds when the counter attack isn't used and an additional 2 seconds when it is. Conditions copied are now 2 instead of 3 but now are subsequently removed from the player upon activation. SKILLS Full Counter- The Daze duration of this skill is now reduced to 0.75 seconds as opposed to 1 second. Note: The slight nerf to this baseline is simply to not allow Full Counter to constantly obstruct gameplay with CC spam. CMC nerfed this in the past from 2 seconds to 1 and I think an additional 0.25 seconds will make the Daze of this skill right where it needs to be. While it's effect can interrupt abilities, it won't break the constant flow of gameplay in competitive settings. Break Enchantments- Increased damage from 100% to 650%. Imminent Threat- Increased Radius from 240 to 450. In addition to Resolution, this skill now applies Protection for 5 seconds. Sight Beyond Sight- This skill now applies 5 stacks of Might for 5 seconds. Upon use, this skill removes blind and grants Resistance for 5 seconds. Featherfoot Grace- The Cooldown for this skill has been reduced from 45 seconds to 40. In addition to granting Resistance, this skill also grants Resolution for 5 seconds. Natural Healing- Heal for an additional 20% if you remove both boons and conditions from yourself. Heal for an additional 10% if you remove either boons or conditions from yourself respectively. Winds of Disenchantment- This skill now follows the user upon activation. The Duration of this ability lasts 10 seconds as opposed to 5. Disenchantment now has an ICD of 0.5 seconds. The activation time for this skill is now 1 second as opposed to 1 1/5. Blamestorm- Increased damage by 5%. Berserker Stance- In addition to it's previous effects, this also pulses Resolution every second for 1 second during it's duration. Balanced Stance- The cooldown for this skill is decreased from 60 to 40 seconds in PvP only. The number of stacks of Stability has decreased from 2 every pulse to 1. Banners- Note: Banner's are in a bad place in most game modes, as they are basically static buffs that take up a skill slot and have to always be accounted for while being used in group play. The point of banners need to be a static buff with it being useful in the skill slot as well. Banners now should be used in the fashion of Samurai Warriors using Clan flags (image below). They should be on the back of the Warrior, allowing for skills to be used in the slot after being equipped. For example, I use Defense banner in my skill bar and then it appears on my back and goes wherever I go. Meanwhile, the skill is now a simple AOE Stability buff that grants a stack of Stability to all allies in a certain radius. That will allow banners to be more versatile and fun, and more usable. https://imgur.com/a/U02wt Banners no longer are placed on the ground but are mounted on the players back. Upon usage the static buffs remain the same but have a simple skill that can be used while wielded. When more than one banner is summoned, another flag mounted on the back of the player will be placed with a maximum of 4 banners. Defense Banner- Grants 4 seconds of Stability Discipline Banner- Grants 10 seconds of Fury Tactics Banner- Grants 6 seconds of Regeneration. Strength Banner- Grants 3 stacks of Might for 5 seconds. Battle Standard- Passively is the same but now grants a revive ability in the Elite skill slot as opposed to when the banner is summoned. This skill takes 2 seconds to activate. Shake it Off- Reduced Cooldown from 75 seconds to 65 seconds. On My Mark- Reveal duration increased from 6 seconds to 8. Fear Me- Has been reworked so that the initial Fear is 1 second and, if a foe is hit with said Fear, a second Fear Me ability is available so that a second Fear can be cast lasting 3 seconds. Cooldown decreased from 60 seconds to 40. Signet of Might- The duration of Might and Unblockable increased to 8 seconds. Signet of Fury- The animation upon using this ability has been removed. Signet of Stamina- The animation upon using this ability has been removed. Dolyak Signet- Cooldown has been decreased from 60 seconds to 40 in PvP only. Stability stacks decreased from 10 to 3. Throw Bolas- Increased duration of Immobilize from 4 seconds to 5. Stomp- Launch is no 0, and will launch the foes in place effectively. The stability granted upon hitting a target is increased from 3 seconds to 5. Signet of Rage- Increased Might stacks to 25. The duration of Fury, Might, and Swiftness has been increased to 8 seconds. Healing Signet- Increased active heal to 3000. Now additionally applies Regeneration for 6 seconds. Defiant Stance- Reduced duration from 4 to 3 seconds. This skill is now a Breakstun. The cast time and animation for this ability have been removed. To the Limit- Decreased cooldown by 5 seconds. Longbow: Combustive Shot- This Burst skill now does not proc Cleansing Ire and Adrenal Health when not hitting an enemy in it's radius unless the target is hit within 0.5 seconds upon being activated. Note: This change was meant to curb the longbow Defense bursting spam only in order to keep up cleansing and AH passives. Sword: Savage Leap- Damage has been increased from 490 to 690. Final Thrust- The animation has been sped up to that the cast time is 1/2 second. Flurry- The animation is now 2 seconds long as opposed to 2 2/3. You can now move while using this ability. Strike Damage increased by 5% Axe: Whirling Axe- Now grants Superspeed upon it's duration that lasts 3 1/2 seconds. Eviscerate- Damage increased from 1000 to 1200. The range is increased from 300 to 350. Greatsword: Rush- This animation is finally fixed lol. Vengeance- Increased damage by 15% while under the effects of Vengeance. Notes: The goal here is make vengeance a powerful ability that players want to use, as opposed to ignoring or being a nuisance. By increasing the dps, it could encourage a sort of zombie "come back from the dead" mechanic to have a last chance at killing an enemy before going down for the count. Future Changes Bladesworn needs a lot more QoL and versatility in order to not be pigeonholed into using Strength and Tactics. Making the secondary weapon the Katana, and removing a secondary weapon while only allowing burst skills while wielding Katana would increase it's effectiveness. Another option is to go the Genji route from Overwatch and make the Katana super awesome as a burst skill like an offhand elite, but making it timegated. Either of these changes would help the QoL of the spec to make it not just a massive cluster of shout spam burst abilities while wielding Katana.
  15. Why does Anet hate them? Just tell me to reroll and play guard or necro or rev after making one. Seriously, even banner slave tactics gimmick shout war is a joke. And the new spec looks cool but effectively plays like clunky Lego pieces stuck together. They only have two months to fix that, so unless there's some amazing updates coming to fix QoL, or they just give it a lazy buff, there's no flow to it. Pun not intended. I seriously, no joke at all, think almost none of Anet mains Warrior. Especially in pvp. If they did, either War would get buffed or they rerolled to another class after pulling their hair out. https://ibb.co/7Y6kNVz You're forced to use one heal, forced to use one elite, everything in this class is pointing toward a desperate need for some sort of buff. "Well everything else just needs to get nerfed." Even after that ideal scenario we are stuck with massive balance issues. Banner's would still all be garbage, the Arms traitline would still be unusable. Rifle would still be a silly meme, as would Berzerker. Defense is a shell of it's former self, Tactics is a only meh with shout spamming being the most uncreative way to support, Spell Breaker leaves you brittle and weak with not enough room to keep you afloat outside of duels. Discipline is still mandatory and needs to be addressed as this glaring issue has been sitting there since launch. Strength is quite literally the only good trait line with no room to experiment even there. This is not even acknowledging that blind spam shuts down Warrior in every possible way, and considering how prevalent blind spam is in this game it's infuriating. Berzerker amulet- mandatory. Fighter Rune- Mandatory. The class is the worst of all worlds, as every role it can play can be done by another class. Duelist- Holo's better in conquest, arguably ranger and ele as well. Also Mesmer when strictly duels. Support- Guard, no contest. Mercy signet is a joke. Also necro. Roam- Thief ofc, Rev, Mesmer. Team fighter- Necro and Guard ofc. So there you have it, literally everything's better than warrior as a profession in pvp. We used to be the shining example of this game's combat and have withered away from almost 10 years of nerfs. We've been bad for years and nothing's been done. Please us and buff us, it's not just a pitiful wish. Also stop thinking we want to play tactics we want you to fix the other traits first.
  16. It would be easy to make that change, and kill the class. Warrior is the lowest spot in competitive gameplay, it had ONE appearance in the last 3 MATs in a row. So taking out that fundamental trait would kill it. And just imagine having to balance the entire class around a worse QoL. Oh wait they tried that with Berzerker and now it's terrible and a meme. You can inflate the numbers all you want but Berzerker is a one shot meme rifle gimmick build that doesn't have any QoL that it used to have from it's f2 being removed. So now do that to the whole class and let's just say the whole Warrior pvp/wvw community has an exodus from the class and possibly the game. This is why playing the class is important because it gives you a feeling for what you're talking about. I wouldn't judge a movie I haven't seen, a game I haven't played, a class I haven't understood.
  17. I understand your point Obtena, FH is super great. It could even be nerfed to make an unbalanced class an even more unbalanced nightmare. All I'm saying is that it would be much easier to balance Warrior with FH baseline and everything else weighed against that notion, as opposed to it being a minor trait pigeon holing every warrior in the game.
  18. I concur with this poster, Obtena are you playing Warrior in spvp? I mean let's be real here, if you want to argue your point then have something behind it to weigh in. If you're going to ref from the sidelines without playing warrior in pvp then be my guest, but as it stands it seems almost every warrior main wants some for of FH to be baseline and balanced around that concept.
  19. It does has relevance to the discussion, because it says that any warrior build with FH is better and it means a must have in any game mode. It would be easier to make FH baseline and balance accordingly as opposed to nerfing it and bringing the world down to a already nerfed class that's now even more nerfed that would literally kill the warrior class and all warriors would want to quit.
  20. Just play a warrior build without FH and I'll play one with FH and we'll see who wins:)
  21. That's not the point, the point is it's easier to make FH baseline and address the follow up balance as opposed to nerfing FH and putting the entire game around a lower denominator than it already has and has had for almost 10 years.
  22. Yeah just nerf FH and make Discipline terrible also, in the same vein as Arms. Or how about just delete Warrior altogether and tell all Wars to reroll to Rev? Nerfing FH won't open up build diversity it'll simply kill a starving class. Anet's roundabout way of dealing with the new Samurai spec aren't addressing this problem either and it's a shame because ask any War main and they prefer FH over even adrenaline, and that's saying something. Weapon swapping is fundamental to War, aside from the new beta gimmick which like I said ignores the issue. When you have a minor trait that has such core functionality to Warrior and to the combat system as a whole, the entire balance outline will be and has been based on the presumption that it is taken for 9+ years. Nerfing it will kill the class outright. And nerfing it with an even hand with all the other specs being nerfed won't solve the problem either because it's so integral to gameplay that the fun factor would be lessened also. (Waiting that long to swap Weapons and synergize isn't fun in any meta who knew). This is why making FH baseline is a good idea for balance, not because it makes it OP but because it opens build diversity for warrior. It allows War to take other Trait lines, and if War is performing too strong then other traits can be nerfed if needed. Point being the War has a QoL update and a balance change that frees up War in a massive way. It allows Wars to not get pigeonholed into Discipline. Side note we know Tactics is being pushed on us and we really wish Anet would fix Arms and Defense first and address FH before anything thanks.
  23. There are some basic things you can do to make BS (Bladsworn) fun and viable. Many of them are QoL improvements: 1. Remove the secondary weapon set altogether, it's just confusing and doesn't really work with the theme you're going for. instead make it to where the secondary weapon will ALWAYS be the gun-saber. Due to this change, the f1 burst skill doesn't show up with the primary weapon. Instead, it's simply the secondary weapon. The old f2 ability would instead be the f1 burst ability while wielding the gun-saber. 2. Make Fast Hands Baseline. This allows synergy to be created between the primary and secondary weapon sets, without relying too heavily on the gun-saber weapon spam with shouts. Also, as a bonus to the theme of the BS, make it to where the gun-saber is always showing at the hip of the character. Like a stowed katana of a samurai ready to be unsheathed. This will fit better once skins are (hopefully) introduced. 3. Fix Arms, Defense, and Discipline. Not really too much to say here other than fixing these trait lines will open up build potential for the Warrior altogether, including the Bladesworn. This will make it so BS doesn't get pigeonholed into using Tactics. (Used to be Discipline but now Tactics because Fast Hands is still not baseline,....) 4. Allow Ammo to be Stowed once it's Charged. Charging ammo should allow the "bullets" to be stored, so that they can be used for later. This would help with the QoL for BS and allow for more synergy between the gun-saber and the charging ability.
  24. Start from there, and make adjustments where needed. Whether it's too strong or what have you, this weapon swap cd is a core mechanic to Warrior. It is unplayable unless you play the new spec WHICH IGNORESTHE ISSUE. It's not solving the fast hands problem, only ignoring it. Please address this elephant in the room it will never go away. It's not power creeping, make the nerfs if its too strong. This is where to start with the glaring balance issues for Warrior. Please CMC listen to us.
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