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Yerlock.4678

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Posts posted by Yerlock.4678

  1. 5 hours ago, Vancho.8750 said:

    Main problem with GW2 PVP currently is the population, people don't want to start a kittening grind to be barely competent. New people get floored instantly without clear reason why and that happens over and over and over since everyone is lumped in Gold matches so they drop the mode. Big reason is that Anet is so kittening focused on kittening conquest that is complicated by default add build system on top and you get a disaster. You need small scale PVP with simple goal which they have with 2v2, 3v3 deathmatch but the kitten thing is a week between the kitten conquest season and a large scale PVP mode where noobness can be covered up by other people but Anet didn't add modes which they kittening had in the first game and threw all their PVP in conquest and WVW. 
    There is the Mechanics Creep in the game that doesn't help with retention, like most of the skills are kittening terrible to read what the kitten they do, I'm pretty sure people still don't know what the kitten most elementalist weapons and skills do, but I'm kinda sure people knew what the kitten the Warrior Staff did on the first day of release (even though they don't like to get simple slow bonked to death by it), so more simple concepts as I bonk you hurt and less you got grazed by particle shitstorm from who knows where and now you have 13 different condition icons on your bar.

    GW2 PVP has the same issue as fighting games the barrier to entry is too huge and the only fun time for noobs is when they play vs other noobs which is at the release of the game if the balance and design is good enough. Since GW 2 is an MMO it doesn't get to rerelease or make a new pvp game every few years so Anet has to do something on expansions but Anet is incompetent in marketing and they have been trying the push PVP under the rug for years cause PVP toxic and "Ruins" the PG13 unicorn rainbow farts image of the game (lame as kitten by the way), and because of this new people will not even hear about the pvp in the game.

    As for GW3 it will probably be some lame kitten PVE game with no clear direction that chucks new type of content every 6 to 12 months and forgets about the previous one like GW2.
    Also GW3 will probably be one of those mobile/PC hybrids that NCSOFT is pushing these days.      

    The barrier to entry for gw2 combat especially PvP is way too high for sure. Add on top of that the basic and terrible UI that can’t be customized at all, and it can be a new players worst nightmare. Condis and boons are hard to read, and there’s tons of mechanics that have been added over the years that add another layer of complexity.

    I think anet should definitely lean into the “easy to learn hard to master” concept that other fighting games have for Gw3. New players need to feel like they can easily pilot their toon and have fun while veterans can master the mechanics and wreck people. 

    All the new especs and class mechanics make this overwhelming for new players for sure. Trying to add new things while not creating new rules and functions all the time in future expacs for Gw3 would go a long way to allow newer players to jump in without feeling overwhelmed.

    TLDR: Make the UI better and more customizable/readable and don’t creep in new mechanics and weird crazy stuff all the time for Gw3 and its expansions.

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  2. On 3/31/2024 at 6:19 PM, Clique.3809 said:

    Title

    I think Hundred Blades should be reworked to become this kind of skill. They’d need to change the animation which sucks cuz they probably have like two or three people doing these changes, but having mobility on that skill so all of the Greatsword spin to win lovers can get their enjoyment.

    Personally I wouldn’t mind at all if they literally just changed the Hundred Blades animation into the helicopter burst they used to have. Sure it would basically be the Warrior equivalent to guardian gs 2 whirling wrath but who cares

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  3. 11 minutes ago, mirage.8046 said:

    I'll never understand the whiners who insist knockback should be replaced with knockdown. when people are getting to close to your face, you want to knock them away to create distance. Even in PvE when mobs are getting far too close to you, the knockback is great so you don't die.

    It’s because in PvP and wvw it knocks opponents away from you when warrior usually wants to get in people’s faces. This makes it awkward and bad for setting up combos into other abilities. 
     

    I can see an argument for having it knockback foes in pve, cuz yeah you’d want to maybe create space with large mobs. Even that is debatable though. Cuz if it’s a knockdown it’s almost doing the same thing but now you can combo into much easier.

  4. On 4/2/2024 at 4:39 AM, DanAlcedo.3281 said:

    Warrior Balance Changes.

    Note: These are meant for PvE. Any changes that makes PvP player's cry can be made PvE only. 

    Weapons
    Greatsword

    -Hundred Blades: Can now be used while moving.

    -Bladetrail: Reduced casttime to 1/2s.


    Hammer

    - Staggering Blow: Now causes knockdown instead of knockback.

    - Backbracker: Reduced cooldown to 20s.

    - Ruptering Smash: Increased damage from 1.5 to 2.0.


    Longbow 

    - Dual Shot: Burning from [Crackshot] now baseline.

    - Arcing Arrow: Casttime reduced to 1/2s.


    Rifle

    - Fierce Shot: Casttime reduced to 1/2s. 10% Damage increased from [Crackshot] baseline.

    - Volley: Casttime reduced to 2s. Now grants 1 adrenalin per hit.

    - Explosive Shell: Increased damage from 1.5 to 2.0. Increased cone size.

    - Brutal Shot: Increased damage from 1.0 to 1.5. Dodge and damage now happen at the same time.

    - Kill Shot: Increased damage from 2.25-3.25 to 2.75-3.75. Can now be used while moving.

    - Gunflame: Increased damage from 2.1 to 3.25.


    Staff

    - Inspiring Whirl: Reduced casttime to 1/2s.

    - Rampart Splitter: Now also dazes the target for 1/4s.


    Dagger

    - Wastrel`s Ruin: Increased numbers of targets to 3. Reduced cooldown to 10s.

    - Bladestrom: Reduced casttime to 1s. Reduced cooldown to 15s.


    Mace

    - Crushing Blow: Reduced cooldown to 10s.


    Torch

    - Blazer Breaker: Reduced cooldown to 10s.

    - Flames of War: Reduced cooldown to 18s. Now grants a Fire Aura for 5s.

    Utility skills

    Healing Signet

    - Increased passiv healing to 400.              

    - Increased active healing to 3000.

    - Reduced cooldown to 15s.

    Bull`s Charge:
    - Reduced cooldown to 20s.

    Kick:
    - Reduced cooldown to 16s.

    Stomp:
    - Reduced cooldown to 20s.

    - Now has knockdown (2s) instead of knockback. 

    - Increased damage from 0.75 to 1.5.


    Frenzy:
    - Reduced cooldown to 20s.

    - Increased might duration to 12s.

    - Increased might stacks to 15.


    Berserker Stance:
    - Reduced cooldown to 20s.

    - Increased duration to 7s.

    - Increased adrenalin gain to 10.


    Imminent Threat:
    - Reduced cooldown to 20s.


    Featherfoot Grace:
    - Reduced cooldown to 20s.


    Sight beyond Sight:
    - Reduced cooldown to 15s.

    - Increased Radius to 900.

    - (New effect) For 5 seconds, targets in the area get revealed for 5 seconds.This pulses every second.

    - (New effect) For 5 seconds, attacks against a revealed target have 100% crit chance.

    - (New effecr) You are immun to blind for 5s.


    Winds of Disenchantment:
    - Reduced cooldown to 60s.

    - Increase damage from 0.45 to 0.8.

    - Increased number of targets to 10.


    Signet of Rage:
    - Now grants 1 adrenalin per second.

    - (Added Effect)Adrenalin doesnt decay out of combat.


    Battle Standard:
    - Reduced cooldown to 90s.

    - Pulsing boons removed.

    - (New effect) Allies revived by this skill gain all boons for 5s.

    - (New effect) Allies revived by this skill become immun to dmg for 2 seconds.

    Traits 
    Strength:

    - Body Blow: Now triggers also on Immobilize.

    - Forceful Greatsword: Might gain chance ist now always 100% and power bonus ist now always 240.

    - Aggressive Onslaught: Quickness duration increased to 4s.


    Arms:

    - Signet Mastery: (Addes effect) Signets now keep their passiv effect while on cooldown.

    - Burst Precision: Increased effect duration to 4/5/6. Increased ferocity Bonus to 300.


    Tactics:

    - Marching Order: Removed internal cooldown. Now grants 2 stacks of Might instead of 3.

    - Soldiers Comfort: Healing reduced to 250. Reduced scaling to 0.3. Reduced protection duration to 2s.

    - Empowered Allies: (New effect) Now doubles the Might stacks of Marching Order.

    - Martial Cadance: Reduced stability duration to 2s.

    - Phalanx Strength: (Added effect) Granting Might to allies heals them for 69(0.01).


    Discipline:

    - Crackshot: All effects baseline. (New effect) Ammunition Skills on weapons gain one additional charge. Gain 7 Adrenalin when using a weapon ammunition skill.

    - Burst Mastery: Increased swiftness duration to 6s.


    Berserker:

    - King of Fires: Removed the Aura Detonation mechanic. (Added effect) Fire Auras last 33% longer on you. You pulse Burning while having Fire Aura. 1 Stack of Burning per second with a duration of 3s.(Number subject to change)


    Spellbreaker:

    - Slow Counter: Renamed to Attackers Forsight. (New effect) Grant Alacrity (2s) to allies when you gain a stack of Attackers Insight.

    - Dispelling Force: Now triggers on all forms of hard CC and Immobilize. 


    General changes needed:

    - Mainhand Mace needs a total rework.

    - Dual Wield can get deleted and replaced.

    - Fear me! can get deleted and replaced.

    Are these PvP based changes? I like some of the ideas but think many would be overturned. All the changes I’ll imagine are PvP specific. Fear me should be replaced I agree, the idea of everyone scattering kind of doesn’t make sense for a warrior, it would be better to have a taunt about skill. Dual Wield definitely needs a rework.

    I highly doubt anything is getting alacrity just due to their philosophy of alacrity spam making the skill rotations way too fast in the past. Can become a balancing nightmare if not watched out for.

    Phalanx strength definitely needs a buff. Great change with sig mastery, they should do that. I also think Forceful Greatsword should be renamed and have the GS cd’s from that trait baseline, along with the changes you said. That way you can get the might power buffs and choose the weapon you want.

    I think Battle Standard getting a cd reduction and 2 second invul would make it too strong. Everyone would take it instead of another elite unless they were strictly a duelist.

    I think giving it a cast time reduction would be a good start. It takes a century to cast compared to other rez skills on other classes. Making it 1 1/2 seconds instead of 2 would help. Put some regen on there also or a defensive boon and it would make it more powerful for support builds (which in my opinion warrior is still lacking as right now it’s leaning super hard on staff, and I’m sure staff is about to get a nerf at least in pvp).

    I worry and frankly don’t like rez skills having lenient cd’s in general. The idea of zapping people back to life without a long wait can make team fights feel like a chore if you’re not careful. If they really wanna make it 90 seconds that’s fine, but I’d rather them pull back other Rez skills on other classes to 120. Just my opinion.

    Im glad someone is mentioning mace main hand. I know it’s a defensive weapon but it is rarely seeing play because it’s not fun enough for most people! They shouldn’t just buff it they need to make it feel more fun and interesting to play. 

    Make the 2 skill have a leap that grants aegis. The f1 can be changed to a small cone shape in front of you that knocks down targets. It would be super close range like 300 but would be good cc, much better and more fun than the boring single target stun. The 3 skill is fine imo. The f1 can do more damage and knockdown slightly longer based on adrenaline level.

     

    The thing I want most for warrior right now is core to have a specific mechanic that only it has. Giving it an f2 of some kind to raise the skill bar and let it compete with the other warrior especs to me seems obvious and a must.

     

    I think Signet of Rage needs a cd reduction so that it’s used more. 30 seconds seems totally fine. Right now it’s just overshadowed by other elites. If they want to start at 35 and scale down that’s fine.

    Frenzy would become too potent if it was 20 seconds cd just on its own. That amount of might and quickness paired with a break stun is a lot for PvP. I actually think you could do it though if you brought the might stacks down a bit. Maybe 8 stacks for 6 seconds. I realize that For Great Justice has 12 stacks with two ammo and fury, but that isn’t a break stun and doesn’t give quickness, which is a lot to consider for competitive modes.

    That way you could actually use a quickness build in traits with frenzy and it would feel great. Only problem is that other classes have a skill just like this. So you would need to justify them not reducing their cd’s also. All in all the amount of quickness in the game would increase a lot with a 20 second universal cd across classes, and that might get annoying. So reducing the quickness from 4 seconds to 3 might work. But that might stil not be enough. This is why balancing is hard cuz there’s so many things to consider😂 

    I’d start by reducing Frenzy cd to 30 seconds. Maybe you could aim for 20 in the future but you’d have to either live with lots of quickness builds across many classes getting super fast kills on people, or nerf the quickness duration. Cuz the change you recommended would simply be too strong compared to the other classes quickness builds. And you’d need to level the playing field. Internally I’d try a 20 second cd with 2 1/2 seconds of quickness. Doesn’t sound like a lot but keep in mind you’re moving much faster when using skills in those 2 1/2 seconds lol. And potentially you’ll be catching your opponent off guard cuz it could also be a stun break.

    I do like the idea of stun breaks being lower on cd’s. There’s a lot of stuns in this game and being able to react and have counter play would be less frustrating and increase the skill ceiling.

    Defy Pain trait in Defense should proc mini Endure Pain immediately, with no delay. Right now there’s an annoying delay that can cause the player to not time it right.

    Last Stand should grant 1 or 2 seconds more vigor, and 2100 barrier as opposed to 1900 we got right now.

     

    I agree also that adrenaline shouldn’t decay out of combat for a few seconds. Maybe 5 or 10. Necro keeps its shroud for a long while out of combat, so… let’s be fair here.

    Winds of Disenchantment should oddly enough get a buff in PvP for sure. Bringing the cd to 60 seconds sounds reasonable.

    Sight Beyond Sight change is really good. Featherfoot Grace should also get a cd reduction of at least 5 seconds if not 10.

    Stomp also should knockdown opponents or change the knockback to 0. That seems like a no brainer. I actually don’t think that will be quite enough for it to be competitive. I think giving it a one second resistance would help. If it became too oppressive you could nerf the cc from 2 seconds to 1.

     

    Rifle needs another pass. I’d like to see the 5 skill become a swap to a shotgun mode that has its own 4 close range skills. This is kind of how thief rifle works. This would let it be a fun multipurpose weapon that you could use with more versatility. Right now it’s still too much of a meme.

    Healing Signet definitely needs a buff. 
     

    Zerker Stance needs a buff too, I’d put Resolution on it also. 20 second cd sounds fine.

     

    Id throw away Throw Bolas. Replace it with a Scorpion Wire type skill so you have an alternative to Bulls Charge. 
     

    Kick is easily the worst skill Warrior has lol. I think it should be replaced with something else. If not, just increase the range and give it a knockdown. Like a mini Bulls Charge with less range. Take away the ammo and make it 18 second cr. Range can be 450 ish.

  5. 19 hours ago, Azure The Heartless.3261 said:

    I feel like the good business decision for mmos going forward would not include attempting to tame the ever shifting demands of a competitive playerbase and just ship a game people enjoy coming home after their job to play. I highly doubt GW3, if it is a separate stand alone entity, would be as welcoming to competitive players. 

    I also disagree with the opening post. This game's far from irredeemable, and a good portion of the balance changes have been suitable as of late. It still needs lots of work, but I think it's very doable. People still play Melee and Third strike; heck, people still play WoW. 

    I tend to agree with this. The problem with PvP is pretty largely balance, but it is not insignificantly also due to the attitudes past balance neglect has spawned.

    Whatever the case I think it’s reasonable to expect some form of pvp in Gw3, considering both Gw1 and 2 have it in some form or fashion.

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  6. 3 hours ago, jdawgie.1835 said:

    Amen Brother.

    I'll ask you though - how aware of this do you think they are? I think its not even the same dev team. Also regarding the other guys comments about the engine - this was a new engine for GW2 versus GW1 when it launched. I remember thinking how beautiful the game was in 2012. Truely amazing. However - they dont have all the proper access to the engine from the original devs - which is why "spaghetti code" is constantly referenced. So a new engine would be mandatory to upkeep with graphical expectations of the generation and be able to have full access to the game their developing. As I understand it they dont have that as it stands with GW2. I could be wrong - this was heresy I was told. So I have no factual basis for this. 

    Yeah the engine is definitely a bit scrambled since many of the engineers have moved to different places since then. It’s the same problem 343 has with their blam engine. Both companies ironically have moved to unreal, and I think it’ll help in both cases. 
    I can only speculate if they’ve truly learned from the previous devs mistakes (or their own mistakes if they were still there at the time).

    It might also be an entirely different team working on Gw3, as opposed to the people we know working on Gw2. It’s just impossible to know.

    I think learning from Gw2’s mistakes, mainly not iterating and having too much bloat in the game, is a good outline for how they can have a rough outline for Gw3. They honestly don’t need to reinvent the wheel like they did from Gw1 to Gw2. But it’s their game so who knows what will happen lol. All we can say is what we’d like and not like from a new game. 🤞 

  7. 12 minutes ago, jdawgie.1835 said:

    Bro chill out on the pvp hate. 4 Posts in a row. We get it. You like to pve. Here's the thing though Andy - by asking for a 1/3 of the game to be forgotten you're ruining the same game you claim to love. Also FYI GW2 was designed as a PvP Centric game. 

    "pvP gEts wHAt it dEseRVes" 

    Anet definitely failed pvp, not the other way around. The potential was all there but they squandered it by not nurturing pvp and not iterating, and trying to force ESL to work before it was ready. Anet has this obsession with making things perfect or abandoning it all together. And because they gave up on pvp modes after HoT, the community shriveled up and moved on. 

    The pop is low because of anet, not because the game or community is inherently bad. If they make pvp in Gw3 (and I think they should) they need to fully commit to that mode and nurture it with features and customization, as well as balance. Not just throw the baby out with the bath water if it isn't working out.

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  8. On 3/25/2024 at 8:29 AM, Sidetrack.2563 said:

    We have not seen a content update for sPvP in years. and i mean actual content update- WvW is getting reworked and PvE is as usual constantly updating in stark comparison to the sPvP side of things...Why can't you guys tell us what if any of your goals or wants for the games sPvP are? Why is the most competitive side of the game, that shows how amazing GW2 combat even is (Especially by MMO standards). Is left completely abandoned in the general pvp players eyes. Am i wrong in how I feel? Do you guys agree that it feels as though they do not care about improving PvP itself and not just fixing over-tuned classes after 1 month.

    That's all. 

    We should only expect exactly the information given to us, that's what I've learned from anet. Gw2 is in it's "final form" now, due to them working on Gw3. It wouldn't make any financial sense to make a gigantic risk in a game this late into it's life.

    We'll get Soto type expacs with perhaps new weapons, traits, reworks that also add powercreep (like relics), and maybe small QoL changes here and there. Those changes could be map select being finally changed to be less annoying, or removing duo's from ranked. We don't know for sure but that's all in the realm of possibilities.

    At the very most, and definitely what I would not expect, is a rework to Spirit Watch, or a new Conquest map in a future expac. It could still happen, but I doubt it.

    Anything like a new spvp game mode, weekly automated tourneys, reworks to Stronghold as a whole (including the game itself and the map), or anything of relative note that would take up a fair amount of dev time I am certain won't happen. It's not worth their time financially. It was barely worth the effort before, but now with the confirmation that anet is working on Gw3, there's just no point.

    TLDR: We need to stop crying into the void and accept the fact that we are getting quarterly balance updates, new weapons/traits/skills, and system reworks to things like sigils that will give the game more power creep. At most a new conquest map or two. But that's it until Gw3.

  9. I’d personally love a pull skill similar to Roadhog from Overwatch, maybe the 3 skill, where you can pull the enemy towards you to unload with your 5 skill. It can also give vulnerability or weakness. Hell maybe even give it two ammo so you can keep people in close quarters more effectively.

    Love this idea by the way!

    Full barrel sounds cool too! Give it 6 ammo that has a cone shape similar to snap pull in size, a bit close to mid range. And the 4 skill we currently have reloads both our 5 and Full barrel skill by 3 ammo.

    That way you can pull and enemy towards you, then unload close range with your 5 skill, then use full barrel, reload with your 4 skill, then do the combo again for great close to mid range damage.

     

    the F1 could be a 600 range explosive shot that does damage and some burning, and pushes the target back. It wouldn’t be a disabling skill with actual cc but it pushes the target back similar to the pistol 5 skill. The higher the adrenaline the more damage and burning it does and the more it pushes the foe back.

     

     

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  10. It’ll take another 5 years to get another pvp mode. And balance will take 5 years at least also to get to a point where everything competes at a (relatively) even level. 
     

    By the time we get the changed “alliances” in wvw in a year or two, it’ll take another massive amount of time to get anything new in PvP that’s worth while.

     

    Just make GW3 with unreal 5 engine, not this terrible engine that’s outdated so you can more easily iterate with it, and this time make WvW/PvP true pillars to the game that aren’t tacked on. 

     

    PvP will never tower over the big leagues, that chance came and went. It’s time to move on and take another shot at it with GW3.

    Here’s a shortlist of goals to have for a new Guild Wars game to make it better than what we have now:

    - New Engine. Goes without saying, the current engine is spaghetti code and many of the engineers that worked on it are currently gone.

    - A better/ more elaborate UI that can be (at least somewhat) customizable. It doesn’t matter how good your UI is, it won’t work for everyone and having some level of control would help alleviate people’s woes.

    - Whatever endgame content you make, it must ALWAYS be supported. This refers to PvP, wvw, any pve endgame content. You can’t abandon ship anymore if things aren’t working out. Pvp needs its own team to focus solely on that, whether its balance or new features/modes.  Right now there’s a few devs solely working on balance for gw2 pvp and that’s great, but for the next game the mode needs constant attention and support all the way through. 
    It needs to be fostered and nourished to let the community thrive.

    - Ease of accessibility : Making it easy to get into pvp. One idea I had was to make the PvP portion of the gw3 completely free with all specs (or whatever the equivalent is) open to the players. If they want skins and stuff that’s still payed, and the other modes are played. But that way people could jump into PvP more easily. 
     

    League of Legends and Dota 2 do this with a proven track record. If you open up the flood gates people and friends can play more easily together without needing every dumb new expansion to enjoy the game.

    If that’s too generous than you could do what Smite does and allow players to rent specs to play for a few days, to see if they enjoy them and wanna spend money to buy them (or the expac to buy them).

    In any case just opening the doors to more people with a more open model could help a lot with low population numbers. The matchmaker keeps giving us terrible games that are unbalanced because of the low pop, and simply allowing more people to play PvP competitively without all the hassle would help out loads.

    -Whatever the combat is, it can’t be daunting for new players. It must be easy to play, hard to master.  Gw2’s combat is definitely a winner, it has the basic formula to compete with the heavy hitters without any question. But the amount of mechanics and new things that have been added over the years would make many a new player squint and take a double glance. Having an easy combat system to get the hang of, but making it difficult to master (like many fighting games) should be a goal. 
     

    -Be wary of bloat. Don’t add new systems in combat or other places just because you can. Speaks for itself. Just don’t force players to read a manual over every basic system. And as new things are introduced to the game, don’t add more and more systems just for the fun of it.

    Edit: I just learned that GW3 is already greenlit by NCsoft so never mind lol. Continue to make that game and please make the PvP a core competitive feature. Not some tacked on mode like it was with GW2

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  11. 3 hours ago, Lan Deathrider.5910 said:

    I think it is more that they do not want to commit to having to create more models in the future, which they would have to do if they ported UW weapons to land.

    Okay I get that, but don't they add new weapon skins in the gem store and skiffs as well? Those must be new models. I'm confused lol

  12. 13 hours ago, draxynnic.3719 said:

    I vaguely recall at one point it was expressed that catching up on art assets was one of the main barriers to introducing new weapons. Not 100% sure now that it was an official comment, though.

    Do you mean like making more 3d models for a new weapon? I think spear would be easier on them since they have underwater spears already. Just borrow those skins to use on land as a shortcut or head start.

  13. It would still have many of the same skills but Explosive Shell could be reworked as a cone shaped skill that sprays shotgun shells at close/mid range. The cone would be similar to the Snap Pull cone, and could slightly push foes back.

    Explosive Shell is just too much of a meme right now in competitive modes. It’s not that it’s bad, but it’s a niche skill that needs to be more fun.

    This way, you could keep more distance with warrior rifle and have a good spray shotgun skill that shreds opponents and pushes them back slightly. The closer the opponent is to the caster, the further back the opponent gets pushed (similar to ranger longbow 4) but unlike that skill it does good damage. 
     

    Hell you can even add a small 1 second burn condi on top of the initial damage to really make foes feel the pain. 
     

    Also, Rifle Butt should be reworked to “Reload” if you’re not in range of an opponent. Cast a reload animation that reloads your other rifle skills. But if in range of an opponent, cast Rifle Butt (which also reloads).

    This rework/buff would allow rifle warriors to shoot their skills more freely without just being a meme. 
     

    Also, Brutal Shot should cast the shot at the same time as the dodge roll. This would feel much better than how it is now.

  14. I think lowering the heal amount and raising the heal coefficient would help with staff. That way, if you wanted to go duelist you don’t get as much healing as you do now, but if you invest in the healing stats you get more bang for your buck. 
     

    This fits more in the “holes and roles” theme they said they want to have for balance.

    Also slightly reducing the f1 burst damage for staff would help out.

     

    These changes would reduce sustain slightly for staff with zerker stats, and slightly reduce damage also. The weapon would still be a good kit though if done right.

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  15. On 3/21/2024 at 12:39 PM, Lonecap.4105 said:

    First, nerf Path to Victory co-efficient to 0.9 and buff Rampart Splitter to 0.8.

    Secondly - the sustain on staff isn't actually too high, you can see this for yourself if you fight a staff warrior that isn't using spellbreaker. The problem with staff sustain is because of Full Counter, it helps eliminate downtime between staff sustain and stance skills. People have asked for a longer cooldown on FC for a while - I think this is the time to make FC unaffected by Versatile Power, so the cooldown is no longer reduced.

     

    I think just nerfing the dmg on path of victory would be fine, and that’s about it. The weapon feeling strong isn’t necessarily a bad thing it just means it’s a good weapon. 
     

    full counter daze duration can come down also, its annoying fighting it even as another spb

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  16. 12 hours ago, Nepster.4275 said:

    The problem isn't  F1 damage, could be also a problem, but I think the main thing about the current state of Warrior is that you are just too free in a sense that you are hard to lock down, you are hard to apply condition to, and you have too much movement allowing you to kite basically without restrictions due to the fact that you have almost permanent swiftness and resistance combined with condition cleanses and passive heals and if all this wouldn't have been enough of a problem now you even have a support centric weapon that just makes you more tanky

    As I see it in my recent matches, warriors are not even trying to kill you, they just run around the point freely trying to kite as much as they can, basically forcing the enemy team to chase it with 2-3 people, while their own team is capping and outnumbering every possible point, and even if you don't chase the warrior, it will keep you on point since it has unlimited sustain until their team comes and outnumbers you

    I understand that warrior is a duelist class, but there should be limits to duelists too, it shouldn't work in a way that if you are a duelist you are basically free to do anything on the map since you won't get punished for anything because you can just leave any fight you don't feel like fighting and the enemy team can't stop you from doing so since you just go into Rampage and walk away, and all this without much of a skill requirement since most of the sustain is coming from traits without needing any planning or anything

    To be fair bladesworn has enough aegis spam to counter a lot of spb attacks, and with range can keep kiting it as it does damage, it’s still effective at doing that. From my experience blades are really good against spb.

    Mesmer shatters are also extremely good. Even with endure pain a good Mesmer can bait it out with good damage and finish him off with extreme burst.

    I’m not saying spb being this good is permissible, but as you say it’s kind of a duelists role to be hard to kill and great in 1v1s/outnumbered. 
     

    I think taking away the f1 staff damage would help other players feel they stand a chance in duels without getting so heavily bursted. Right now it’s hitting just shy of arcing slice numbers and that’s too much.

    I think making Full Counter daze come down from 1 to 1/2 seconds to 1 1/4 would also alleviate the annoying cc pressure groups feel in team fights. Hell even 1 second I’d be fine with.

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  17. Wild Blow feels better and the damage is nice, but the range feels lacking. Having a small gap closer would really make it more fun to play, similar to something like Hilt Bash or the f1 mace for Berzerker. Right now you have to be on top of your opponent to do anything and if they slightly move away you won't hit them. Also while we're at it give f1 mace a small gap closer for playability and fun reasons. One of the reasons mace isn't played by many is cuz the f1 is stationary and doesn't have good range or mobility. Just making something more fun, even if it's not busted, would increase playability for sure.

    Outrage still needs a buff. Giving it Protection or some defensive utility would help it become more viable, almost like a mini less good Endure Pain but it has a better cd. Point being it needs love next pass.

    Head Butt should do more damage, similar to Wild Blow.

    Arc Divider should have precasts removed. You did a great job with Slicing Maelstrom removing aftercasts, now this skill needs love to feel better also.

    Flaming Flurry needs a small power buff for the power variant users of swords.

    Flurry also needs a slight power buff.

     

     

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