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oscuro.9720

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Everything posted by oscuro.9720

  1. For transparency, I am a spellbreaker main, so very well may be biased, but these are my take on solely the warrior changes (since i'm not educated enough on other classes to comment on them). These are the things that seemed overkill/unnecessary to me, but it seems like everything is getting that way. Mage Bane Tether: shouldn't be nerfed to 1 stack of might. Simply applying the 2 stacks from pvp and reducing the power multiplier from tether (10% to 3-7%) would be more balanced in my view, especially with the massive reductions on defense line and endure pain (again, may be fueled by bias). Shake It Off: Nerfing the condi clear is enough, increasing the CD by 1.5x is pretty insane. I understand increasing it slightly (i.e. from 50s to 60s), but 50s to 75s is pretty ridiculous. Berserker stance: Why does this have the same CD as endure pain? Never did understand that, especially since it is not boon generation and can be stripped. Doesn't seem to me like the CD needs to be increased. Might Makes Right: 133->69 seems overkill, but this is probably bias. Rampage: I don't think this is going to be nerfed enough. I like the pvp version, since it serves a specific purpose. Defense line: THANK GOD YOU NEUTERED THIS THING. IT WAS AN ABOMINATION AND DEFENSE SPELL WAS STRAIGHT MONKEY. A last note, not about warrior, but about guardian:Why does Whirling Wrath on guard still slow movement speed? Reaper 4 and Berserker Arcing have larger radiuses and don't slow movement speed. War Axe 5 has the same radius but increases movement speed. It seems to me that with the evolution of skills of a similar type, it should at least move at normal movement speed.
  2. There are three areas I see as primary issues in the current meta that are setting precedent for the future, which will be a trip further into the wrong direction. Boon spamCorrupt spamThe focus on boon management and corruption is a poor choice of direction. It removes a lot of the skill aspects of the game that made the gamemode thrilling. Now, if a small, coordinated group goes p against a large, coordinated group, it is, for the most part, a one sided slaughter because there are more scourges then the firebrands can handle. It is no longer a multi tiered approach between health, conditions, boons and outgoing DPS. The fights i've been in recently are mostly waiting until the threshold of FB cooldowns are hit, and then corrupting and killing. It reduces the amount of counterplay and the nuance in group fights that used to be in the game. 1 shotting to open a fightThe other issue is 1 shotting, particularly to begin a fight. This used to be mostly LB ranger, now is predominantly thief/DE, and the occasional FA ele. Again, this decreases the amount of counterplay available, thereby decreasing the diversity of builds. It's a trend that is moving the game to escalating DPS as much as possible to kill faster, resulting in quicker fights that are dependant more on numbers then they are on individual player skill. Classes like revenant and spell have high damage as well, but atleast have to build up might, time dodges, setup CC or bursts, and then pull off a combo. They also have higher risk/reward levels then classes like thief, who can stealth away, or ranger, who can bird away. Short term, the strength of firebrand and scourge (which has been documented well enough on this thread already) is a problem, as well as the ability to essentially instadown people are what I would consider primary pain points. Long term, the trend of maximizing damage at the cost of everything else is the most troubling. It reduces the amount of counter play, build diversity and importance of skill in the game. Also, as a warrior main, I am sincerely asking you remove Endure Pain from the game. Okay thanks <3
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