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Issette.3248

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  1. The Gunsabre is the signature weapon of the Bladesworn and an element that you always have if you pick the spec. In my opinion, the skills should be a bit over the top and totally overloaded with effects. More defense, more damage, more utility and more synergies with things that we have on other traits: Weakness for the traits that work with weakness, Flow (adrenaline) gain, more movement for the movement traits, more cripple, a block for the block trait... just more of everything. Would this be too strong for just one weapon? Probably yes, but we still lose a weapon set, our burst skills and a lot of the combo potential we had so far. The numbers of all these things could be so low that they just shine in combination with some traits. Should work... Oh, and the grandmaster traits could also affect some of the things on the Gunsaber, not just the Dragon Trigger ๐Ÿ˜‰ (And the skin! Mostly important, gm traits should change the skin!)
  2. To be fair at this point: Thief has a similar issue with the Preparedness trait in Trickery. Some skills ended in being to strong with low initiative costs because you could spam them too much. A-Net increased the initiative costs more and more, what ended in thieves need to play Trickery. (A quick look into some web pages with meta builds also shows that thief is in a similar situation as warrior, because most builds use Trickery and Discipline. Esp. in competitive modes.) This is just a small comparison that shows that the holy grail of design and balance, A-Net, made two times a similar mistake in weapon skill design, ending in a similar problem for two entirely different classes: People are forced to take a trait line to play the weapons as they were designed. In both cases: these two traits (Fast Hands and Preparedness) should be baseline. Just my 2 cents.
  3. I played Bladesworn mainly in PvP and a bit in PvE. I will also repeat some of my feedback from beta 1. Some of my opinions did change, others stayed the same and I want to call them out. In general I had a lot of fun with it, but it still needs a bit of work to be on the level I really want to see it. But that's doable! And without breaking the game and the balance even more ๐Ÿ˜‰ Gunsaber: Gunsabre is THE signature weapon of the Bladesworn. It should never ever underperform in anything as long as we are forced to use it! Currently it seems to lack a lot of damage. While this is true, I think we cannot fix anything on warriors by just increasing the damage. The skills need to work in more possible use cases. For example: Cyclone Trigger is made as a defensive skill with some offensive potential. This is fine, BUT the defensive aspect is just too weak. Adding weakness or blind to the projectiles will give more defensive potential. Adding weakness also opens some trait synergies! Break Step gives a bit of Fury and is a really short, low damage movement skill. At least it could be a combo finisher. Or it could leave a combo field at its position. Blooming Fire should give some Might or Vulnerability with its hits. That also would give these skills more combo potential as an opener for a damage rotation. And the auto attack chain is, compared to other classes weapons, pretty weak and uninspired and just does damage. On a signature weapon like the Gunsabre, there should be much more on everything, even the auto attack skill. (See it as compensation for the combo potential we lost because of losing a weapon set and regular burst skills.) Dragon Trigger: Dragon trigger is still clunky to use: You have to swap into Gunsaber first before you can activate Dragon Trigger. From a gameplay perspective there is no reason to do that, as long as your F2 button doesn't do something else outside of Gunsabre. It is also a big problem that every movement button disables the Dragon Trigger. This is a problem if you simply fat fingering, it is also a problem with higher input delays and additionally makes it clunky to use for people with disabilities. A simple bad input can destroy the flow of the spec entirely! As others also mentioned before: moving the burst skill (Dragon Trigger) to another button then the one that all other burst skills use is unintuitive, against the muscle memory and makes Bladesworn less accessible. Dragon Slash - Reach: This skill still feels clunky... I missed a lot of attacks with it. Even more since beta 1 because it is now a smaller projectile. Plz fix that! Higher projectile speed maybe? And because you can use it from the safety of a higher distance, you get more time to charge it. So make the damage scaling more to the later levels. Traits: Even when Bladesworn brings a lot of synergies with nice core stuff (Strength, Discipline and Tactics) and even with outdated trait lines (Arms or Defense), it does feel bad to use traits like Berserker's Power, Cleansing Ire, Opportunist or Marching Orders. That's not just an issue of Bladesworn, it is more of an issue with the warrior class itself. But it becomes confusing and unintuitive because of how different Flow works. In that sense it could make sense to rethink the Flow mechanic entirely or bring it back to the well known (and mostly working) adrenaline system. That will ofc. not solve the problem that warriors are outperformed by other classes by designโ€ฆ Bladesworn is still missing a trait for the new weapon and the armament skills. Utility Skills (Armaments): Utility skills are mostly not good. They are designed too weak compared to similar working skills on other classes and, again, has no trait to boost the effect in any way. In PvP it felt best to still stay on the skills we use for years now: Mending, Bulls charge, Shake it Off... Skills like Endure Pain, For great justice or Rampage depend a lot more on the build we want to play on Bladesworn, but in any way, they are still better than the new utility skills. To be honest, I can mostly repeat my whole Feedback from beta 1 here: Actually a nice design idea is that you get another effect of the skill if you had the effect before. But some skills feel misplaced and not designed with any game mode in mind. (Heal) One of the most interesting Heal skills so far. But I think it is still hard to compete with Mending in a PvP scenario. Flow Stabilizer: Is fine. Changed to worse... why Fury? For great Justice is still the better option for Fury, even without the Flow generation. Bulletproof Barrier: I don't know when to use this skill. It feels misplaced and seems to have no synergies. Why no combo field? Electric Fence: Still, it is the same for this skill as for Bulletproof Barrier. Change Light combo field to something more exciting! Dragonspike Mine: The evade is fine and makes this skill actually helpful. Stunbreak is fine. Overall not sure if somebody will take this skill over Shake it off!, Endure Pain or even Balance stance. More synergies with the BS would probably help with that. (Elite) Is fine, even if I get interrupted with it. (Feels a lot more than just 1/2 second of cast time.) Still a bit boring and could be more interesting by adding things like a combo field/finisher or Explosion or something like that. Pistol: Pistol offhand still doesn't feel good to use, esp. if you compare it with other offhand options: Axe is still more damage. Shield is still more defense, even Sword has more Defense because you can block multiple projectiles. Mace has CC, what pistol doesn't. And Pistol also doesn't have any support, which Warhorn does. So far, Pistol has no place, many changes are needed! From changing it entirely as offhand to adding mainhand pistol, there are plenty options. If you really want to keep the melee offhand pistol as an option: fine, do that! But please add a range option for the mainhand so we finally have a range option we can combine with warhorn (or other offhand weapons). Additional thoughts: Support options: Please end slavery! Warriors doesnโ€™t want to play the banner slave for all the time. But as it looks now, we will do it with Bladesworn again for some more years! Make armament so that they are relevant in group content for the entire group in any way. As others mentioned: Bladesworn also overlapped in what it does with Berserker by a lot. Except that Berserker has the option to play on condition damage. The only difference is, HOW it is done, but both just do power damage. Imo, the HOW is okay, because Bladesworn is actually fun to play, but it would be more exciting if it could fulfil another role. Make it a supporter by adding group wide Quickness or Alacrity to Armement skills or some traits. You could also make the heal from Immortal Dragon group wideโ€ฆ There are plenty of options! Just donโ€™t be afraid to make a warrior overperform. This currently happens with other classes too and you can nerf it later ๐Ÿ˜‰ Combo fields and finishers: When changes to combo fields and finishers were added, I hoped for a warrior specs that makes a lot of usage from that. Maybe we get more interesting finishers for the new field on Banner skills or something like that? Maybe some comeback of the Powerful Synergy trait? You could add some more interesting combo fields to the new Armament skills, maybe as a trait? Also add some more finishers to Gunsaber and Pistol? Gunsaber skin Just one idea: Add three different skins that change with the selection of the grandmaster trait ๐Ÿ˜‰ Explosions Do More With Explosions! Just one trait is boring and gives us no options! Change one of the existing traits to synergies somehow with Explosions. Or rework the Arms trait line to be Explosion based. But please don't waste the potential of having fun with Explosions!
  4. I agree, but I don't think that it should be a straight buff. That always has the risk of being overpowered like in the past or still being too weak as it currently is. Some mechanically changes would make it more interesting and give us some options to build around it. Imagine one of these two options: 1. Get healing every time you use adrenaline. Amount of healing is based on adrenaline used. 2. Get healing every time you build up adrenaline. First option allows Burst healing on Core and smaller, but more regular healing on Berserker and Spellbreaker. Counter play is, as mostly on warrior, avoid getting hit. No adrenaline -> No burst -> No healing. Could be interesting, but could also be worse than current Healing Signet. Second option is more passive, like the current version of Healing Signet, but allows some nice synergies (that, ofc, can be hard to balance!): You can get constant healing from Berserker Stance or get a lot of sustain just from playing Axe + trait. Small healing on weapon swap adrenaline gain is also a thing... and some other things. (Additional healing on "To the limit!"?) Maybe not the best ideas, but imo more interesting than just buffing the current Signet ๐Ÿ™‚
  5. Gunsaber fits the class actually a lot more than Bladesworn. I would support this name change.
  6. When I saw the Bladesworn for the first time, I was excited and disappointed at the same time: On one side it looks really funny and adds a lot of interesting new things to the warrior. On the other side, it fills no gaps for the class and doesn't give something it really requires (i.e. a proper heal/support spec). My opinion didn't change overall, but so far I still had a lot of fun with it, even when many things feel clunky. And I think we can fill some of these gaps with a few changes. Let's get over it skill by skill and trait by trait: (One thing: When I call a trait boring, this is not directly a bad thing. A well balanced but boring thing is much wealthier for overall game balance, but does not give us many options in build crafting.) Gunsaber: Nothing to complain about, just a basic AA skill. Sometimes a bit hard to hit, and not too excited. Add Vulnerability to it to open up some combos with 1 or 3 or even your basic weapon set. And maybe make it an Explosion finisher? Feels nice and is fun. I can clearly see the inspiration for this skill: Axe Throw ๐Ÿ˜‰ But it is even more fun! One of the best skills in the entire set imo. The missile block is okay, but maybe not enough for PvP. Why is this skill not a Whirl finisher? Felt clunky in my first games, later I began to like this skill! Just make it a Leap finisher and it will be fine! Dragon Trigger: Overall, you can reduce the charge time by a lot! It feels clunky when it takes that long to charge, even in PvE. (And please go away from exponential damage increase in PvE! This is never a good idea in terms of balance.) In PvP the three skills feel entirely different, that's fine. But imo the damage scaling could be different for everyone. If you are that close it is hard to charge this skill. You normally use it really fast after entering DT. So, the damage scaling should be higher at lower levels. Additionally there could be another benefit if you charge it for longer, maybe Might or Vulnerability? Most of the time I used this skill from mid range. I think a more linear damage scaling is fine for this skill. This skill feels clunky... I think I never hit an enemy once with it o.O Higher projectile speed maybe? And because you can use it from the safety of a higher distance, you get more time to charge it. So make the damage scaling more to the later levels. (Past Killshot and Gunflame are a good orientation for damage of higher charge levels!) While it is nice to have Aegis on Warrior, it doesn't help too much in my opinion. Aegis doesn't protect against Fear, it is easily removed before a CC and only protects against a single attack and after that it is only available after another second. I think stability would help a lot more in this spot! That's fine! But maybe it is a good idea to add the Aegis to this skill and give skill 4 something else for defense. Armament skills: Actually a nice design idea is that you get another effect of the skill if you had the effect before. But some skills feel misplaced and not designed with any game mode in mind. (Heal) One of the most interesting Heal skills so far. But I think it is still hard to compete with Mending in a PvP scenario. Flow Stabilizer: Is fine. Bulletproof Barrier: I don't know when to use this skill. It feels misplaced and seems to have no synergies. Why no combo field? Electric Fence: Still, it is the same for this skill as for Bulletproof Barrier. Dragonspike Mine: The evade is fine and makes this skill actually helpful. Stunbreak is fine. Overall not sure if somebody will take this skill over Shake it off!, Endure Pain or even Balance stance. More synergies with the BS would probably help with that. (Elite) Is fine, even if I get interrupted with it. (Feels a lot more than just 1/2 second of cast time.) Still a bit boring and could be more interesting by adding things like a combo field/finisher or Explosion or something like that. Pistol skills: Pistol is in a bad place so far. For PvP, you will still take something for defense/escape in your regular weapon set. This will be a shield or warhorn. In WvW you probably also take warhorn (if BS will somehow be viable for this mode). For PvE you will probably stay on axe for damage, because pistol damage seems to be lower. The skill is okay. Not too exciting. That the skill consumes all charges is an interesting idea. The pushback feels clunky, not sure how to use that. Traits: Minor traits: Basic elite spec adept trait. Really bad design! IF you got hit in DT it's mostly too late, because it will be a CC, Fear or high damage skill. And 25 seconds is just too high for a simple passive. (Remember that you made other passives a 300 seconds cd...). Make it, that the effect triggers when you enter DT. And this should be Aegis or Stability or something like that. I think this is okay, even when it is a bit boring. Adept traits: Is fine, but it is not clear for what kind of healing skills it works. Healing Signet or Adrenal Health are regeneration effects? What about Shout Heal or MMR? Cool idea, works well. There is barely a reason to swap away from Gunsaber. I don't think people will use this ever. If you want to make people use this trait, give us a more synergising weapon (main hand pistol) or maybe add a damage increase to this trait? Or remove it entirely and add an Armament or Pistol trait. Just an idea: Get flow when you use Armament skills. Master traits: Feels boring and not too helpful. Could be changed or replaced. So what was the point of this trait? It feels totally misplaced in this spot... did you forget to make it an explosion? ๐Ÿ˜‰ Add something like Explosion, Flow Generation, Condi remove or whatever... or replace it entirely. Or something like: If you use your last ammo give Alacrity to surrounding allies. That one is really cool and fun to play! It is actually so passive, but works well. Grandmaster traits: Grandmaster traits could change the playstyle of the DT a lot more! Boring skill so far. Imagine this: You keep your DT charges even if you do not activate a DT attack. If you use your DT attacks, heal yourself AND surrounding allies. DT attacks deal less damage. That can make this skill an interesting support option with a burst heal when you need it and give much more flexibility over when to use the attacks. I think this trait is fine. It is actually pretty strong, but if you make the other traits more interesting, it will not look too strong compared to other GM traits. Not sure what this is, maybe I just didn't understand the idea of it. But still an idea to change: DT charge time is doubled, but your DT attacks have additional effects: DT 1 attacks twice. DT 2 lets you return to your starting position. DT 3 moves slower, but the damage is doubled. Additional thoughts: Combo fields and finishers: When changes to combo fields and finishers were added, I hoped for a warrior specs that makes a lot of usage from that. Maybe we get more interesting finishers for the new field on Banner skills or something like that? Maybe some comeback of the Powerful Synergy trait? You could add some more interesting combo fields to the new Armament skills, maybe as a trait? Also add some more finishers to Gunsaber and Pistol? Main Hand pistol I agree with many other people: We should get a main hand Pistol too. This could add more synergies with the Armament skills, because Gunsaber doesn't so far. Armament trait In my opinion, there should be a trait for each utility skill type for each class! (And also at least one rune too, but that's another story.) Think about replacing some traits like Unseen Sword or Fierce as Fire with one. Gunsaber skin Just one idea: Add three different skins that change with the selection of the grandmaster trait ๐Ÿ˜‰
  7. Yay, no more Discipline jail! Isn't the rifle trait also in Discipline? Overall a interesting idea to remove weapon swap from warrior, but how it works still depends a lot on the CD of the gunbladesaber and if it is somehow works as regular weapon swap (trait, sigil triggers) or is affected by FH. I'm really excited about the traits! Maybe some that boosts the gunsabers damage? Hopefully something like damage reduction or breakbar if we are sitting in Dragon Trigger? And some special use of ammo skills could mean any synergies between Bladesworn and Shouts? I'm hyped for the show today!
  8. Spellbreakers Elite Winds of Disenchantment adds the Disenchantment effect to hit targets. The Disenchantment effect could be a interesting mechanic for Spellbreaker to make the class more competitive with other boon removing classes such as Scourge. Instead of just removing boons or corrupting them, we prevent them from being applied. The effect could be part of a grandmaster trait: "Everytime you remove a boon, also apply Disenchantment" or "Add Disenchantment on Burst skills", replacing the damage increase of Revenge Counter. Or maybe as additional effect of Magebane Tether, but that would probably make this trait too strong.
  9. Cool ideas so far.I like focus on fields and finishes ^_^ so far warriors bring a lot of finishers, but just one field that we can finish ourselves.And this is why i wonder a bit about the lack of fields in your idea (or i just over read it, also possible tbh.).You just have them in pistol skills, right?So why not change the F2 bursts that they bring a bit more fields? Especially when the weapon itself brings some finisher (i.e. hammer, sword or warhorn) it could be interesting to add a field to the F2 burst. Just as an idea. A second thing is the commands as utility skills. Sure, makes sense for a Commander ^_^ but i miss a bit the difference from other types as shouts.Just another idea: Why not use the commands that way, that you mark an area on the ground (for example as guards symbol does) and in this area your allies gets the boosts you described? That way you could make them additional fields to finish :-)Or (no fields this time) you have to select a area where the allies gets the effects. That would make them at least a bit different from Shouts. Oh, and the cartridge skills on the pistols would be so cool! I really want to see that! Some of your skills look a bit overloaded with effects, for example with the Commanders Call trait or the utility skills 2, 3 and elite. I personally don't like that for warrior. I think Warrior is not (and should not be) one of the classes with overloaded skills. But on the other side, the Commander is obviously a Warrior/Engineer, so it could be fine with it :-) Overall I would be interested to play this class. It brings a lot of potential to be one of the classes that doesn't work in hands of bad players and can be god like in the hands of good players, just because of the high combo potential and synergies. Hard to learn, hard to master.
  10. Numbers plz? When you say many...Berserker is fine as it is.
  11. That's exactly what I played in the last seasons :-) but with Rousing Resilience.It's pretty solid.
  12. You can play Berserker, even in 2v2. Just take Mace/Shield + Sword/Torch and Condi, Preci, Toughness amulet or Condi, Power, Vitality amulet. (Depends on your encounter).You can still play with Defense, I haven't tried anything else tbh. And take elite banner in 2v2.Unfortunately I'm not at home, so I can't give you the exact build I play.
  13. What do you think about that:Shelter is a Consecration. You heal yourself and create a small area with pulsing Aegis for you and you allies. 1 pulse per second, 1s Aegis duration?
  14. What do you expect from somebody who uses his phone for screenshots ^_^" sorry mate.
  15. DH doesn't need more trade-off as it currently has. It's fine as it is and absolutely in line with core. FB is bad design and need a whole rework, not just nerfs or a trade-off (that it already has).
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