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Paco.8695

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  1. I would like to, don't know how. 😐 Thanks mate ! For the clarification, by aura, I simply mean the consistent pulsing boons. And yes I meaned Quickness (Corrected). 🙂
  2. Here’s just my take about how I kinda wanted to see the rework. Numbers may need ajustment, this is just to show the ideas. Skill activation. Summons a banner that hangs on the warrior's back for 12 seconds. During this, warriors gain a boons pulsating aura regarding the summoned banner. Once the banner is summoned, the ability can be reused again to make a leap on a targeted location and plant the banner on the ground. Planting the banner ends the aura but grants additional boons in the aura range. Cooldown starts after the banner is summoned, if the banner is planted early (Before the aura expires), the time difference is refunded in the remaining cooldown. For the non elite banners, the following is used : Cooldown 30 seconds 5 targets for effect Summoning castime 0.25 sec Leap and plant castime 0.50 sec Aura Range 900 Leap Range 450 (Blast finisher on targeted location) Aura Boon applications are every 3 seconds and start right once the banner is summoned. Aura duration is set at 12 secondes. Banner deals low damage on the planting location. --------------------------------------------------- The Banner Traits “Doubled Standards” Renamed “Carrier” Banners's Aura Duration +50% Planting a banner grants additionals Boons and effects. --------------------------------------------------- Strength Banner Fist pulse only : Quickness (3 sec) Aura : 3x Might (3 sec) Planting : 10x Might and Speed (10 sec) Planting (If Trait) : Quickness (5 sec) Discipline Banner Fist pulse only : Quickness (3 sec) Aura : Fury (3 sec) Planting : Fury and Speed (10 sec) Planting (If Trait) : Quickness (5 sec) DĂ©fense Banner Fist pulse only : Protection (3 sec) Aura : RĂ©solution (3 sec) Planting : Protection and Resolution (6 sec) Planting (If Trait) : Resistance (5 sec) Tactic Banner Fist pulse only : Vigor (3 sec) Aura : Regeneration (3 sec) Planting : Regeneration and Vigor (6 sec) Planting (If Trait) : Barrier 2000 (Scale 1.5) Battle Standard 120 sec Cooldown (Break Stun and Break Stun for Allies) Summoning castime 0 sec (Instant) Leap and plant castime 2 sec Aura Range 600 Aura Duration 12 seconds Leap and Planting Range 1200 Refresh all current active banner’s aura duration. First pulse only : Resistance (5 sec) Aura : Barrier 2000 (Scale 0.5) and 2x Stability (3 sec) Planting : Revives fallen allies and finishes downed foes in the target area (360 radius for both effect) Planting (If Trait) : Knock Back enemy in range. (Launch: 450) Grant 2000 (Scale 1.5) Barries
  3. We’re speaking about Warriors here. So. I predict : Slight quickness durations increase. And keep the mechanical aspect as it is (Boring and putrid) Buff bladesworn in some way. (Becuz they need to sell expansion) And That’s it. You manage to ajuste stuff for others class in less than two days (And I'm very happy for them honestly). But the warrior is your hated child. So another whole month of waiting with false promises that will end up as the usual : Disappointment. Then you'll call job done and see you the next year for another “Major Balance'' patch that will repeat the same loop. Sorry, not sorry anet, I’m used to be a very loyal player. I started to play on day one, unfortunately I chose to main warrior. Been years warrior been asking for some love but you’re keeping spitting in my comfort food. Too little too late, you lost my respect and my trust. Instead of words and marketing forum posts, I'll wait for real actions.
  4. In a PvP/WvW perspective. I think Natural Healing could have been "okayish" if it worked with Enchantment Collapse. You lose your boons, yes, but others around too... Like sacrifice yourself to give the upper hand for your team. This could have been interesting. Dev knowing how to play warrior, I coulnd totally agree more. That would be the basic things to do as a Dev... It's the basic and easiest class to play right ? đŸ€Ș
  5. Banner rework ? Where’s the rework ? More like a rollback to its previous state of dropping it, and optionally being able to carry it. This, minus the unique boon effect that made warriors needed, and minus the clunky funny little pointless kit that came while carrying the banner. I was hoping for something mobile, interactive, like Herald’s facet, having the banner stuck on our back with pulsings boons with activation options that could grant quickness with traits but nha
 just
 some generic atrocities. Drop this and done, like it was already. The usual when expecting something for warriors. Thanks, but no thanks Anet. I hated banners before, and you managed to make me hate them more.
  6. Just suggesting a QoL. I dont know if it was alleady sugested, but there you go. It is a bit annoying with the legendary sigils (and Runes set) that you need to reequip and reconfigure them every time you're changing equipements. Why not as long the equipped Sigil / Runes are not over the player possetion limite, why not just keep saving it ont the respective Gears and put a warning / unequipe them when the limit is exceeded?
  7. Let me be fair, I mentioned that I hate the spec without proposing how it could be better. Some ideas that I will share might be impossible to make, unrealistic, unbalanced, or just simply dump, but I'm not an expert, I'm not a Dev, I’m not paid for this. It's juste a simple share for the sake of sharing. No need to argue about balance and number, I'm proposing ideas and sharing a bit more my toughts. First thing first. The Gunblade. I don't mind being forced to use a weapon, what bothers me is the “how to” get it. Warrior never used his “F1-2-3” to equip weapons.Those are for his burst and class mechanic. Why not just lock the first weapon slot with the Gunblade ? Why not make it as a regular weapon with stats and sigils ? Gunblade cooldowns in PvE are atrocious, making them similar to the PvP/WvW level (0 / 10 / 15 / 20 / 20) would be much more bearable. About the Gunblade Kit, I don't have much Idea to be honest. Some folks already share nice ideas. Core Mechanic and Burst. The Flow mechanic and the charge generation are kept as it is. But let me share my ideas to make this concept a bit more interesting. About the basic Weapon Burst ? Give a Filler skills instead of the nothingness : F1 - (With not the Gunblade) “”Challenger”” (8 Sec CD - Consume 10 Flow) Remove Impairing Condition (Cripple, Immobilisation, Freeze), Grant swiftness for 5 seconds and 1 Stacks of Stability for 3 seconds. Grant 3 Second of SuperSpeed if the player already has swiftness. (If the resource is suffisent, Can Consume extra 30 Flow to BreakStun) (Some Traits would share the boon and utilities around the player. And maybe even upgrade the group utilities.) F1 - (With the Gunblade) “”Dragon Trigger””. (12 Sec CD) As it is, consume Flow overtime to grant charge. Entering the Dragon Trigger, player Keep the Stand allows him to chain the Dragon Force / Boost / Reach / Guard and Step at Will as long as there are Charges generated by the Flow generation. Since Low charge Dragon Trigger's skills are weak, I don't see any inconvenience. But some adjustment will be needed. Remove the cast time of the dragon trigger’s skills, since there is already animation and a channel (0.5 Seconds in general CD between each skills to prevent mess) Dragon Trigger skills will always use all the current charges. Movement and weapon swap cancel the Dragon Trigger and enter in CD, (CD is reduced by half if no skills were used). Charges generated are depleted at the rate of 1 charge every 3 seconds when not in Dragon Trigger. Dragon Slash - Force. Keep it like this, add a step toward your target, and it can be chained. Make as it’s an AoE around the player with decent range (350-450?). Reduce damage by 10% for every successive hit. Dragon Slash - Boost. Make It Ground targeted. The dash range and damage depends on the amount of charge too. Range 300 to 1200. Dragon Slash - Reach. Make it Ground Targeted. The wideness and damage of the projectile depends on the amount of charge (Can be very large) Wideness about 60 to 450. (Pierce) Trigger Guard. Replace Aegis with 1 second of Block. 2 Counts, 30 sec CD Grant an extra Charge If Block an attack FlickerStep. Replace the Shadow Step with a long range Dodge. 2 Counts, 30 Sec CD Grant an extra charge if Dodge an attack F2 - (New skill : Something to allows better Flow Generation and utilities) “Focus” (12 sec CD) Player is forced to stand still and channel energies. Can be channeled for 10 seconds. Reusing Focus in the Channel bump enemies arround (Equivalent to a Warrior's Kick) If the player moves during the channel, the skill is canceled and player make a short side step dodge in the direction. If the player press F1 while channeling, regardless the weapon in hand and weapon swap cooldown, player enter in the Dragon Trigger stand. Every second in the channel: Grant a stack of 5 seconds of Positive Flow. If Flow is maxed, grant insted Regeneration, Resistance and Alacrity for 3 seconds and Remove 1 condition every second. Exiting Focus at maximum Flow : Give Celerity, and 3 Stack of Stability for 6 seconds. (Some Trait would allow to share the boons and effects with the allies around the player within 450 range) Armement Kit Bullet proof Barrier Players equip a cloak that blocks (Reflect?) projectiles. (Duration 6 seconds) Can use it again to throw the cloak on the ground (Ground Target with about 600 range) and explode after 1 seconds to become a reflection wall for 8 seconds. (Trait could allow to share the cloak with the allies for a shorter duration) Electric Fence Players equip a cloak that inflicts Cripple, Chill and Slow for 2 seconds to the attacker (1 ICD). If the attacker has one of the conditions, it gets immobilised for 1 seconds and takes 5 stacks of vulnerability. (Duration 6 seconds) Can use it again to throw the cloak on the ground (Ground Target with about 600 range) and blow after 1 second creating a stun barrier (Same as Static field). (Trait could allow to share the cloak with the allies for a shorter duration) Flow stabilizer - 2 Counts - 2 Charges Grant 2 stack of 5 seconds Positive Flow, Add 3 seconds on the Flow stack that are going. On use, Remove 1 condition for every Positive Flow stacks. Can be used as a break stun if there are 5 Stacks of Positive Flow on the player. Using it as a BreakStun consume all the Positive Flow’s stack. Dragon Spike Mine Keep it as it is, but have a second use allowing the player to shadow step on the target in a 10 seconds window. Initial Cooldown 30 seconds. If Shadow step is used 40 seconds Combat Stimulant - Count 2 - 20 Sec CD Reduce Cast time to 0.5 sec. Increase a bit the 1st cast healing, And reduce twice a bit the expiration healing. Boon granted are 10 second of Fury, Vigor, Regeneration, Protection. Elite - Trash the ammunition systùme. "Transcendance" (90 Sec CD) Break Stun. Give maximum Flow and lock the value for 10 seconds. (With the possibility of chaining the dragon trigger, that can open a windows for deadly combo) Traits Grand Master (Top) - Team Oriented - The effect of Focus is now shared with the allies around the player. (Radius 450). Focus extra effect and boons start at 50 Focus instead of 100. The effect lasts 3 seconds after exiting the stand. Focus’s Dodge distance is greatly increased. Instead of Bumping, Stun enemies arround for 1 seconds. Half of your Barrier value are shared with your allies withing 300 range. (Middle) - Damage/utilities Oriented - The Dragon Trigger gets additionnel effects regarding the amount of charge used. Force 1 - 3 : Apply 3 Second of Weakness Force 4 - 6 : Apply 0.25 sec Daze Force 7 - 9 : Apply 1 sec Stun Force 10 : 4 seconds Stun, 9 seconds of Weakness. Boost : +50 Extra Range for each charge. Boost 10 : Ground target became a circle, Shadow step to the targeted area dealing the damage. Reach 1-3 : Projectiles come back to the payer after reaching his maximum range. (Damage are reduced by half) Reach 4-6 : Add to the previous effect, the projectile destroys other projectiles. Reach 7-9 : The ground target becomes a circle. After reaching the destination, the projectile stays in place for 3 seconds, dealing damage every second, before reaching back to the player. (Every consecutive hit have 20% damage reductions) Reach 10 : Projectile size is double and stays in place for 6 seconds, but damage is reduced by 20%. (Bottom) - Sustain Oriented Restore a fixed amount of HP (+20 Hp? ) for every point of Flow consumed. For every charge generated, Grant 3 seconds of protection and Resolution. Major Master (Top) - Team Oriented Challenger (The F1 Filler) is now Shared with the Allie around the player (Radius of 900) Break Stun extra Flow cost is reduced by half. Challenger always grants super speed for the player and adds 3 seconds of resistance. Share half of the duration of your Electric Fence and Bullet Proof barrier with 5 allies (300 range). (Middle) - Damage Oriented Every ammunition spent, explosion skill used and combo explosion generated grant +X% extra damages, Last 15 seconds. (Max stack 20) (Bottom) - Sustain Oriented Every 5 seconds, generate Barrier regards the amount of Flow generated and spended. Flow generated : 20 barrier Flow Spended : 50 barrier Major Adept (Top) - Team boon Oriented Entering in Dragon Trigger, for every charge generated, grants 2 Might for 5 seconds and 1 seconds of Fury for the player allies in a 300 radius. Grant 1 Stack of Positive Flow every 10 Mights stack on the player. Combat Stim share the boon application. (Middle) - Damage Oriented Swapping weapons strike enemies around, equivalent to a Dragon Trigger Force with 1 charge. Every enemy hitted grants a Stack of Positive Flow for 5 seconds (Max 5). (Bottom) - Sustain Oriented Grant 5 seconds of regeneration when receiving a critical strike (5 sec ICD). Reciving boon Regeneration grants 1 stack of Positive Flow. (5 sec ICD) Incoming Healing increases by 10%. For the minor trait, keep as it is. --- There it is. I don't expect much from this post, but I still hope it provides some ideas to fix things.
  8. Here my feedback takes 2 after the November update : Still hate it. Still having the clunky weapon swap on F1, which is very counterintuitive since F1 was always the adrenaline burst. - Why not lock the 1st weapon slot with the Gunblade ? Still can’t use burst when not equipped of the Gunblade Sitll can't use basic burst with other weapon Still can’t weapon stow Standing still just for “big” numbers is not fun, and standing still in competitive game mode is just a death wish. Moving cancel the charging, at least give a few steps of grace. Flow mechanics are bad, slow and need a lot of investment just to reach a decent amount of generation. And every warrior knows that we can't afford that in non PvE Game Mode. Cooldowns on gunblade are atrociously long. 25 to 40 CD on weapon kits that are forced to be equipped. It feels more like we’re forced to have half a weapon with those cooldowns. Still not liking the fact that we have lost 2 sigils. Damage wise is Meh. Ok big burst damage with full charge, then what ? Wait for the Flow and cooldown, stand still and redo. Warrior is still a one trick pony, great. Damage wise in competition mode . . . nice joke. Dragon Slash feels like a 5 anime episode of building up a powerful strike just to end with a slap. What is the spec bringing to warriors ? Damage ? Boons ? Support ? Healing ? . . . Oh wait Banner ! Like the last 9 years. Most of the Skills are uninspired and will never be used, similarly with the spellbreaker. They are sight beyond sight level, too situational and the warrior can't afford changing his kit since it lacks everything else. Close range Pistol is stupid. Warrior dont need close range weapon, and Pistol cant compete with Axe untils you nerf the axe hardcore (Im guessing it’s the next step, warrior is to OP right, keep the nerfing streak). I'm probably missing many other things to adresse, but I’ll leave that for the others who still have the energy and believe that you guys do care about warrior’s feedback. Which you don't apparently. Once again, glad for those who like that spec, I don’t. I'm disappointed, as usual, not Buying EoD.
  9. I don't like that Espec, for many reasons that are already mentioned. Why put the "weapon swap" on F1 (That feel counter intuitive), Specially since we already lost a weapon. Speaking of losing a weapon, 2 sigils lost feel a big deal. Why we cant use the burst if not equipped of the gunblade? Why cant we keep the charges if we cancel the flow by doing something? Why we cant we weapon stow? Glad for those who like it, for me, I'll keep playing My core in PvE and my Spellbreaker in PvP. Edit : I forget to point that : Why put a Cooldown on something that allready have a cooldown with flow generation? Imo, the Flow build up and the very long charges gathering are allready doing a big timegate on the burst.
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