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TheBravery.9615

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Everything posted by TheBravery.9615

  1. this is a patch 8 years in the making. Stop complaining and lets appreciate anet's hard work on making this happen.
  2. The entire blanket adjustment on CC skills on 02/25/2020, nerfing their damage to near zero on skills that deal CC was way too overwhelming. The skills are different for each profession and situation and should be reviewed individually. Some damage on CC skills are acceptable. The blanket adjustment against select 'passive' defensive traits to over 300s cd on 02/25/2020was too overwhelming and made the traits too useless given the long cooldown. Anet needs to look into adding active activation requirements instead if the design philosophy wants to reduce passive defensive traits. Projectile reflects are way too overpowered in WvW. They are able to block infinite projectiles and gets people in profession forums to buff their projectiles to become aoe based or unblockable to counter. There needs to be a reflection cap on projection reflecting skills. It's a long neglected thing that needs addressing. Those are just my thoughts. 02/25/2020 Balance patch is the worst balance patch.
  3. Congratulation anet for designing some of the most despised cast of main characters in a video game.
  4. This is what I drafted up for a support bruiser kind of elite spec for warrior
  5. Traits Minor Proficiency You can wield a staff. Minor Adept Gain access to Grandmaster Techniques. Combination Bursts replace Burst. [Combination bursts are 3 sequenced/chain – boon focused burst attacks that flow seamlessly into each other and are available after 30 strikes of adrenaline is achieved. Each stage has 3 different attacks to choose from (F1 – F3), for a total of 27 different possible combination bursts for each weapon. (As a visual example, imagine Marth’s dancing blade in Super Smash Bros.) Combination Bursts will require 3 separate key entries (e.g. F1, F1, F3), with the 3rd attack being exceptionally strong. The combination burst sequence must not be interrupted otherwise it will go on full cooldown with all 30 strikes of adrenaline expended. Tradeoff: Adrenaline will start to decay even if the warrior is in combat but haven’t strike anything for 5 seconds. To sustainably grow adrenaline, the Grandmaster is required to actively engage in combat. 15s CD] [Grandmaster Techniques are a unique utility skill type exclusive to Grandmaster warriors that allow them to enter a combination burst right away without requiring full adrenaline and outside of combination burst cooldown. Grandmaster techniques will replace the first burst sequence when used, giving you access the second and final burst sequences.] Major Adept F1 combination burst skills grants Protection and swiftness. Major Adept F2 combination burst skills grants Resolution and regeneration. Major Adept F3 combination burst skills grants Resistance and vigor Minor Master Final Combination Bursts inflict weakness on foes (once per target for multi hitting skills). Major Master A percentage of your vitality is converted to concentration. Staff strikes against foes with more health than you grants you might and quickness. Major Master Grandmaster Technique skills require 10 less adrenaline to activate. Major Master Conditions and control effects inflicted by Combination bursts last longer. Minor Grandmaster Final combination bursts grants self stability. Gain extra boons based on combos executed: Three of a kind (e.g. F2, F2, F2): Gain Might Two of a kind (e.g F1, F3, F3): Gain Fury Straight Flush: (e.g. F1, F2, F3): Gain Quickness Major Grandmaster Boons gained from Combination Bursts are shared with nearby allies. Major Grandmaster Upon completion of a Combination Burst sequence, gain Grandmaster’s Fortitude for 3s. [Grandmaster’s Fortitude: Causes all incoming damage within 300 units to glance. A percentage of incoming glancing hits is returned to you as healing.] Major Grandmaster Final Combination Bursts deal more damage. All final combination bursts inflict torment. (Once per target for multi hitting skills) Profession Mechanic Staff First Burst Sequence F1: Leap and strike your target, gain Swiftness. F2: Vault yourself, become untargetable for 1s. F3: Strike your target with an undercut before slamming them back down with an overhead strike, dazing them. Second Burst Sequence F1: Leap and strike your target, then leap again, gaining might. F2: Adjust your stance, blocking attacks. Your next burst sequence deals increased damage and inflicts Slow and Vulnerability. F3: Strike your target’s weak spots, inflicting weakness. Final Burst Sequence F1: Leap a long distance and strike your target. Gain quickness, might, and swiftness. F2: Sweep at your target’s footing, knocking a single target down before delivering an overhead strike, dealing heavy damage. F3: Spin your staff several times, dealing AOE damage and knocking back foes on the last strike. Greatsword First Burst Sequence F1: Perform an uppercut launching slash against a single foe. Gain Might. F2: Daze your target with a hilt bash. Gain Vigor. F3: Focus your stance. Deals no damage, Removes all inhibiting conditions and gain might and Vigor. Second Burst Sequence F1: Lunge and perform a horizontal slash towards your foe F2: Perform a powerful horizontal slash that releases a piercing shockwave damaging foes in front of you. F3: Stab your foe multiple times in a cone in front of you, inflicting vulnerability. Final Burst Sequence F1: Lunge and perform a wide arcing horizontal slash that knocks back multiple targets. F2: Perform a horizontal and diagonal slash that releases 2 piercing shockwaves in front of you. F3: Deliver a fatal stab that deals bonus damage against vulnerable foes. Hammer First Burst Sequence F1: Smash the ground, dealing damage to nearby enemies and grants nearby allies protection. Blast finisher, unable to move while casting. F2: Smash the ground, dealing damage to nearby enemies and grant nearby allies Stability. Blast finisher, unable to move while casting. F3: Smash the ground, dealing damage to nearby enemies and grant nearby allies Resistance. Blast finisher, unable to move while casting. Second Burst Sequence F1: Smash the ground again, dealing damage to nearby enemies and cause foes to knockdown for 1s. Blast finisher, unable to move while casting. F2: Smash the ground again, dealing damage to nearby enemies and cause bonus damage against enemies that are below 50% health. Blast finisher, unable to move while casting. F3: Smash the ground again, dealing damage to nearby enemies and inflicting vulnerability, weakness, and blindness on nearby foes. Blast finisher, unable to move while casting. Final Burst Sequence F1: Deliver a final overhead smash on the area surrounding you, dealing massive damage against enemies that are in a state of control. Blast finisher, unable to move while casting. F2: Deliver a final overhead smash on the area surrounding you, dealing massive damage against enemies that are below 25% health. Blast finisher, unable to move while casting. F3: Leap into the air, becoming untargetable for 1 second before crashing down with a wide AOE attack. Blast finisher, unable to move while casting. Longbow First Burst Sequence F1: Barrage the target area with bleeding arrows. (no field, 1 strike) F2: Barrage the target area with crippling arrows. (no field, 1 pulse) F3: Barrage the target area with explosive arrows. (no field, 1 pulse) Second Burst Sequence F1: Barrage the target area with poison arrows. (no field, 1 pulse) F2: Barrage the target area with weakening arrows. (no field, 1 pulse) F3: Barrage the target area with dazing arrows. (no field, 1 pulse) Final Burst Sequence F1: Barrage the target area with burning arrows. (no field, 1 pulse) F2: Barrage the target area with immobilizing arrows. (no field, 1 pulse) F3: Barrage the target area with stunning arrows. (no field, 1 pulse) Rifle First Burst Sequence F1: Rapidly fire multiple shots at your target’s general direction, piercing and striking multiple targets in the crossfire. F2: Throw a flash grenade at your target area, stunning and blinding targets in the area. Creates light field. F3: Fire a shot shell, dealing high damage to foes in front of you in a cone. Second Burst Sequence F1: Rapidly fire multiple shots at the target’s general direction, piercing and striking multiple targets in the crossfire. F2: Reload, does no damage but prepares the next sequence for bonus damage. Grants self Might, Quickness, and Fury. F3: Fire an unblockable shotgun slug, knocking down your target Final Burst Sequence F1: Rapidly fire multiple shots at the target’s general direction, piercing and striking multiple targets in the crossfire. F2: Fire an armor piercing shot at your target. Deals bonus damage based on your foe’s toughness and if the target has protection. F3: Deliver a fatal headshot, deal bonus damage to targets that are not moving or targets facing you. Glances if target is facing away or moving. Axe First Burst Sequence F1: Lunge and strike the area in front of you. Inflict Vulnerability F2: Throw your axe, inflict crippled. F3: Ready your stance. Gain might and Fury. Second Burst Sequence F1: Lunge and strike the area in front of you twice. Inflict Vulnerability F2: Throw multiple axes at the target area, inflicting crippled. F3: Ready your stance. Gain a damage boost for final burst. Final Burst Sequence F1: Lunge and evade towards the target area, unleashing a flurry of strikes that deals bonus damage against vulnerable foes. F2: Throw an axe that knocks down your target. F3: Unleash a devastating unblockable strike. Mace First Burst Sequence F1: Leap and strike your foe, inflicting weakness F2: Strike and daze your foe F3: Strike your foe with an unblockable attack, gain resistance Second Burst Sequence F1: Leap and strike your foe, inflicting vulnerability F2: Strike your foe with an unblockable attack, gain stability F3: Strike and daze your foe Final Burst Sequence F1: Leap and strike your foe, dealing more damage against foes with weakness and vulnerability F2: Strike and stun your foe F3: Strike your foe with an unblockable attack, deals more damage if target is blocking. Gain Fury. Sword First Burst Sequence F1: Evade and slash your foe. F2: Lunge and stab your foe multiple times, inflict bleeding F3: Disarm your foe, inflict daze and weakness. Second Burst Sequence F1: Evade and stab your foe F2: Thrust your sword, inflict bleeding F3: Ready your stance for a decisive strike. (No damage) gain Fury, might, and quickness. Next attack deals bonus damage. Final Burst Sequence F1: Evade and strike your foe several times. F2: Leap and thrust your sword, launching and inflicting torment on your foe. F3: Deliver a fatal strike with your sword against downed foes. Harpoon Gun First Burst Sequence F1: Rapidly fire multiple shots at your target’s general direction, piercing and striking multiple targets in the crossfire. F2: Fire a spear shot, inflict weakness and vulnerability. F3: Fire a spear shot, gain quickness. Second Burst Sequence F1: Rapidly fire multiple shots at your target’s general direction, piercing and striking multiple targets in the crossfire. F2: Reload, does no damage but prepares the next sequence for bonus damage. Grants self Might, Quickness, and Fury. F3: Fire a spear shot that dazes your target. Final Burst Sequence F1: Rapidly fire multiple shots at your target’s general direction, piercing and striking multiple targets in the crossfire. F2: Fire a spear shot that inflicts bleeding and torment. F3: Fire a spear shot that pulls the target to you. Spear First Burst Sequence F1: Evade and spin towards your target, striking foes along the way and inflicting cripple. F2: Rapidly jab your target with strikes, inflict bleeding F3: Immobilize your foe. Second Burst Sequence F1: Evade and spin towards your target, striking foes along the way and inflicting slow. F2: Rapidly jab your target with strikes, inflict torment F3: Daze your foe. Final Burst Sequence F1: Evade and spin towards your target, striking foes along the way and inflicting weakness. F2: Deliver a lethal strike, deals more damage against foes with bleeding or torment. F3: Stun your foe. Staff Skills 1 Auto Attack chain, swipe your staff at your target. Gain adrenaline if you strike a weakened target. 2 Swing your staff with a large arcing radius 3 times, striking up to 5 targets 3x 3 Overhead smash a target, inflict weakness. 4 Lunge forward 4 times, striking twice each time. 5 Deliver a forceful strike that knocks back foes and inflict weakness. Utility Skills Healing Requires 20 adrenaline to use. Removes 4 conditions and Imbues your weapon with your conditions. Your next combination burst attack will inflict the conditions over on the next outgoing strike. Heal for every condition transferred. 30s CD Utility 1 Requires 20 adrenaline to use. Focus - gain stability, protection, resolution, and resistance. 45s CD Utility 2 Requires 20 adrenaline to use. Focus – inflict torment, vulnerability, and weakness on your next combination burst attack. 30s CD Utility 3 Requires 20 adrenaline to use. Focus – Evade for 2 seconds. 45s CD Elite Requires 20 adrenaline to use. Grant nearby allies Grandmaster’s fortitude for 4s, causing all incoming damage within range (300 units) to glance. A percentage of Incoming glancing damage heal. 75s CD
  6. I thought about this and increased it to 2 seconds but hear me out. I did a review of the berserker suggestions and determined that a lot of my suggestions made primal bursts too heavy with effects (well what can we expect, seeing that it's the only profession mechanic berserkers have access to). So I made the following changes to my suggestions Smash Brawler: Originally suggested to include a benefit of having rage skills reduce the cooldown of berserk mode. Moved that over to the rage skills themselves so the trait seemed unecessary. Removed suggestion. Savage Instinct: Originally suggested to remove the damage reduction and replace it with 'primal bursts break stuns'. In order to consolidate the primal burst traits, I changed it to a suggestion that incoming control effects will reduce berserk/primal burst cooldown and grant adrenaline. Theme is fitting with design of berserker. Burst of aggression: Originally suggested changing it to 1s quickness and superspeed on primal bursts, upped it to 2s but also added the suggestion of having primal bursts break stun from my original savage instinct suggestion to consolidate. Dead or alive: Originally suggested reworking this so primal bursts granted barrier, but to avoid too heavily top loading primal bursts with traits, I returned back to the original design. Increased healing amount by 3x (subsequently increase ICD by 3x), replaced the incoming healing increase with the removal of all damaging conditions on trigger + 2s of resistance/protection on trigger to give the berserker a little more sustain as 5k health depletes too quickly for this trait to have any lasting benefit. Eternal Champion: Originally topped off my suggestion to 'getting interrupted grant adrenaline', but made it too top heavy. Moved it to savage instinct. Changed from stability / protection > vigor / fury/ resolution / regeneration / resistance to just stability > quickness / fury / resolution / resistance
  7. Forgot about that trait. I initially wanted to avoid touching minor traits because they don't compete against anything in the tree to balance against (except for cases when a trait tree is so egregiously bad that the entire tree is avoided alltogether), but yea.. for the same reason why savage instinct is bad, burst of aggression is bad enough to need an update itself. Your suggestion points out to the right direction. edit/ added burst of aggression suggestion
  8. How about instead of having a complicated conversion table, just make it so removing any conditions apply regeneration. That way the most it can do is just have a very long regeneration boon
  9. After review, I agree with you. removed the disenchantment part.
  10. I'd rather see an improvement pass on signet of stamina for those changes for purposes of avoiding too heavily top loading a single skill. Instead of Passive: Increase endurance generation Active: Remove 12 conditions + Gain endurance (40s CD) I'd rather see: Passive: Increase endurance generation Active: Remove damaging conditions + Gain 8s resolution (30s CD)
  11. Being able to reflect rifle shots is not grounds to buff rifle, rather look into nerfing reflection itself. Reflections shouldn't be able to reflect/block infinite shots. Bubble is still WvW meta, I'm more specifically aiming for stuff that really needs fixing in order to keep the list more concise. Hammer trait suggestion was formed on cutting it away from Berserker's power, so both don't compete for increasing DPS. It needs to be something different. (Berserker's Power = DPS, Might makes right = Sustain, Merciless Hammer = Control). It's current state gives hammer tiny windows of opportunity to use for very minimal effect. Stability and Stunbreaks makes this useless. My suggestion would enhance the hammer's ability to keep targets controlled. Forgot to mention to revert ICD back down on the Last stand and Defy pain traits in exchange for adding a activation requirement to meet ANET's goals of nerfing 'passive' traits. Other changes: * Added Kick to the list to return damage in competitive modes * Added Signet of Stamina to the list to reduce # of conditions removed from 12 to just damaging conditions, reduce cooldown to 30s, grant 8s of resolution
  12. yea i get the reasoning behind the nerf to all CC attacks but that blanket nerf was overbearing to the point it reduced a lot of weapons and skills to useless
  13. Full Celestial Superior Rune of Zephyrite Rifle (Sigil of Force, Sigil of Stars) Hammer (Sigil of cleansing, sigil of agility) Firearms 3 3 1 Tools 2 1 3 Scrapper 1 3 2 Medic Gyro, flamethrower, Rocket boots, bulwark gyro, mortar kit Basically a superspeed / quickness build with decent personal sustain
  14. Skills Mechanic issue Suggestion Full Counter: For a profession mechanic this has become a very weak attack in competitive modes. Overnerfed. Initial issues came from it's behavior, activating from ranged attacks and punishing allies near the spellbreaker if hit accidentally. Change it's behavior so it's similar to Riposte, blocking ranged attacks and only activating when struck by a melee attack by an opponent within range. Make this skill have animation priority over other skills instead of queuing behind so this can be used reactively instead of predictively. Reduce block duration to 1 second. Return the damage in competitive modes. Hammer issue Suggestion Earthshaker: The damage nerf in competitive mode really guts this weapon.. Return the damage in competitive modes. Rupturing Smash: Part of the reason why berserker warriors don't run with hammer, there's little reason to take it over other weapons because it's burst is weak and awkward to use with it's unusual hitbox. Change AOE to full circle. Return the cascading attack effect. Reduce daze duration to half second, Remove immobilize. Staggering Blow: The damage nerf in competitive mode really guts this weapon.. Return the damage in competitive modes. Backbreaker: The damage nerf in competitive mode really guts this weapon.. Return the damage in competitive modes. Longbow issue Suggestion Auto Attack: Would be nice to have the condi damage here without taking the trait, it has a decent condi set but the auto attack lacks it. Add bleeding effect to auto attack. Mace issue Suggestion Skull Crack: CC Damage nerf should not exist on burst skills. Return the damage in competitive modes. Auto Attack: The final attack has a longer windup than necessary Reduce Pulverize cast time to half second to align with rest of mace auto attack. Counter Blow: From a design perspective, warrior has 3 skills that are nearly identical to Counter blow (Sword Riposte, Spear Parry).. Scrap Counter Blow. Replace with a new skill: Armor Crush. Leap 300 units and strike your target with an overhead blow. Unblockable. Removes protection, dazes if target is blocking or has protection. Pommel Bash: This is a low damage skill and used primarily to interrupt. Would be nice to make more use of it. Give 2 charges, increase cooldown to 20 seconds, reduce daze to 1/2 second. Tremor: It does decent damage, but it's awkward to use at range mainly due to it's slow projectile speed in which enemies can simply sidestep it. Also looks weird, like you're unleashing a gopher. Make ground targeted, make it an ranged AOE attack instead of projectile. Return the damage in competitive modes. Sword issue Suggestion Flurry: This is a pretty awful attack to spend adrenaline on. Long cast time, self rooting, poor damage. Final Thrust is more worthy of being a burst attack.. Just swap places with Final Thrust Final Thrust: This is a good attack, worthy of being a burst. More so than flurry.. Just swap places with Flurry Riposte: In need of a usability update Allow control over the counter attack, continue blocking until struck. If struck, replace adrenaline rush with Counterattack. Make this skill have animation priority over other skills instead of queuing behind so this can be used reactively instead of predictively. Shield issue Suggestion Shield Bash: Same problem as all 02/25 patch items, overbearing and overtuned. Revert the 02/25 patch, give it damage capabilities again. Harpoon Gun issue Suggestion Puncture Shot: Inaccurate tooltip, low damage Appears to do more damage than tooltip suggests. Update tooltip. May also want to increase damage, autoattack does more damage. Split Shot: Inaccurate tooltip, low damage. Update tooltip so it shows that 5 shots are fired in a fan. Update tooltip damage so it shows (5). May also want to increase damage. Knot Shot: Low damage (183) Increase damage Spear issue Suggestion Wild Whirl: Leaves much to be desired. Whirling strike is superior in damage and control. Not worthy of a berserk skill. Give this the arc divider treatment underwater. Remove burning. Parry: Usability Update Allow control over the counter attack, continue blocking until struck. If struck, replace adrenaline rush with Counterattack. Make this skill have animation priority over other skills instead of queuing behind so this can be used reactively instead of predictively. Healing issue Suggestion Natural Healing: Zero reason to take this when it removes your boons. Add the benefit of refreshing your full counter ability as well. Utility issue Suggestion Outrage: What I dislike about the changes to the rage skills and h ow they tie with berserker duration is the fact that they don't benefit the warrior outside of berserker. It could be given a Glyph / physical treatment which would give it more uses While in berserk mode, this increases berserk duration (more if breaking a stun). Outside of berserk mode, you gain adrenaline. Gain 2 additional charges, increase cooldown to 20 seconds. Shattering Blow: Same issue as outrage. While in berserk mode, increase berserk duration. Outside of berserk mode, gain adrenaline. Sundering Leap: Same issue as outrage, doesn't have a use scenario or niche to use. While in berserk mode, increase berserk duration. Outside of berserk mode, gain adrenaline. Reduce cast time to half second, change from vulnerability and cripple to burning, bleeding, and torment. Wild Blow: Same issue as outrage, niche use. Damage nerf in competitive mode makes this a terrible skill. While in berserk mode, increase berserk duration. Outside of berserk mode, gain adrenaline. Return damage in competitive modes. Sight Beyond Sight: That recent 2 second revealed increase did not change the underlying flaws with this ability and how stealth works in game. Grants self the ability to see stealthed players within range for 10s. Instead of having the next attack critically hit, change it so it inflicts Exhaustion for 3 seconds on enemies you strike. Featherfoot Grace: No longer used in competitive settings Normalize to PVE cooldown of 30 seconds in competitive modes. Imminent Threat: High cooldown with low benefit. The resolution and adrenaline feels more of an afterthought than anything. Reduce cooldown to 30 seconds, reduce taunt to one second. Remove the resolution and adrenaline gain. Replace with Protection. Gain new effect: Cause all incoming damage to glance for 5 seconds. Fear Me: Cooldown too high for low benefit. This is a gimmick so I guess embrace the gimmick? If the 5 target cap limit is lifted and this is able to fear 15 enemies, this would be worth taking in such a scenario even with a 60 second cooldown. Frenzy: Reason why this isn't taken is because this is only a damage modifier skill and there are better options out there for warrior. If this offered more utility in the form of something else, this would be considered. Rework this. No longer breaks stuns. For 10 seconds, burst attacks use reduced adrenaline. Pulse quickness and alacrity. 30s cd. Banners: Banner of Defense and Tactics will never see use in any game mode. Banner of Strength and Discipline see good use in PvE. Unequal weight of banners, favoring strength and discipline. Make the banners single stat @ 170 points. (Power / Ferocity / Condition Damage / Expertise). Deal damage when planted. Reduce CD to 30s, banner duration to 20s Stomp: Was hardly ever used in competitive modes before damage CC nerf. The damage nerf made this trash. Return the damage in competitive modes, lower cd by 5s Kick: Was hardly ever used in competitive modes before damage CC nerf. The damage nerf made this trash. Return the damage in competitive modes Bulls Charge: The CC damage nerf was overbearing, the long cooldown makes this unjustifiable to take. Return the damage in competitive modes, alebit at a lowered amount. Signet of Stamina: Too long of a cooldown for its active when condi re-application is rampant. Usability would improve if the CD was reduced in exchange for reducing the # of conditions cleared.. Instead of removing 12 conditions, have it just remove damaging conditions. Grant 8s of Resolution, reduce CD to 30s. Elite issue Suggestion Battle Standard: Tooltip doesn't specify how many downed enemies will it finish. The might/swiftness/fury does not benefit from compassionate banner trait, benefit is heavily loaded into the initial cast and the lasting effect of the banner is underwhelming. Remove the might/fury/swiftness. Replace it with a +100 gain in power, toughness, Concentration, and precision. Update tooltip so it specifies how many downed foes it can finish. Signet of Rage: Totally obsolete skill that's been forgotten. Rework this. While passive: Adrenaline decay outside of combat is slowed down by 75%. While active: your cleave cap is increased by 5 additional targets for 20 seconds. Killing enemies during this time will fill your adrenaline and refresh your burst cooldown. Rampage: CC nerfs in competitive modes too overbearing, control effects don’t last long enough to make use of with damaging attacks. Return damage in competitive modes. Headbutt: Same issue as outrage. Having this deal no damage while stunning yourself makes this a terrible unusable skill. While in berserk mode, increase berserk duration. Outside of berserk mode, reduces the berserk mode cooldown. Increase CD to 30s. Return damage in competitive modes. Traits Strength Issue Suggestion Brave Stride: 2s of stability on 10s cd that's dependent on use of a skill makes it difficult to choose over peak performance which grants a static passive benefit without any active input Normalize to 5s cd, 5s stability across all game modes Body Blow: Competes directly in line with Forceful greatsword, which has benefits even on warriors running without greatsword / spear. Condi damage based trait in a power based traitline, zero use case scenarios to take this over great fortitude or forceful greatsword, even on condi builds. Make it so attacks that deal control effects also deal more damage in addition to current effects. Merciless Hammer : A niche trait that mainly benefits hammer (for those that don't use hammer, the adrenaline is not worth taking. Control windows are far too short to take any benefit of the damage increase on controlled foes), competes with berserker's power and might makes right which are superior choices to take, yet not in any means overpowered. Remove the damage increase on controlled foes while using a hammer. Change it so interrupting foes reduce all hammer skill (including burst) cooldown by 3 seconds. Arms Issue Suggestion Wounding Precision: Unusual combination and lazy by design. Precision benefits critical strikes, which is power based. This expect players to have high precision before condi based stats to maximize benefit, but would typically be the other way around. (max condi damage, precision would be an afterthought) Rework this. Gain 180 expertise for 5 seconds when landing a burst attack. Opportunist: Warrior only have 5 skills in their entire arsenal that inflict immobilize. 1 of which is from an aquatic weapon, another 1 from a utility, and another from a burst attack- meaning only 2 weapons skills inflict immobilize For a trait that benefits when you inflict immobilize, this is extremely lacking. Need to turn it around and have it inflict immobilize under special conditions. Would be great if was in tactics with leg specialist. Rework this. Critical strikes against foes under 25% health will immobilize them for 1 second (15s cd). Gain 5s fury when striking foes under 25%. (15s cd) Unsuspecting Foe: Window of opportunity is too low to make use of this trait as is. CC effects usually last under 3 seconds at a time, stun breaks and stability abundance makes this useless. Adding more opportunities may make this worth taking. Rework this. Increase critical chance against foes when striking from the side, from behind, or when disabled. Reduce crit chance from +50% to +20%. Increase crit damage when striking a disabled foe or from the side/behind by 10% Furious: Similar issue with Wounding precision and the arms trait line in general, how it mixes critical hits with condition damage. The grandmaster traits all seem to lack any traits to offer to pure condi builds without requiring precision. Rework this. Burst attacks inflict multiple conditions based on boons on you and as long as you have fury. (based on boon-condition conversion table; e.g. if you have aegis, your burst will also inflict burning). (maximum 6 conditions inflicted per foe per burst, 8s icd) Dual Wielding: Too much of a niche and the benefit is minimal even when wielding dual weapons. The speed increase conflicts with the speed cap that comes with quickness. Scrap this, replace with Concussive Blows. Critical strikes against a foe with 25 stacks of vulnerability will inflict a concussion. [Concussion: 1/4 second daze. If target was interrupted, stuns for 1/2 second instead. inflicts 4s weakness and 2 stacks of 6s confusion, and deals some damage. Loses all stacks of vulnerability, 8 second icd] Defense Issue Suggestion Defy Pain: Despite it's history of nerfs it remains a prime choice in the defense trait line, but mostly because of the fact it competes with the likes of sundering mace and armored attack. It's likely in the best interest of the balance of this game to just move it to swap it with Rousing Resilience in Major Grandmaster, so the Major Grandmaster traits offer the choice between physical damage mitigation (defy pain), condition damage mitigation (Cleansing Ire), or control mitigation (Last Stand). Needs an active component to reduce passive traits. 300s cd overbearing in competitive mode. Swap places with Rousing Resilience in Major Grandmaster. Revert PvP splits. Add an activation requirement: Must land a burst attack to activate trait for 60 seconds. Revert cooldown back down to 60s. Sundering Mace: Trait only benefits mace. Make it so taking this trait grants a +15% outgoing CC effect duration, where the duration is doubled to +30% when wielding a mace. Last Stand: Tooltip is inaccurate. Trait will proc when warrior has stability and isn't disabled. Also a passive trait that needs active components. 300s cd too overbearing in competitive modes. Either update tooltip so it clarifies so this will proc when struck by an attack with a disable effect or account for when the warriors have stability. Add in a activation requirement: Must break a stun in order to activate trait for 60 seconds. Revert PvP splits. Revert cooldown back to 40s Remove the ‘can’t be critically hit’ part in lesser balanced stance.. Cleansing Ire: Fell out of favor due to rampant condi re-application. In need of a minor tune up. Conflicts with spellbreaker's "Revenge Counter", removes condition before they're transferred. Update this so you remove 3 conditions regardless of amount of adrenaline spent. Rework it so transfer effects occur before the conditions are removed. Removes Blind before burst. Rousing Resilience: See notes on Defy pain. Swap with Defy pain in Major Master. Tactics Issue Suggestion Shrug it Off: Weak due to it's nerf of being a passive trait, redundant shout trait, and only removes one condition on a high cooldown. Change it so you use "Shake it off" when you revive an ally with no cooldown. Increase conditions removed to 3. Martial Cadence: Soldier's focus has a 15s cd and to have a trait dependent on soldier's focus makes this unattractive vs the other grandmasters. Have this trait reduce the cooldown of burst skills in addition to current effects. Phalanx Strength: Fell out of favor with the nerf and made it no longer a viable option. In addition to it's current effects, increase personal might cap from 25 to 30. Discipline Issue Suggestion Vengeful Return: Too much of a niche with limited benefit. Requires you to actually go into downed state to make this beneficial and must wait for vengeance to become available. Scrap this and rework it. When your health falls below 50%, gain 10 strikes adrenaline and recharge your burst attack. Outgoing power/condition damage is increased by 20% for 10 seconds (60s cd). Fast Hands: This has long been an issue of controversy for warriors. Being the profession with the least amount of skills available at a given time, a large percentage of skills are locked behind the weapon swap cooldown. This is the reason why warriors are so dependent on this trait. Not totally in favor of making weapon swapping 5 seconds, but willing to compromise. Make warrior baseline weapon swapping reduced down to 8 seconds. Keep trait at 5 seconds. Axe Mastery: Have an issue with how the 3 major grandmaster traits in discipline all compete for power damage. Axes have decent combo-chains, so adrenaline is hardly an issue. Rework this. Burst attacks deal 10% more damage regardless of weapon wielded. Gain 200 ferocity while wielding axes, reduce axe skill cooldown. Heightened Focus: Have an issue with how the 3 major grandmaster traits in discipline all compete for power damage. Heightened focus is the only option that gives condi builds some place, yet it's slightly weaker than burst mastery. Also restore a portion of Adrenaline spent in addition to current effects. Burst Mastery: Have an issue with how the 3 major grandmaster traits in discipline all compete for power damage. Heightened focus is the only option that gives condi builds some place, yet it's slightly weaker than burst mastery. Scrap this trait. Move the adrenaline recovery to heightened focus, move the burst damage increase to axe mastery. Create a new trait in it's place that specifically benefits condition builds. Rename to Reckless Abandon. Swapping weapons will now cause you to throw your weapon at your target (600 range), inflicting multiple conditions. Berserker Issue Suggestion Last Blaze: Panders to condi builds, but requires usage of rage skills. Only condi rage skill available is shattering blow. Berserker being a condi oriented spec should have an option for their primal bursts inflict more condi as a trait. No such option exists, this would address that issue. In addition to its current effects, primal burst attacks inflict burning. Can only occur once per interval per target for multi hit burst skills. Savage Instinct: Seeing how long berserk mode is now, this trait is only useful when you enter berserk mode. Incredibly useless trait due to it's' limited use scenario. Warriors enter berserk mode to deal damage and this punishes warriors from entering berserk mode unless it's used defensively. Damage reduction in berserk kind of goes against berserk design philosophy. Scrap this entire trait and rework it. Rename to Blind Fury. Incoming control effects, blind, and weakness grant fury and reduce your berserk mode / primal burst cooldown by 1 second. Burst of Aggression: Similar problem with Savage instinct. Activating berserk mode is far and wide in between, can be extended to beyond 30 seconds. Having this trait only activate when entering berserk mode makes this trait too limited for any real lasting benefit. Move the quickness and superspeed to primal burst hits. Reduce duration to 2s each. Primal bursts break stun Dead or Alive: When balancing traits, assess the requirements and see if the benefits make it worth taking. The benefit of healing a measly 5000 health (warriors normally have over 20,000 health, but require (a)the player be in berserk mode, (b) the player take a fatal strike makes this tradeoff unattractive. While great for surviving large, slow attacks - rapid attacks or conditions will quickly deplete your health after the healing effect takes place. Competes yet is outperformed by blood reaction and heat the soul. Increase healing to 15,000 removes all damaging conditions, gain 2 seconds of resistance and protection on trigger. Remove the incoming healing increase. Increase cooldown to 90 seconds. . Eternal Champion: Bloody roar and king of fires outright outperform this. Requires you to be controlled in order for this to take effect, even then the benefit is limited. Rework this. Prevent berserkers from gaining stability while in berserk mode. While in berserk, your attacks are uninterruptible and any incoming stability you gain is immediately converted to quickness, fury, resolution, and resistance. Daze nearby foes when you break stuns. Spellbreaker Issue Suggestion Sun and Moon Style: While Loss aversion and Slow counter aren't overpowered traits, Sun And Moon Style is specific to dagger and even as a niche falls short in comparison. Change it so 3% of outgoing damage heals you regardless of weapon wielded. Effect is doubled when wielding daggers.
  15. With the removal of retaliation, get ready for flamethrower meta in WvW. What build are you guys theorycrafting?
  16. Also the removal of retaliation is a massive buff for Engineer flamethrower for tagging
  17. And it's going to be awful. (Resistance nerfed, damaging conditions will always be in effect.)
  18. Pretty pleased with rifle changes because they're more or less in line with what i suggested back in August (pointing out the core weakness of rifle is its inability to engage multiple targets and thus hindering its adrenaline generation in relation to other weapons). Still a lot of work to do though in regards with other traits and skills. Berserker is hardly 'in a good spot'.
  19. It's been over 2 years. What new WvW content is being worked on?
  20. Skills Mechanic issue Suggestion Full Counter: For a profession mechanic this has become a very weak attack in competitive modes. Overnerfed. Initial issues came from it's behavior, activating from ranged attacks and punishing allies near the spellbreaker if hit accidentally. Change it's behavior so it's similar to Riposte, blocking ranged attacks and only activating when struck by a melee attack by an opponent within range. Make this skill have animation priority over other skills instead of queuing behind so this can be used reactively instead of predictively. Reduce block duration to 1 second. Return the damage in competitive modes. Hammer issue Suggestion Earthshaker: The damage nerf in competitive mode really guts this weapon.. Return the damage in competitive modes. Rupturing Smash: Part of the reason why berserker warriors don't run with hammer, there's little reason to take it over other weapons because it's burst is weak and awkward to use with it's unusual hitbox. Change AOE to full circle. Return the cascading attack effect. Reduce daze duration to half second, Remove immobilize. Staggering Blow: The damage nerf in competitive mode really guts this weapon.. Return the damage in competitive modes. Backbreaker: The damage nerf in competitive mode really guts this weapon.. Return the damage in competitive modes. Longbow issue Suggestion Auto Attack: Would be nice to have the condi damage here without taking the trait, it has a decent condi set but the auto attack lacks it. Add bleeding effect to auto attack. Mace issue Suggestion Skull Crack: CC Damage nerf should not exist on burst skills. Return the damage in competitive modes. Auto Attack: The final attack has a longer windup than necessary Reduce Pulverize cast time to half second to align with rest of mace auto attack. Counter Blow: From a design perspective, warrior has 3 skills that are nearly identical to Counter blow (Sword Riposte, Spear Parry).. Scrap Counter Blow. Replace with a new skill: Armor Crush. Leap 300 units and strike your target with an overhead blow. Unblockable. Removes protection, dazes if target is blocking or has protection. Pommel Bash: This is a low damage skill and used primarily to interrupt. Would be nice to make more use of it. Give 2 charges, increase cooldown to 20 seconds, reduce daze to 1/2 second. Tremor: It does decent damage, but it's awkward to use at range mainly due to it's slow projectile speed in which enemies can simply sidestep it. Also looks weird, like you're unleashing a gopher. Make ground targeted, make it an ranged AOE attack instead of projectile. Return the damage in competitive modes. Sword issue Suggestion Flurry: This is a pretty awful attack to spend adrenaline on. Long cast time, self rooting, poor damage. Final Thrust is more worthy of being a burst attack.. Just swap places with Final Thrust Final Thrust: This is a good attack, worthy of being a burst. More so than flurry.. Just swap places with Flurry Riposte: In need of a usability update Allow control over the counter attack, continue blocking until struck. If struck, replace adrenaline rush with Counterattack. Make this skill have animation priority over other skills instead of queuing behind so this can be used reactively instead of predictively. Harpoon Gun issue Suggestion Puncture Shot: Inaccurate tooltip, low damage Appears to do more damage than tooltip suggests. Update tooltip. May also want to increase damage, autoattack does more damage. Split Shot: Inaccurate tooltip, low damage. Update tooltip so it shows that 5 shots are fired in a fan. Update tooltip damage so it shows (5). May also want to increase damage. Knot Shot: Low damage (183) Increase damage Spear issue Suggestion Wild Whirl: Leaves much to be desired. Whirling strike is superior in damage and control. Not worthy of a berserk skill. Give this the arc divider treatment underwater. Remove burning. Parry: Usability Update Allow control over the counter attack, continue blocking until struck. If struck, replace adrenaline rush with Counterattack. Make this skill have animation priority over other skills instead of queuing behind so this can be used reactively instead of predictively. Healing issue Suggestion Natural Healing: Zero reason to take this when it removes your boons. Add the benefit of refreshing your full counter ability as well. Utility issue Suggestion Outrage: What I dislike about the changes to the rage skills and h ow they tie with berserker duration is the fact that they don't benefit the warrior outside of berserker. It could be given a Glyph / physical treatment which would give it more uses While in berserk mode, this increases berserk duration (more if breaking a stun). Outside of berserk mode, you gain adrenaline. Gain 2 additional charges, increase cooldown to 20 seconds. Shattering Blow: Same issue as outrage. While in berserk mode, increase berserk duration. Outside of berserk mode, gain adrenaline. Sundering Leap: Same issue as outrage, doesn't have a use scenario or niche to use. While in berserk mode, increase berserk duration. Outside of berserk mode, gain adrenaline. Reduce cast time to half second, change from vulnerability and cripple to burning, bleeding, and torment. Wild Blow: Same issue as outrage, niche use. Damage nerf in competitive mode makes this a terrible skill. While in berserk mode, increase berserk duration. Outside of berserk mode, gain adrenaline. Return damage in competitive modes. Sight Beyond Sight: That recent 2 second revealed increase did not change the underlying flaws with this ability and how stealth works in game. Grants self the ability to see stealthed players within range for 10s. Instead of having the next attack critically hit, change it so it inflicts Exhaustion for 3 seconds on enemies you strike. Featherfoot Grace: No longer used in competitive settings Normalize to PVE cooldown of 30 seconds in competitive modes. Imminent Threat: High cooldown with low benefit. The resolution and adrenaline feels more of an afterthought than anything. Reduce cooldown to 30 seconds, reduce taunt to one second. Remove the resolution and adrenaline gain. Replace with Protection. Gain new effect: Cause all incoming damage to glance for 5 seconds. Fear Me: Cooldown too high for low benefit. This is a gimmick so I guess embrace the gimmick? If the 5 target cap limit is lifted and this is able to fear 15 enemies, this would be worth taking in such a scenario even with a 60 second cooldown. Frenzy: Reason why this isn't taken is because this is only a damage modifier skill and there are better options out there for warrior. If this offered more utility in the form of something else, this would be considered. Rework this. No longer breaks stuns. For 10 seconds, burst attacks use reduced adrenaline. Pulse quickness and alacrity. 30s cd. Banners: Banner of Defense and Tactics will never see use in any game mode. Banner of Strength and Discipline see good use in PvE. Unequal weight of banners, favoring strength and discipline. Make the banners single stat @ 170 points. (Power / Ferocity / Condition Damage / Expertise). Deal damage when planted. Reduce CD to 30s, banner duration to 20s Stomp: Was hardly ever used in competitive modes before damage CC nerf. The damage nerf made this trash. Return the damage in competitive modes, lower cd by 5s Kick: Was hardly ever used in competitive modes before damage CC nerf. The damage nerf made this trash. Return the damage in competitive modes Bulls Charge: The CC damage nerf was overbearing, the long cooldown makes this unjustifiable to take. Return the damage in competitive modes, alebit at a lowered amount. Signet of Stamina: Too long of a cooldown for its active when condi re-application is rampant. Usability would improve if the CD was reduced in exchange for reducing the # of conditions cleared.. Instead of removing 12 conditions, have it just remove damaging conditions. Grant 8s of Resolution, reduce CD to 30s. Elite issue Suggestion Battle Standard: Tooltip doesn't specify how many downed enemies will it finish. The might/swiftness/fury does not benefit from compassionate banner trait, benefit is heavily loaded into the initial cast and the lasting effect of the banner is underwhelming. Remove the might/fury/swiftness. Replace it with a +100 gain in power, toughness, Concentration, and precision. Update tooltip so it specifies how many downed foes it can finish. Signet of Rage: Totally obsolete skill that's been forgotten. Rework this. While passive: Adrenaline decay outside of combat is slowed down by 75%. While active: your cleave cap is increased by 5 additional targets for 20 seconds. Killing enemies during this time will fill your adrenaline and refresh your burst cooldown. Headbutt: Same issue as outrage. Having this deal no damage while stunning yourself makes this a terrible unusable skill. While in berserk mode, increase berserk duration. Outside of berserk mode, reduces the berserk mode cooldown. Increase CD to 30s. Return damage in competitive modes. Traits Strength Issue Suggestion Brave Stride: 2s of stability on 10s cd that's dependent on use of a skill makes it difficult to choose over peak performance which grants a static passive benefit without any active input Normalize to 5s cd, 5s stability across all game modes Body Blow: Competes directly in line with Forceful greatsword, which has benefits even on warriors running without greatsword / spear. Condi damage based trait in a power based traitline, zero use case scenarios to take this over great fortitude or forceful greatsword, even on condi builds. Make it so attacks that deal control effects also deal more damage in addition to current effects. Merciless Hammer : A niche trait that mainly benefits hammer (for those that don't use hammer, the adrenaline is not worth taking. Control windows are far too short to take any benefit of the damage increase on controlled foes), competes with berserker's power and might makes right which are superior choices to take, yet not in any means overpowered. Remove the damage increase on controlled foes while using a hammer. Change it so interrupting foes reduce all hammer skill (including burst) cooldown by 3 seconds. Arms Issue Suggestion Wounding Precision: Unusual combination and lazy by design. Precision benefits critical strikes, which is power based. This expect players to have high precision before condi based stats to maximize benefit, but would typically be the other way around. (max condi damage, precision would be an afterthought) Rework this. Gain 180 expertise for 5 seconds when landing a burst attack. Signet Mastery: Inaccurate tooltip, grants might Update tooltip to reflect the might gained. Opportunist: Warrior only have 5 skills in their entire arsenal that inflict immobilize. 1 of which is from an aquatic weapon, another 1 from a utility, and another from a burst attack- meaning only 2 weapons skills inflict immobilize For a trait that benefits when you inflict immobilize, this is extremely lacking. Need to turn it around and have it inflict immobilize under special conditions. Would be great if was in tactics with leg specialist. Rework this. Critical strikes against foes under 25% health will immobilize them for 1 second (15s cd). Gain 5s fury when striking foes under 25%. (15s cd) Unsuspecting Foe: Window of opportunity is too low to make use of this trait as is. CC effects usually last under 3 seconds at a time, stun breaks and stability abundance makes this useless. Adding more opportunities may make this worth taking. Rework this. Increase critical chance against foes when striking from the side, from behind, or when disabled. Reduce crit chance from +50% to +20%. Increase crit damage when striking a disabled foe or from the side/behind by 10% Furious: Similar issue with Wounding precision and the arms trait line in general, how it mixes critical hits with condition damage. The grandmaster traits all seem to lack any traits to offer to pure condi builds without requiring precision. Rework this. Burst attacks inflict multiple conditions based on boons on you and as long as you have fury. (based on boon-condition conversion table; e.g. if you have aegis, your burst will also inflict burning). (maximum 6 conditions inflicted per foe per burst, 8s icd) Dual Wielding: Too much of a niche and the benefit is minimal even when wielding dual weapons. The speed increase conflicts with the speed cap that comes with quickness. Scrap this, replace with Concussive Blows. Critical strikes against a foe with 25 stacks of vulnerability will inflict a concussion. [Concussion: 1/4 second daze. If target was interrupted, stuns for 1/2 second instead. inflicts 4s weakness and 2 stacks of 6s confusion, and deals some damage. Loses all stacks of vulnerability, 8 second icd] Defense Issue Suggestion Defy Pain: Despite it's history of nerfs it remains a prime choice in the defense trait line, but mostly because of the fact it competes with the likes of sundering mace and armored attack. It's likely in the best interest of the balance of this game to just move it to swap it with Rousing Resilience in Major Grandmaster, so the Major Grandmaster traits offer the choice between physical damage mitigation (defy pain), condition damage mitigation (Cleansing Ire), or control mitigation (Last Stand). Needs an active component to reduce passive traits. Swap places with Rousing Resilience in Major Grandmaster. Revert PvP splits. Add an activation requirement: Must land a burst attack to activate trait for 60 seconds. Revert cooldown back down to 60s. Sundering Mace: Trait only benefits mace. Make it so taking this trait grants a +15% outgoing CC effect duration, where the duration is doubled to +30% when wielding a mace. Last Stand: Tooltip is inaccurate. Trait will proc when warrior has stability and isn't disabled. Also a passive trait that needs active components. Either update tooltip so it clarifies so this will proc when struck by an attack with a disable effect or account for when the warriors have stability. Add in a activation requirement: Must break a stun in order to activate trait for 60 seconds. Revert PvP splits. Revert cooldown back to 40s. Cleansing Ire: Fell out of favor due to rampant condi re-application. In need of a minor tune up. Conflicts with spellbreaker's "Revenge Counter", removes condition before they're transferred. Update this so you remove 3 conditions regardless of amount of adrenaline spent. Rework it so transfer effects occur before the conditions are removed. Removes Blind before burst. Rousing Resilience: See notes on Defy pain. Swap with Defy pain in Major Master. Tactics Issue Suggestion Shrug it Off: Weak due to it's nerf of being a passive trait, redundant shout trait, and only removes one condition on a high cooldown. Change it so you use "Shake it off" when you revive an ally with no cooldown. Increase conditions removed to 3. Martial Cadence: Soldier's focus has a 15s cd and to have a trait dependent on soldier's focus makes this unattractive vs the other grandmasters. Have this trait reduce the cooldown of burst skills in addition to current effects. Phalanx Strength: Fell out of favor with the nerf and made it no longer a viable option. In addition to it's current effects, increase personal might cap from 25 to 30. Discipline Issue Suggestion Vengeful Return: Too much of a niche with limited benefit. Requires you to actually go into downed state to make this beneficial and must wait for vengeance to become available. Scrap this and rework it. When your health falls below 50%, gain 10 strikes adrenaline and recharge your burst attack. Outgoing power/condition damage is increased by 20% for 10 seconds (60s cd). Fast Hands: This has long been an issue of controversy for warriors. Being the profession with the least amount of skills available at a given time, a large percentage of skills are locked behind the weapon swap cooldown. This is the reason why warriors are so dependent on this trait. Not totally in favor of making weapon swapping 5 seconds, but willing to compromise. Make warrior baseline weapon swapping reduced down to 8 seconds. Keep trait at 5 seconds. Axe Mastery: Have an issue with how the 3 major grandmaster traits in discipline all compete for power damage. Axes have decent combo-chains, so adrenaline is hardly an issue. Rework this. Burst attacks deal 10% more damage regardless of weapon wielded. Gain 200 ferocity while wielding axes, reduce axe skill cooldown. Heightened Focus: Have an issue with how the 3 major grandmaster traits in discipline all compete for power damage. Heightened focus is the only option that gives condi builds some place, yet it's slightly weaker than burst mastery. Also restore a portion of Adrenaline spent in addition to current effects. Burst Mastery: Have an issue with how the 3 major grandmaster traits in discipline all compete for power damage. Heightened focus is the only option that gives condi builds some place, yet it's slightly weaker than burst mastery. Scrap this trait. Move the adrenaline recovery to heightened focus, move the burst damage increase to axe mastery. Create a new trait in it's place that specifically benefits condition builds. Rename to Reckless Abandon. Swapping weapons will now cause you to throw your weapon at your target (600 range), inflicting multiple conditions. Berserker Issue Suggestion Smash Brawler: My issue with this is that it's pve minded only and is not a viable option for PvP and WvW due to the uncontrollable nature of berserk and when it's needed most. In addition to current effect, Rage skills are now able to reduce the cooldown of berserk mode outside berserk mode. Last Blaze: Panders to condi builds, but requires usage of rage skills. Only condi rage skill available is shattering blow. Berserker being a condi oriented spec should have an option for their primal bursts inflict more condi as a trait. No such option exists, this would address that issue. In addition to its current effects, primal burst attacks inflict burning. Can only occur once per interval per target for multi hit burst skills. Savage Instinct: Seeing how long berserk mode is now, this trait is only useful when you enter berserk mode. Incredibly useless trait due to it's' limited use scenario. Warriors enter berserk mode to deal damage and this punishes warriors from entering berserk mode unless it's used defensively. Granting primal bursts stun breaks will provide more situations to use this trait. Damage reduction in berserk kind of goes against berserk design philosophy. Remove the damage reduction. Add stun breaks to primal bursts. Burst of Aggression: Similar problem with Savage instinct. Activating berserk mode is far and wide in between, can be extended to beyond 30 seconds. Having this trait only activate when entering berserk mode makes this trait too limited for any real lasting benefit. Move the quickness and superspeed to (on primal burst hits). Reduce duration to 1s each.. Dead or Alive: Benefit scenario of the fatal damage healing is too limited and specific. Competes yet is outperformed by blood reaction and heat the soul. Instead of healing while taking fatal damage while in berserk mode, make it so landing primal bursts grant barrier. Eternal Champion: Bloody roar and king of fires outright outperform this. Requires you to be controlled in order for this to take effect, even then the benefit is limited. Rework this. Prevent berserkers from gaining stability and protection while in berserk mode. While in berserk, your attacks are uninterruptible and any incoming stability or protection you gain is immediately converted to vigor, fury, resolution, regeneration, and resistance. Daze nearby foes when you break stuns. Getting interrupted outside of berserk mode will grant adrenaline. Spellbreaker Issue Suggestion Sun and Moon Style: While Loss aversion and Slow counter aren't overpowered traits, Sun And Moon Style is specific to dagger and even as a niche falls short in comparison. Change it so 3% of outgoing damage heals you regardless of weapon wielded. Effect is doubled when wielding daggers.
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