Jump to content
  • Sign Up

Adrenaline in 2023


Zekent.3652

Recommended Posts

Adrenaline is a mechanic that comes from GW1 that conditions every single aspect of warrior, its specs and future changes.

I'm not here to provide a solution, but berserker probably would've been just better without this mechanic.

Warrior was about to get EVEN MORE adrenaline based skills, not just the burst, and i'm not sure what to think about this. Source (at trivia): https://wiki.guildwars2.com/wiki/Adrenaline

Edited by Zizekent.2398
  • Like 2
Link to comment
Share on other sites

Holy Toxic trolls, batman.

Ok back to the OP...

I don't think adrenaline is the problem, per se, but Warrior would function a lot better if adrenaline accrued passively at baseline while in combat (in addition to on-hit bonuses and trait effects, of course). Would also be nice if it only decayed to, say, 10 adrenaline out of combat (just like Rev's energy stays at 50 OOC). That way, you could start combat with a T1 burst available.

  • Like 4
Link to comment
Share on other sites

1 hour ago, Widebody.5071 said:

It was working just fine, until posters started doing what you did with your opening post. Yea yea I know you're just expressing your opinion and trying to point out a problem. Poor baby... hang in there it'll be alright.

it is working over a bandaid lol.

you don't even understand whats the point of adrenaline.

now that they basically give adrenaline generation to literally every single skill and trait.

 

OT:

berserk/full counter could definitely function off of adrenaline

just make adrenaline only for burst skills

  • Like 1
  • Confused 1
Link to comment
Share on other sites

1 hour ago, felix.2386 said:

it is working over a bandaid lol.

you don't even understand whats the point of adrenaline.

now that they basically give adrenaline generation to literally every single skill and trait.

 

OT:

berserk/full counter could definitely function off of adrenaline

just make adrenaline only for burst skills

Counter proposal:

Make bursts usable with 0 adrenaline (berserk and full counter included) and create a Tier 0 scaling.

For Berserk Mode give it+5s per adrenaline tier accrued before entry. For FC let it rip an extra boon per tier of Adrenaline accrued before use.

Link to comment
Share on other sites

Just look at holosmith's F5, seems lime a pretty good way to make a berserker without adrenaline, a heat bar that if reaches the limit, hurts yourself and also lets you hit really hard if that happens, there's nothing more "berserker" than that in GW2 if you ask me.

  • Like 1
Link to comment
Share on other sites

3 hours ago, CalmTheStorm.2364 said:

Holy Toxic trolls, batman.

Ok back to the OP...

I don't think adrenaline is the problem, per se, but Warrior would function a lot better if adrenaline accrued passively at baseline while in combat (in addition to on-hit bonuses and trait effects, of course). Would also be nice if it only decayed to, say, 10 adrenaline out of combat (just like Rev's energy stays at 50 OOC). That way, you could start combat with a T1 burst available.

Yeah, i'll never understand why adrenaline decays like that, i think that CMC needs to explain this, but he wasn't the person who created warrior, and he probably just wanna change this adrenaline mechanic for something else.

  • Like 1
Link to comment
Share on other sites

I’m not going to talk about decay, because that’s clearly not a direction adrenaline will go in. Rather, let’s look at how underutilized it is as a core mechanic of the profession that directly impacts all especs;

Adrenaline currently is only useful for executing bursts. This is augmented by traits (mostly I. The defense line) that reward using a burst based on adrenaline spent. These are good, dynamic traits that improve the class mechanic and, while it does tie the class heavily to a singular skill, works quite well for Warrior and gives it a nice identity imo. 

However, with two trait lines needing a revamp, we should consider the question of the opposite function; the lack of benefits from gaining adrenaline.

Old ideas include Warrior gaining rewards from having Adrenaline. The devs did not like this because it would incentivize Warrior to no use burst skills. And that is a wise choice imo. It would create a passive and boring play style that would be difficult to balance around.

However, gaining adrenaline requires you to expend adrenaline, since you can’t gain over the cap. This would create a two way system that rewards both gaining and expending adrenaline in a dynamic way. Additionally, it would synergies across traitlines and utilities to give new potential benefits/functions to traits and Utilities that grant adrenaline.

Some examples;

- Gain barrier when gaining 1 bar of adrenaline

- Gain resistance when gaining 1 bar of adrenaline

- Gain super speed when reaching maximum adrenaline.

I think adrenaline is just underutilized, but alone is not a problem. 

  • Like 1
  • Thanks 1
Link to comment
Share on other sites

37 minutes ago, oscuro.9720 said:

I’m not going to talk about decay, because that’s clearly not a direction adrenaline will go in. Rather, let’s look at how underutilized it is as a core mechanic of the profession that directly impacts all especs;

Adrenaline currently is only useful for executing bursts. This is augmented by traits (mostly I. The defense line) that reward using a burst based on adrenaline spent. These are good, dynamic traits that improve the class mechanic and, while it does tie the class heavily to a singular skill, works quite well for Warrior and gives it a nice identity imo. 

However, with two trait lines needing a revamp, we should consider the question of the opposite function; the lack of benefits from gaining adrenaline.

Old ideas include Warrior gaining rewards from having Adrenaline. The devs did not like this because it would incentivize Warrior to no use burst skills. And that is a wise choice imo. It would create a passive and boring play style that would be difficult to balance around.

However, gaining adrenaline requires you to expend adrenaline, since you can’t gain over the cap. This would create a two way system that rewards both gaining and expending adrenaline in a dynamic way. Additionally, it would synergies across traitlines and utilities to give new potential benefits/functions to traits and Utilities that grant adrenaline.

Some examples;

- Gain barrier when gaining 1 bar of adrenaline

- Gain resistance when gaining 1 bar of adrenaline

- Gain super speed when reaching maximum adrenaline.

I think adrenaline is just underutilized, but alone is not a problem. 

Completely agree with you that bonuses for gaining Adrenaline would be a good space to explore. But the gap between taking Adrenaline traits ( having basically maxed adrenaline 24/7 from stuff Axe Mastery/Merciless Hammer ) and not taking them ( being starved af on adrenaline ) needs to be seriously reduced. I'd suggest by baselining some natural ways to gain Adrenaline in every traitline, like Versatile Rage already does for Discipline.

  • Like 1
  • Thanks 1
Link to comment
Share on other sites

5 hours ago, Zizekent.2398 said:

Adrenaline is a mechanic that comes from GW1 that conditions every single aspect of warrior, its specs and future changes.

I'm not here to provide a solution, but berserker probably would've been just better without this mechanic.

Warrior was about to get EVEN MORE adrenaline based skills, not just the burst, and i'm not sure what to think about this. Source (at trivia): https://wiki.guildwars2.com/wiki/Adrenaline

Adrenaline, to me, only works if it was like the old mechanic or nothing at all. In the old adrenaline mechanic, you kept your adrenaline when you exited combat.

As warriors all know, the new adrenaline mechanic makes your adrenaline drop like a rock when you exit combat. This situation is what drives all the design of warrior skills granting adrenaline like candy! Warrior as a whole depends on its burst (its profession mechanic). With the new adrenaline mechanic, warrior has to do extra work JUST to use its burst (ya know, it's basic profession mechanic!) .Anet, in all its INFINITE wisdom, apparently thought that warriors should constantly pump out skills to keep up adrenaline instead of leaving adrenaline alone for warriors to decide what to do. The adrenaline mechanic as it stands is like an albatross around warriors' neck.

  • Like 2
Link to comment
Share on other sites

47 minutes ago, Jzaku.9765 said:

Completely agree with you that bonuses for gaining Adrenaline would be a good space to explore. But the gap between taking Adrenaline traits ( having basically maxed adrenaline 24/7 from stuff Axe Mastery/Merciless Hammer ) and not taking them ( being starved af on adrenaline ) needs to be seriously reduced. I'd suggest by baselining some natural ways to gain Adrenaline in every traitline, like Versatile Rage already does for Discipline.

I agree, but my perception is often skewed since I always run discipline and have an aversion to Rampage, so I run signet. That all picks my adrenaline up nicely. 
If there are strong enough bonuses for adrenaline gain, things like berserker stance and signet of fury could start finding their way onto warrior’s bar and supplement some of that.

For example: 

Assume they add two traits:

a) Gain 500 barrier when gaining a bar of adrenaline

b) gain super speed when gaining maximum adrenaline

Signet of Fury now gives (assuming an empty adrenaline bar) 1500 barrier and superspeed in addition to the window of +360 precision and ferocity. This bit of cover plus move speed could help create a stronger window of attack as well as give defensive/kiting utility as a secondary use.

I really just am using this to expand on my previous thoughts because I personally really like my own idea (shocker, right?). I agree with you that there does need to be more baseline adrenaline gain across traitlines. Probably baked into minors on every core line plus an additional trait here or there, then leave especs without. 

Link to comment
Share on other sites

Wouldn't having each bar of adrenaline gained providing increasing stacks of might be a potential increased utilization of it to incorporate building up the adrenaline constantly. But from.there have a additional bar of Adrenaline overcharge that burst skill to provide it with different effects depending on the weapons burst skill itself like hammer or mace popping protection or stability sword or.bow condition damage and precision based abilities each one having each of their own different different abilities  and perhaps add a increased adrenaline gain when under the effects of might ? 🤔

  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...