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Dan´s balance wishlist. Updated: 16.5.24


DanAlcedo.3281

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Warrior Balance Changes.

Note: These are meant for PvE. Any changes that makes PvP player's cry can be made PvE only. 

Updated: 16.05.2024

Weapons
Greatsword

- Hundred Blades:

  • Can now be used while moving.
  • Casttime reduced to 2.5s.
  • Increased Range to 240.
  • Increased Number of Targets to 5.
  • Reduced Cooldown to 6s.

- Whirlwind Attack:

  • Cooldown reduced to 8s.

- Bladetrail:

  • Reduced casttime to 1/2s.
  • Reduced Cooldown to 12s.
  • Now bounced off terrain. 

- Rush:

  • Reduced Cooldown to 16s.


Hammer

- Staggering Blow:

  • Now causes knockdown instead of knockback.

- Backbracker:

  • Reduced cooldown to 20s.
  • Increased Number of Targets to 3.

- Ruptering Smash:

  • Increased damage from 1.5 to 2.2.


Longbow

- Combustion Shot:

  • Increase duration to 6/8/10s.
  • Now pulses every 2 seconds.
  • Increases Number of Targets to 5/7/10.

- Fan of Fire:

  • Now has 2 ammunition.
  • Reduced cooldown to 4s.

- Dual Shot:

  • Burning from [Crackshot] now baseline.

- Arcing Arrow:

  • Casttime reduced to 1/2s.
  • Increased Burning to 3 Stacks with a duration of 7s.

- Pin Down:

  • Decreased cooldown to 16s.
  • Increases Number of Targets to 3.

- Scorched Earth:

  • Increased Duration to 6s.

- Smoldering Arrow:

  • Added 5 stacks of Confusion for 10s.


Rifle

- Fierce Shot:

  • Casttime reduced to 1/2s.
  • 10% Damage increased from [Crackshot] baseline.

- Volley:

  • Casttime reduced to 2s.
  • Now grants 1 adrenalin per hit.

- Explosive Shell:

  • Increased damage from 1.5 to 2.0.
  • Increased cone size.

- Brutal Shot:

  • Increased damage from 1.0 to 1.5.
  • Dodge and damage now happen at the same time.

- Kill Shot:

  • Increased damage from 2.25-3.25 to 2.75-3.75.
  • Can now be used while moving.

- Gunflame:

  • Increased damage from 2.1 to 3.25.


Staff

- Inspiring Whirl:

  • Reduced casttime to 1/2s.

- Rampart Splitter:

  • Now also dazes the target for 1/4s.


Dagger

- Wastrel`s Ruin:

  • Increased numbers of targets to 3.
  • Reduced cooldown to 10s.
  • Applies Daze 1/4s when hitting a foe who doesn't use a skill. 

- Bladestrom:

  • Reduced casttime to 1s.
  • Reduced cooldown to 15s.
  • Increased Swiftness duration to 8s.

 

Sword

- Savage Leap:

  • Reduced cooldown to 6s.
  • Increased Number of Targets to 3.

- Final Thrust:

  • Increased range to 240.

- Riposte:

  • Now Blocks for 2s.
  • Gain Adrenalin(5) for attacks blocked.
  • Flipover skill: Deadly Riposte (Placeholder name)

- Deadly Riposte:

  • Damage 1.2
  • Bleeding 8 stacks for 10s.
  • Deals 1 stacks extra Bleeding for every attack blocked. Max 5.


Mace

- Skull Crack:

  • Damage increased to 2.5.
  • Now inflicts 10 stacks of vulnerability. 
  • Increased Number of Targets to 3.

- Mace Smash:

  • Casttime decreased to 1/4s.

- Mace Bash:

  • Casttime decreased to 1/4s.

- Pulverize:

  • Casttime decreased to 2/4s.
  • Damage increased to 2.0.

- Counterblow:

  • Renamed to Wary Defense.
  • New effect: Block attacks for 3 seconds. Gain Adrenalin (5) for blocked attacks.
  • Flipover skill: Counterblow.
  • Increased damage of Counterblow to 2.2.
  • Deals 10% extra damage for every attack blocked by Wary Defense. Max 50%.

- Pommel Bash:

  • Damage increased to 1.8.
  • Now grants 1500 Barrier (0.5) to allies and extra 1500 Barrier (0.5) when interrupting a foe or against a foe with a breakbar.

- Crushing Blow:

  • Reduced cooldown to 10s.
  • Reduced cast time to 1/2s.

- Tremor:

  • Range reduced to 450.
  • Projectile removed.
  • Now creates a cone shockwave.
  • Damage increased to 2.0.


Torch

- Blazer Breaker:

  • Reduced cooldown to 10s.

- Flames of War:

  • Reduced cooldown to 18s.
  • Now grants a Fire Aura for 5s.

Utility skills

Healing Signet

  • Increased passiv healing to 400.              
  • Increased active healing to 3000.
  • Reduced cooldown to 15s.

Bull`s Charge:

  •  Reduced cooldown to 20s.

Kick:

  • Reduced cooldown to 16s.

Stomp:

  • Reduced cooldown to 20s.
  • Now has knockdown (2s) instead of knockback. 
  • Increased damage from 0.75 to 1.5.

Frenzy:

  • Reduced cooldown to 20s.
  • Increased might duration to 12s.
  • Increased might stacks to 15.

Berserker Stance:

  • Reduced cooldown to 20s.
  • Increased duration to 7s.
  • Increased adrenalin gain to 10.

Imminent Threat:

  • Reduced cooldown to 20s.

Featherfoot Grace:

  • Reduced cooldown to 20s.

Sight beyond Sight:

  • Reduced cooldown to 15s.
  • Increased Radius to 900.
  • (New effect) For 5 seconds, targets in the area get revealed for 5 seconds.This pulses every second.
  • (New effect) For 5 seconds, attacks against a revealed target have 100% crit chance.
  • (New effecr) You are immun to blind for 5s.

Shattering Blow:

  • Can now be used while moving.
  • Increased Stability duration to 3 seconds.

Winds of Disenchantment:

  • Reduced cooldown to 60s.
  • Increase damage from 0.45 to 0.8.
  • Increased number of targets to 10.

Signet of Rage:

  • Now grants 1 adrenalin per second.
  • (Added Effect) Adrenalin doesnt decay out of combat.

Battle Standard:

  • Reduced cooldown to 90s.
  • Pulsing boons removed.
  • (New effect) Allies revived by this skill gain all boons for 5s.
  • (New effect) Allies revived by this skill become immun to dmg for 2 seconds.

Traits
Strength:

  • Body Blow: Now triggers also on Immobilize.
  • Forceful Greatsword: Might gain chance ist now always 100% and power bonus ist now always 240. Cooldown reduction is now baseline.
  • Aggressive Onslaught: Quickness duration increased to 4s.
  • Berserker's Power: Now triggers on Adrenalin spend. 

Arms:

  • Furious: Swapped place with Bloodlust. Stacking Condition damage effect removed.
  • Bloodlust: Swapped with Furious. Added stacking Condition damage effect from Furious.
  • Signet Mastery: (Addes effect) Signets now keep their passiv effect while on cooldown.
  • Burst Precision: Increased effect duration to 4/5/6. Increased ferocity Bonus to 300. Now triggers on Adrenalin spend. 

Defense:

  • Cleansing Ire: Now triggers on Adrenalin spend. 

Tactics:

  • Marching Order: Removed internal cooldown. Now grants 2 stacks of Might instead of 3. Now triggers on spending Adrenalin. 
  • Soldiers Comfort: Healing reduced to 250. Reduced scaling to 0.3. Reduced protection duration to 2s.
  • Empowered Allies: (New effect) Now doubles the Might stacks of Marching Order.
  • Martial Cadance: Reduced stability duration to 2s.
  • Phalanx Strength: (Added effect) Granting Might to allies heals them for 69(0.01).

Discipline:

  • Crackshot: All effects baseline. (New effect) Ammunition Skills on weapons gain one additional charge. Gain 7 Adrenalin when using a weapon ammunition skill.
  • Burst Mastery: Increased swiftness duration to 6s.

Berserker:

  • King of Fires: Removed the Aura Detonation mechanic. (Added effect) Fire Auras last 33% longer on you. You pulse Burning while having Fire Aura. 1 Stack of Burning per second with a duration of 3s.(Number subject to change)
  • Ability to exit Berserker baseline.
  • Smash Brawler: Increased the Berserker Duration increases to 3s. (2s for Decapitate)
  • Heat the Soul: Increased Quickness Duration to 3.5s. (2.5s for Decapitate) 
  • Last Blaze: You now also gain Fire Aura (5s) when using a Rage Skill. Gaining Fire Aura extends Berserker Duration by 3s.

Spellbreaker:

  • Attackers Insight: Increased Duration to 20s.
  • Slow Counter: Renamed to Attackers Foresight. (New effect) Grant Alacrity (2s) to allies when you gain a stack of Attackers Insight.
  • Dispelling Force: Now triggers on all forms of hard CC and Immobilize. 
  • No Escape: Now also inflicts Slow(1s) and Cripple(1s).

 

General changes needed:

- Mainhand Mace needs a total rework.

- Dual Wield can get deleted and replaced.

- Fear me! can get deleted and replaced.

Edited by DanAlcedo.3281
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My wish list:

  • Hundred Blades cast time reduced to 2s
  • Bladetrail bounces off of terrain
  • Crushing Blow has a 1/4s cast time
  • Savage Leap gains a 1/2s evade
  • Cyclone Axe gains a 1/2s evade
  • Staggering Blow knocks down a target for 3s if they are weakened instead of knocking them back.
  • Earthshaker gains a 1/2s evade
  • Rupturing Earth gains a 1/2s evade
  • Volley cast time reduced to 2s
  • Explosive Shell coefficient increased to 2.0/1.5 (PvE/Comp)
  • Brutal Shot evades and fires at the same time
  • Fierce Shot total cast time reduced to 1/2s
  • Dual Shot gains 1s burning per arrow baseline
  • Dual Shot velocity speed increased by 50%
  • Fan of Fire gains two extra arrows at the same coefficient and burn duration as the current arrows
  • Smoldering Arrow gains the PvE daze in PvP/WvW
  • Eviscerate coefficients increased by 25% of their current totals in PvP/WvW
  • Wastrel's Ruin cleaves
  • Bladestorm grants superspeed instead
  • All banners mount on the warrior's back instead and move with the warrior
  • All banners except Battle Standard get a flipover to unsummon them to reactivate their on summon effect. These flipovers are available to 15s after summoning them
  • Crackshot now causes all warrior projectiles to travel 50% faster
  • Fast Hands is made baseline, in its place the warrior now gains quickness for 1.5s on weapon swap
  • Slow Counter grants alacrity in an AoE when using Full Counter or a meditation for 4s
  • Guard Counter grants protection in an AoE when using Full Counter or a meditation for 4s
  • Revenge Counter grants resistance in an AoE when using Full Counter or a meditation for 4s. Revenge Counter removes the daze from Full Counter. In PvP/WvW only Revenge Counter increases the coefficient from Full Counter to 1.5
  • Daring Dragon is reverted to its version from release
  • Arc Divider regains its 3 spins
  • Rampage is now a kit without the stat increase, the pulsing boons, or condition duration reductions. It may be entered or left in the fashion of a weapon kit with the exception of a 1s cast time
    • I would do the same with all such elite transformations on any class
  • Healing Signet's active healing's base amount is increased by 50%
  • Signet Mastery now also causes signet's passive effects to persist while on CD
    • This should be the case for the signet trait for all classes
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On 4/2/2024 at 5:39 AM, DanAlcedo.3281 said:

...

- Signet Mastery: (Addes effect) Signets now keep their passiv effect while on cooldown.

...

 

3 hours ago, Lan Deathrider.5910 said:

...

  • Signet Mastery now also causes signet's passive effects to persist while on CD
    • This should be the case for the signet trait for all classes

Nitpick: I hate that everyone's bright idea for signet traits is to just copy Elementalist's special trait without any actual consideration for making them a different style on every profession.

I suppose it's not your fault since the devs have started mindlessly doing the same thing (according to the wiki, they started shuffling around the 'always on' effect started around 2021 with Mechanist and then again in 2022 with Guardian) genericizing traits and skills as the game gets older. Personally, if you can't hack using unique trait features as they exist now or suggest improvements to how it provides that unique feature, perhaps using signets just isn't your thing and you should use a different skill type. Or maybe improve the active or passive portion of the skill to make it a more worthwhile tradeoff for not having the passive/timing the active effect vs just giving a trait that encourages spamming them on cooldown.

 

 

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1 minute ago, Leo G.4501 said:

 

Nitpick: I hate that everyone's bright idea for signet traits is to just copy Elementalist's special trait without any actual consideration for making them a different style on every profession.

Each class should have flavor on that trait. We aren't asking to replace the lesser signet of might proc or the signet of ferocity stacks. We're asking for the passive effects to remain after using the active effects in addition to the already existing trait. I believe several classes have gotten such signet trait reworks at this point, including Guardian, Mechanist, as well as Elementalist. So, this is hardly a Elementalist's special trait thing.

1 minute ago, Leo G.4501 said:

I suppose it's not your fault since the devs have started mindlessly doing the same thing (according to the wiki, they started shuffling around the 'always on' effect started around 2021 with Mechanist and then again in 2022 with Guardian) genericizing traits and skills as the game gets older. Personally, if you can't hack using unique trait features as they exist now or suggest improvements to how it provides that unique feature, perhaps using signets just isn't your thing and you should use a different skill type. Or maybe improve the active or passive portion of the skill to make it a more worthwhile tradeoff for not having the passive/timing the active effect vs just giving a trait that encourages spamming them on cooldown.

 

 

I think this is more that some things should be common between classes as a base game mechanic. All signets have passive and active effects, to have only a few professions' signet trait allow the passives to persist after use is poor balance.

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24 minutes ago, Lan Deathrider.5910 said:

Each class should have flavor on that trait. We aren't asking to replace the lesser signet of might proc or the signet of ferocity stacks. We're asking for the passive effects to remain after using the active effects in addition to the already existing trait.

And to get the passive effect to stick, they likely will lessen the other effects of the trait and/or remove other effects of the trait and/or weaken the signets and/or just make more of the passive and active effects copies of other signets.

The reason Elementalist had the Written in Stone trait from the beginning is because they had notoriously bad signet effects so likely the idea behind that trait was to shore up shortcomings of the skills that way. Even after they've been improved over the years, they still have the SHORTEST cooldowns on signets, which in itself undermines the strength of the trait to persist the passive effects. [EDIT: What I'm saying is, the progenitor of the effect of persistent passive signet effects now probably has the weakest version of this trait due to power creep.]

You don't need to explain what signets do to me (I assume you're doing that for the audience or something). I know what I said. Spreading around unique traits more and more will make the game more generic. It stifles coming up with better ideas that could be the next "retain passives of signets" mechanic that could have been but instead we took the simple boring route and made more skills function the same.

Like I said, it's a nitpick. Take it or leave it. Everything you said just strengthened my conviction in my opinion lol. I'm sure Guardian and Mechanist desperately needed signet reworks 🙃

Edited by Leo G.4501
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3 minutes ago, Leo G.4501 said:

And to get the passive effect to stick, they likely will lessen the other effects of the trait and/or remove other effects of the trait and/or weaken the signets and/or just make more of the passive and active effects copies of other signets.

The reason Elementalist had the Written in Stone trait from the beginning is because they had notoriously bad signet effects so likely the idea behind that trait was to shore up shortcomings of the skills that way. Even after they've been improved over the years, they still have the SHORTEST cooldowns on signets, which in itself undermines the strength of the trait to persist the passive effects. 

That is fair to consider. 

3 minutes ago, Leo G.4501 said:

You don't need to explain what signets do to me (I assume you're doing that for the audience or something). I know what I said. Spreading around unique traits more and more will make the game more generic. It stifles coming up with better ideas that could be the next "retain passives of signets" mechanic that could have been but instead we took the simple boring route and made more skills function the same.

Mostly for others who may not know, you are correct. There are some things that should be common to classes. One thing that is common is that their Profession Mechanics all have a CD reduction in their Profession Mechanic themed traitline. I'm just saying that this interaction with signets should be common to all the signet mastery type traits, along with whatever flavor is fitting for the profession in question.

3 minutes ago, Leo G.4501 said:

Like I said, it's a nitpick. Take it or leave it. Everything you said just strengthened my conviction in my opinion lol. I'm sure Guardian and Mechanist desperately needed signet reworks 🙃

Well, Guardian certainly didn't, and Mechanist was shipped with it I believe 🤔

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On 4/2/2024 at 4:39 AM, DanAlcedo.3281 said:

Warrior Balance Changes.

Note: These are meant for PvE. Any changes that makes PvP player's cry can be made PvE only. 

Weapons
Greatsword

-Hundred Blades: Can now be used while moving.

-Bladetrail: Reduced casttime to 1/2s.


Hammer

- Staggering Blow: Now causes knockdown instead of knockback.

- Backbracker: Reduced cooldown to 20s.

- Ruptering Smash: Increased damage from 1.5 to 2.0.


Longbow 

- Dual Shot: Burning from [Crackshot] now baseline.

- Arcing Arrow: Casttime reduced to 1/2s.


Rifle

- Fierce Shot: Casttime reduced to 1/2s. 10% Damage increased from [Crackshot] baseline.

- Volley: Casttime reduced to 2s. Now grants 1 adrenalin per hit.

- Explosive Shell: Increased damage from 1.5 to 2.0. Increased cone size.

- Brutal Shot: Increased damage from 1.0 to 1.5. Dodge and damage now happen at the same time.

- Kill Shot: Increased damage from 2.25-3.25 to 2.75-3.75. Can now be used while moving.

- Gunflame: Increased damage from 2.1 to 3.25.


Staff

- Inspiring Whirl: Reduced casttime to 1/2s.

- Rampart Splitter: Now also dazes the target for 1/4s.


Dagger

- Wastrel`s Ruin: Increased numbers of targets to 3. Reduced cooldown to 10s.

- Bladestrom: Reduced casttime to 1s. Reduced cooldown to 15s.


Mace

- Crushing Blow: Reduced cooldown to 10s.


Torch

- Blazer Breaker: Reduced cooldown to 10s.

- Flames of War: Reduced cooldown to 18s. Now grants a Fire Aura for 5s.

Utility skills

Healing Signet

- Increased passiv healing to 400.              

- Increased active healing to 3000.

- Reduced cooldown to 15s.

Bull`s Charge:
- Reduced cooldown to 20s.

Kick:
- Reduced cooldown to 16s.

Stomp:
- Reduced cooldown to 20s.

- Now has knockdown (2s) instead of knockback. 

- Increased damage from 0.75 to 1.5.


Frenzy:
- Reduced cooldown to 20s.

- Increased might duration to 12s.

- Increased might stacks to 15.


Berserker Stance:
- Reduced cooldown to 20s.

- Increased duration to 7s.

- Increased adrenalin gain to 10.


Imminent Threat:
- Reduced cooldown to 20s.


Featherfoot Grace:
- Reduced cooldown to 20s.


Sight beyond Sight:
- Reduced cooldown to 15s.

- Increased Radius to 900.

- (New effect) For 5 seconds, targets in the area get revealed for 5 seconds.This pulses every second.

- (New effect) For 5 seconds, attacks against a revealed target have 100% crit chance.

- (New effecr) You are immun to blind for 5s.


Winds of Disenchantment:
- Reduced cooldown to 60s.

- Increase damage from 0.45 to 0.8.

- Increased number of targets to 10.


Signet of Rage:
- Now grants 1 adrenalin per second.

- (Added Effect)Adrenalin doesnt decay out of combat.


Battle Standard:
- Reduced cooldown to 90s.

- Pulsing boons removed.

- (New effect) Allies revived by this skill gain all boons for 5s.

- (New effect) Allies revived by this skill become immun to dmg for 2 seconds.

Traits 
Strength:

- Body Blow: Now triggers also on Immobilize.

- Forceful Greatsword: Might gain chance ist now always 100% and power bonus ist now always 240.

- Aggressive Onslaught: Quickness duration increased to 4s.


Arms:

- Signet Mastery: (Addes effect) Signets now keep their passiv effect while on cooldown.

- Burst Precision: Increased effect duration to 4/5/6. Increased ferocity Bonus to 300.


Tactics:

- Marching Order: Removed internal cooldown. Now grants 2 stacks of Might instead of 3.

- Soldiers Comfort: Healing reduced to 250. Reduced scaling to 0.3. Reduced protection duration to 2s.

- Empowered Allies: (New effect) Now doubles the Might stacks of Marching Order.

- Martial Cadance: Reduced stability duration to 2s.

- Phalanx Strength: (Added effect) Granting Might to allies heals them for 69(0.01).


Discipline:

- Crackshot: All effects baseline. (New effect) Ammunition Skills on weapons gain one additional charge. Gain 7 Adrenalin when using a weapon ammunition skill.

- Burst Mastery: Increased swiftness duration to 6s.


Berserker:

- King of Fires: Removed the Aura Detonation mechanic. (Added effect) Fire Auras last 33% longer on you. You pulse Burning while having Fire Aura. 1 Stack of Burning per second with a duration of 3s.(Number subject to change)


Spellbreaker:

- Slow Counter: Renamed to Attackers Forsight. (New effect) Grant Alacrity (2s) to allies when you gain a stack of Attackers Insight.

- Dispelling Force: Now triggers on all forms of hard CC and Immobilize. 


General changes needed:

- Mainhand Mace needs a total rework.

- Dual Wield can get deleted and replaced.

- Fear me! can get deleted and replaced.

Are these PvP based changes? I like some of the ideas but think many would be overturned. All the changes I’ll imagine are PvP specific. Fear me should be replaced I agree, the idea of everyone scattering kind of doesn’t make sense for a warrior, it would be better to have a taunt about skill. Dual Wield definitely needs a rework.

I highly doubt anything is getting alacrity just due to their philosophy of alacrity spam making the skill rotations way too fast in the past. Can become a balancing nightmare if not watched out for.

Phalanx strength definitely needs a buff. Great change with sig mastery, they should do that. I also think Forceful Greatsword should be renamed and have the GS cd’s from that trait baseline, along with the changes you said. That way you can get the might power buffs and choose the weapon you want.

I think Battle Standard getting a cd reduction and 2 second invul would make it too strong. Everyone would take it instead of another elite unless they were strictly a duelist.

I think giving it a cast time reduction would be a good start. It takes a century to cast compared to other rez skills on other classes. Making it 1 1/2 seconds instead of 2 would help. Put some regen on there also or a defensive boon and it would make it more powerful for support builds (which in my opinion warrior is still lacking as right now it’s leaning super hard on staff, and I’m sure staff is about to get a nerf at least in pvp).

I worry and frankly don’t like rez skills having lenient cd’s in general. The idea of zapping people back to life without a long wait can make team fights feel like a chore if you’re not careful. If they really wanna make it 90 seconds that’s fine, but I’d rather them pull back other Rez skills on other classes to 120. Just my opinion.

Im glad someone is mentioning mace main hand. I know it’s a defensive weapon but it is rarely seeing play because it’s not fun enough for most people! They shouldn’t just buff it they need to make it feel more fun and interesting to play. 

Make the 2 skill have a leap that grants aegis. The f1 can be changed to a small cone shape in front of you that knocks down targets. It would be super close range like 300 but would be good cc, much better and more fun than the boring single target stun. The 3 skill is fine imo. The f1 can do more damage and knockdown slightly longer based on adrenaline level.

 

The thing I want most for warrior right now is core to have a specific mechanic that only it has. Giving it an f2 of some kind to raise the skill bar and let it compete with the other warrior especs to me seems obvious and a must.

 

I think Signet of Rage needs a cd reduction so that it’s used more. 30 seconds seems totally fine. Right now it’s just overshadowed by other elites. If they want to start at 35 and scale down that’s fine.

Frenzy would become too potent if it was 20 seconds cd just on its own. That amount of might and quickness paired with a break stun is a lot for PvP. I actually think you could do it though if you brought the might stacks down a bit. Maybe 8 stacks for 6 seconds. I realize that For Great Justice has 12 stacks with two ammo and fury, but that isn’t a break stun and doesn’t give quickness, which is a lot to consider for competitive modes.

That way you could actually use a quickness build in traits with frenzy and it would feel great. Only problem is that other classes have a skill just like this. So you would need to justify them not reducing their cd’s also. All in all the amount of quickness in the game would increase a lot with a 20 second universal cd across classes, and that might get annoying. So reducing the quickness from 4 seconds to 3 might work. But that might stil not be enough. This is why balancing is hard cuz there’s so many things to consider😂 

I’d start by reducing Frenzy cd to 30 seconds. Maybe you could aim for 20 in the future but you’d have to either live with lots of quickness builds across many classes getting super fast kills on people, or nerf the quickness duration. Cuz the change you recommended would simply be too strong compared to the other classes quickness builds. And you’d need to level the playing field. Internally I’d try a 20 second cd with 2 1/2 seconds of quickness. Doesn’t sound like a lot but keep in mind you’re moving much faster when using skills in those 2 1/2 seconds lol. And potentially you’ll be catching your opponent off guard cuz it could also be a stun break.

I do like the idea of stun breaks being lower on cd’s. There’s a lot of stuns in this game and being able to react and have counter play would be less frustrating and increase the skill ceiling.

Defy Pain trait in Defense should proc mini Endure Pain immediately, with no delay. Right now there’s an annoying delay that can cause the player to not time it right.

Last Stand should grant 1 or 2 seconds more vigor, and 2100 barrier as opposed to 1900 we got right now.

 

I agree also that adrenaline shouldn’t decay out of combat for a few seconds. Maybe 5 or 10. Necro keeps its shroud for a long while out of combat, so… let’s be fair here.

Winds of Disenchantment should oddly enough get a buff in PvP for sure. Bringing the cd to 60 seconds sounds reasonable.

Sight Beyond Sight change is really good. Featherfoot Grace should also get a cd reduction of at least 5 seconds if not 10.

Stomp also should knockdown opponents or change the knockback to 0. That seems like a no brainer. I actually don’t think that will be quite enough for it to be competitive. I think giving it a one second resistance would help. If it became too oppressive you could nerf the cc from 2 seconds to 1.

 

Rifle needs another pass. I’d like to see the 5 skill become a swap to a shotgun mode that has its own 4 close range skills. This is kind of how thief rifle works. This would let it be a fun multipurpose weapon that you could use with more versatility. Right now it’s still too much of a meme.

Healing Signet definitely needs a buff. 
 

Zerker Stance needs a buff too, I’d put Resolution on it also. 20 second cd sounds fine.

 

Id throw away Throw Bolas. Replace it with a Scorpion Wire type skill so you have an alternative to Bulls Charge. 
 

Kick is easily the worst skill Warrior has lol. I think it should be replaced with something else. If not, just increase the range and give it a knockdown. Like a mini Bulls Charge with less range. Take away the ammo and make it 18 second cr. Range can be 450 ish.

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mace oddly enough is useful if you're condi berserker, but it's so so good with akeem relic or demon queen relic and applying lots of condis on top. the most outdated weapons are longbow, rifle, main-hand mace, and even greatsword. 

body blow needs to go to arms instead of strength.

rifle and longbow would be alright with bladesworn if they weren't low DPS weapons or outdated. warrior deserves  a good damaging long ranged weapon that every other class gets to become strong with.

fear me should do damage or apply a condition when foes are too close to you, like confusion or vulnerability or even strip boons! this shout feels really bad and it's outdated.

I'll never understand the whiners who insist knockback should be replaced with knockdown. when people are getting to close to your face, you want to knock them away to create distance. Even in PvE when mobs are getting far too close to you, the knockback is great so you don't die.

Condi warrior seriously needs more variety because outside of body blow turning physical skills into partial condi skills, all there is bleeding, bleeding, and bleeding. 

I'd scrap martial's cadence (wvw's and pvp's version of this trait) and warhorn 5 so they no longer grant quickness. Maybe empower your next burst skill by doubling the damage, boon duration, and condition duration. I know anet doesn't like group unique buffs, but why not restore the +25% charge buff on warhorn to give it appeal still? One can dream, right?

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11 minutes ago, mirage.8046 said:

I'll never understand the whiners who insist knockback should be replaced with knockdown. when people are getting to close to your face, you want to knock them away to create distance. Even in PvE when mobs are getting far too close to you, the knockback is great so you don't die.

It’s because in PvP and wvw it knocks opponents away from you when warrior usually wants to get in people’s faces. This makes it awkward and bad for setting up combos into other abilities. 
 

I can see an argument for having it knockback foes in pve, cuz yeah you’d want to maybe create space with large mobs. Even that is debatable though. Cuz if it’s a knockdown it’s almost doing the same thing but now you can combo into much easier.

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56 minutes ago, gmmg.9210 said:

It’s because in PvP and wvw it knocks opponents away from you when warrior usually wants to get in people’s faces. This makes it awkward and bad for setting up combos into other abilities. 
 

I can see an argument for having it knockback foes in pve, cuz yeah you’d want to maybe create space with large mobs. Even that is debatable though. Cuz if it’s a knockdown it’s almost doing the same thing but now you can combo into much easier.

Knocking foes off of platforms (potentially to their doom) is just as good, if not better than getting in their face.

I also feel it puts higher value on skills that do allow a Warrior to get into people's faces such as leaps, Bull's Charge, Magebane tether, that Staff pull, immobilizes, if they ever buff bolas to be a pull, etc. How many terrain abusing knockback does War have vs get-in-face skills? 

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2 hours ago, gmmg.9210 said:

It’s because in PvP and wvw it knocks opponents away from you when warrior usually wants to get in people’s faces. This makes it awkward and bad for setting up combos into other abilities. 
 

I can see an argument for having it knockback foes in pve, cuz yeah you’d want to maybe create space with large mobs. Even that is debatable though. Cuz if it’s a knockdown it’s almost doing the same thing but now you can combo into much easier.

I won't argue that knockbacking would be counterproductive to setting up combos, but it is a great way to prevent people from sitting on contested rings or punishing people on cliffs. Replacing knockback with knockdown would make things much harder to secure kills by knocking people off platforms. And to be fair, one could always replace Kick with Bulls Charge or another type of CC if knockbacks aren't desired.

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Written in Stone is a pretty strong trait at the moment due to the aura procs (which are pretty much always going to generate prot, and likely more depending on other traitlines). Meanwhile, the guardian signet trait is so infrequently used nowadays that I'd forgotten that it maintained the passive effect (and that's basically all it does).

I'd be concerned about making the elite transforms kitlike, even without the stat boosts.

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11 hours ago, draxynnic.3719 said:

I'd be concerned about making the elite transforms kitlike, even without the stat boosts.

That's fair. The CDs on the skills would probably need to be adjusted, but loss of the stat boosts and pulsing boons would remove a lot of their power, so I'd suspect that their power levels as kits otherwise would not be too far off the mark.

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On 4/4/2024 at 10:14 PM, Lan Deathrider.5910 said:

That's fair. The CDs on the skills would probably need to be adjusted, but loss of the stat boosts and pulsing boons would remove a lot of their power, so I'd suspect that their power levels as kits otherwise would not be too far off the mark.

Even then, you'd get the kit problem where one or two skills in the kit make it better than taking what you could otherwise have in that slot (which would be particularly likely when talking about the elite slot), so the meta becomes switching to the kit, using one or two skills, and then trying to guess when those skills are off cooldown again before you go back. On engineer, that's basically what you sign up for when playing engineer (quasi-afk mech builds aside), but I wouldn't want to see it become an every-profession thing.

Outside of racial transformations, I could also only really see it working for elementalist (conjures), necromancer (lich form), and warrior (rampage). Elementalist being able to treat conjures as kits would probably get silly when combined with attunements - I want conjures to be made more practical, but that's probably too much. Necromancer already has shroud mechanics for transforms on all but scourge, and I don't think it'd be appropriate to pop in and out of lichmode (could you imagine the graphics?) - I think there'd be something lost in not having that big lich that's scary while it's up but which you know will only last so long if you can avoid, mitigate, or counter it. Rampage...

...yeah, sure, it had the stuffing nerfed out of it in That Patch and being able to put your weapons away and start MMA wrestling at a moment's notice feels very Warrior. Would probably need to replace the kick with something else, though. And, as you say, increase the cooldowns, possibly by quite a big. If they're really ambitious, maybe introduce an adrenaline-based uppercut or something. 

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23 minutes ago, draxynnic.3719 said:

Even then, you'd get the kit problem where one or two skills in the kit make it better than taking what you could otherwise have in that slot (which would be particularly likely when talking about the elite slot), so the meta becomes switching to the kit, using one or two skills, and then trying to guess when those skills are off cooldown again before you go back. On engineer, that's basically what you sign up for when playing engineer (quasi-afk mech builds aside), but I wouldn't want to see it become an every-profession thing.

I did suggest them still having a cast time, so they could be interrupted. So, there is still a difference versus true kits.

23 minutes ago, draxynnic.3719 said:

Outside of racial transformations, I could also only really see it working for elementalist (conjures), necromancer (lich form), and warrior (rampage). Elementalist being able to treat conjures as kits would probably get silly when combined with attunements - I want conjures to be made more practical, but that's probably too much. Necromancer already has shroud mechanics for transforms on all but scourge, and I don't think it'd be appropriate to pop in and out of lichmode (could you imagine the graphics?) - I think there'd be something lost in not having that big lich that's scary while it's up but which you know will only last so long if you can avoid, mitigate, or counter it. Rampage...

Not for Conjures. Conjures drop another weapon into the world. Do conjures need their duration vs CD adjusted? Sure. Again, the Lich would still have that cast time.  Personally, I feel that the elite transforms just don't last long enough for their CDs. Out of them, Rampage at least feels like it should function more like a kit proper, but with all the passives removed.

23 minutes ago, draxynnic.3719 said:

...yeah, sure, it had the stuffing nerfed out of it in That Patch and being able to put your weapons away and start MMA wrestling at a moment's notice feels very Warrior. Would probably need to replace the kick with something else, though. And, as you say, increase the cooldowns, possibly by quite a big. If they're really ambitious, maybe introduce an adrenaline-based uppercut or something. 

It would probably need the CDs increased by 5-10s on each skill.

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Depends on the skill. The big stomp might need to be more, the gap-closer could probably get away with less.

Regarding conjures, I'm of the opinion that the second weapon spawn needs to go. Nobody nowadays actually wants to pick up and use somebody else's conjure outside of some really niche cases, and in the meantime it's holding back conjures being made into something that's actually practical for the elementalists themselves. But that's an issue for another profession subforum altogether.

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1 hour ago, draxynnic.3719 said:

Depends on the skill. The big stomp might need to be more, the gap-closer could probably get away with less.

Regarding conjures, I'm of the opinion that the second weapon spawn needs to go. Nobody nowadays actually wants to pick up and use somebody else's conjure outside of some really niche cases, and in the meantime it's holding back conjures being made into something that's actually practical for the elementalists themselves. But that's an issue for another profession subforum altogether.

I agree on Conjures. And yes, that is a problem for the eles themselves to discuss in more detail.

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On 4/3/2024 at 9:11 PM, mirage.8046 said:

I won't argue that knockbacking would be counterproductive to setting up combos, but it is a great way to prevent people from sitting on contested rings or punishing people on cliffs. Replacing knockback with knockdown would make things much harder to secure kills by knocking people off platforms. And to be fair, one could always replace Kick with Bulls Charge or another type of CC if knockbacks aren't desired.

So is killing them, if we can properly set them up to eat a burst instead of denying ourselves a tactical advantage of keeping our foes within our range.

You know, how trained Warriors are supposed to do.

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1 hour ago, Shadowpeixera.2918 said:

So is killing them, if we can properly set them up to eat a burst instead of denying ourselves a tactical advantage of keeping our foes within our range.

You know, how trained Warriors are supposed to do.

A high enough fall IS a kill.

And you aren't denying yourself a tactical advantage, you're just not using it properly. If you need a knockdown then use a knockdown instead of asking for the rules to be changed. 

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  • DanAlcedo.3281 changed the title to Dan´s balance wishlist. Updated: 27.4.24
On 4/2/2024 at 5:39 AM, DanAlcedo.3281 said:

 

- Counterblow:

  • Renamed to Wary Defense.
  • New effect: Block attacks for 3 seconds. Gain Adrenalin (5) for blocked attacks.
  • Flipover skill: Counterblow.
  • Increased damage of Counterblow to 2.2. Deals 10% extra damage for every attack blocked by Wary Defense. Max 50%.

 

Something I always wished they'd do is alter this skill is more shifts to make it better at defense.

A new mechanic that would be fun to try is making it an upkeep skill.  Taking your idea, changing the main click to something like "Dulled Blow" that blocks attacks and drains your adrenaline while it's used (max duration would be however long you can keep your endurance up but extreme cases would probably be 6 seconds) and apply 1sec of weakness to anyone in range. The flipover skill would also be Counterblow but Counterblow will recover some endurance for each attack you blocked during Dulled Blow (meaning you want to cancel the skill, not wait out it's duration) and do increased damage to weakened foes.

Thinking more on the idea, that pretty much makes main-hand mace stronger at blocking than shield lol

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  • DanAlcedo.3281 changed the title to Dan´s balance wishlist. Updated: 30.4.24

Without going into specifics I'll just note that I agree with the notion its the base warrior kit, weapons, traits etc that needs attention before elite specs.

One thing I see this post misses is that adrenaline generation for greatsword and rifle is genuinely terrible and could use a flat buff for PvE.

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