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Psycoprophet.8107

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Posts posted by Psycoprophet.8107

  1. > @"Cyninja.2954" said:

    > > @"Psycoprophet.8107" said:

    > > > @"Zephire.8049" said:

    > > > > @"Storm.1629" said:

    > > > > I get it it's Norn not Norm, now get over it. The message here is not how it is written, don't be all riled up about what's really unimportant.

    > > > > Also what I did was express my opinion, you don't have to agree with it, or be rude about it, and I did say I love the game right? I was writting as someone who had the fortune of playing this game since GW1 (I even have the books, do you know there are books too?), what I'm saying is basically if you played it since the start like I did, now there's like a sense of lacking from what it was in the beginning...

    > > > >

    > > > You don't speak for everyone. I've also played since early Prophecies, was on the beta forum for GW2 and played in the closed beta weekends/stress tests, and read all the books (also own Charrlie and an official charr t-shirt, since you want to pull nerd rank, and the only reason I didn't get the collector's edition back in 2012 was because only one was allocated to my city and an EB Games employee snagged it before it was available to the public) and don't agree with you on multiple points.

    > > >

    > > > First, story is subjective. What you claim is unforgettable from GW1, I don't care about or had forgotten. You say only 3 characters in GW2 have _maybe_ had an impact people and I say you're wrong and that only one of your three has done enough that I somewhat care about him (Canach).

    > > >

    > > > Market: The TP is a godsend and standing around Spammadan trying to sell whatever was annoying and took forever. It was worse when trying to buy because you had to hope you were in the same district as someone who had what you wanted, hope that they were reading chat, hope that they were willing to sell, and hope that they wouldn't rip you off. All that is time that could have been better spent playing the game instead of alt-tabbing or reading a book because you couldn't keep an eye on chat if you left the hub.

    > > >

    > > > (The TP also minimizes inflation and combats gold-selling, btw.)

    > > >

    > > > Legendaries: Legendaries are cosmetic and have some QoL fuctions. That's it. And if you remember from GW2's early days, precursors were RNG drops only so the only way to get a legendary was to be lucky with a pre drop or buy one off the TP. They only added crafting in when players complained about how unfair and inaccessible that system was. Also I don't know what them to do about legendaries since either the original weapons are the only legendaries the game will ever get or they occasionally add a new one. They chose the latter and it shouldn't be a surprise that some people after nearly 8 years have multiple legendaries.

    > > >

    > > > Classes: I don't know what you're trying to say here because all I see is complaining that armour classes don't dictate what a player can and can't do. In a game that was designed and advertised to not follow the Holy Trinity and force people into end-game roles that were determined by the class they picked. Is it weird that a cloth-wearer is one of the best tanks and that the heavy armour classes are some of the best support classes? A bit, but also breaking MMO conventions was what GW2 was supposed to do.

    > > >

    > > > NPCs: Again, personal preference. Also representation matters so while you may not care about Marjory and Kasmeer, I do and I know many people who do care about the fact that there's a prominent non-straight couple in a AAA MMO (even if they've been put on the backburner for a few years). I'm not really into Kas but it is possible to not personally be into something while still acknowledging that it's important to others.

    > > >

    > > > LA: You do have a bit of a point here, but LA of SoS is different than the LA of EoD which is different than the LA that is in GW2. The game also largely doesn't show slums and citys are shrunk down (as are maps in general) because that makes the game more approachable to players and means the game takes up less room. The themepark look of new LA is bad, though, and clashes with the rest of the game.

    > > >

    > > > WvW: WvW is in a massive need of an update, yes, but complaints about it are like the tides and it largely depends on what class you play and what you do in WvW. If not for the invuln tactic, zergs would be able to take whatever they wanted because that minute gives the defending server time to respond. Without it, towers could be taken in a minute or two. Siege being repairable would also benefit the defenders, especially in the case of fully stocked keeps. And the warclaw has been repeatedly nerfed to the point where it's mostly just useful for mobility for classes that can't teleport or stack swiftness and can no longer finish downed enemies. And why is it bad some people are able to escape fights now? If they're able to mount up, you haven't touched them in a while so it can't have been much of a fight.

    > > >

    > > > Also stability is good because losing control of your character often and repeatedly was obnoxious. Conditions (and boons) need a rework but stability was introduced to fix a problem.

    > > >

    > > > Mists: Agreed here. It's no longer needed as an overflow so should be used or converted to something. Also have rewards increased as it gives little WXP and no pips.

    > > >

    > > > TL;DR: Veterans aren't a monolith, you don't speak for all of us, and a lot of what you suggest as "fixes" or "improvements" is purely subjective and/or goes against the game design.

    > >

    > > No he doesnt speak for everyone but I can tell u he speaks for a lot as the games bleeding players faster than any mmo I've ever played in 15 yrs of playing them. A lot of players pretend to themselves that the games population isn't declining fast but .....

    >

    > You have not yet established that the reasons TC has mentioned are responsible.

    >

    > The vast lack of content could be named as just such a reason.

    >

    > I could for example state that your constant complaining on the forums is driving players off. There is not a day that goes by where you do not complain, complain, complain. Check your history and make a note of when the last time was when you had a positive interaction with these forums or this game. Yet still, that would be my opinion since I have not made any connection with this games player loss.

    >

    > Just like TCs opinions, some of which are hilariously misinformed, like the trading post. This games economy would not work without it. In TCs benefit though, he is at least trying to give constructive feedback. Unlike some who have just become constant complainers on these forums. To them: maybe take a break and recharge them batteries.

     

    Again people pretend to themselves population isn't declining. U want reasons?

    Bad story writing, lack of a real carrot after maxed out for years, same pvp modes pvp/wvw for 8 yrs, very very infrequent and poor balancing, increasingly lower build deversity as time goes on, games continually being dumbed down, half the traits are useless and unused across roster, so many traits and skills remain buggy or out right broken to never be fixed or in some cases yrs later, increasing bots and hackers due to companies lax policing and enforcement practices. I could go on but bottom line game is a straight up mess and anet isnt showing much promise in the recent actions as far as cleaning up the mess that gw2 is.

  2. > @"kharmin.7683" said:

    > > @"Psycoprophet.8107" said:

    > > No he doesnt speak for everyone but I can tell u he speaks for a lot as the games bleeding players faster than any mmo I've ever played in 15 yrs of playing them. A lot of players pretend to themselves that the games population isn't declining fast but .....

    > You have actual, market data proof of this fact, right? Official numbers, not just ramblings on forums and reddit?

    >

     

    U dont need market proof to see that population declining, playing the game etc is far better indicator than having un proven numbers thrown at u.

  3. > @"Zephire.8049" said:

    > > @"Storm.1629" said:

    > > I get it it's Norn not Norm, now get over it. The message here is not how it is written, don't be all riled up about what's really unimportant.

    > > Also what I did was express my opinion, you don't have to agree with it, or be rude about it, and I did say I love the game right? I was writting as someone who had the fortune of playing this game since GW1 (I even have the books, do you know there are books too?), what I'm saying is basically if you played it since the start like I did, now there's like a sense of lacking from what it was in the beginning...

    > >

    > You don't speak for everyone. I've also played since early Prophecies, was on the beta forum for GW2 and played in the closed beta weekends/stress tests, and read all the books (also own Charrlie and an official charr t-shirt, since you want to pull nerd rank, and the only reason I didn't get the collector's edition back in 2012 was because only one was allocated to my city and an EB Games employee snagged it before it was available to the public) and don't agree with you on multiple points.

    >

    > First, story is subjective. What you claim is unforgettable from GW1, I don't care about or had forgotten. You say only 3 characters in GW2 have _maybe_ had an impact people and I say you're wrong and that only one of your three has done enough that I somewhat care about him (Canach).

    >

    > Market: The TP is a godsend and standing around Spammadan trying to sell whatever was annoying and took forever. It was worse when trying to buy because you had to hope you were in the same district as someone who had what you wanted, hope that they were reading chat, hope that they were willing to sell, and hope that they wouldn't rip you off. All that is time that could have been better spent playing the game instead of alt-tabbing or reading a book because you couldn't keep an eye on chat if you left the hub.

    >

    > (The TP also minimizes inflation and combats gold-selling, btw.)

    >

    > Legendaries: Legendaries are cosmetic and have some QoL fuctions. That's it. And if you remember from GW2's early days, precursors were RNG drops only so the only way to get a legendary was to be lucky with a pre drop or buy one off the TP. They only added crafting in when players complained about how unfair and inaccessible that system was. Also I don't know what them to do about legendaries since either the original weapons are the only legendaries the game will ever get or they occasionally add a new one. They chose the latter and it shouldn't be a surprise that some people after nearly 8 years have multiple legendaries.

    >

    > Classes: I don't know what you're trying to say here because all I see is complaining that armour classes don't dictate what a player can and can't do. In a game that was designed and advertised to not follow the Holy Trinity and force people into end-game roles that were determined by the class they picked. Is it weird that a cloth-wearer is one of the best tanks and that the heavy armour classes are some of the best support classes? A bit, but also breaking MMO conventions was what GW2 was supposed to do.

    >

    > NPCs: Again, personal preference. Also representation matters so while you may not care about Marjory and Kasmeer, I do and I know many people who do care about the fact that there's a prominent non-straight couple in a AAA MMO (even if they've been put on the backburner for a few years). I'm not really into Kas but it is possible to not personally be into something while still acknowledging that it's important to others.

    >

    > LA: You do have a bit of a point here, but LA of SoS is different than the LA of EoD which is different than the LA that is in GW2. The game also largely doesn't show slums and citys are shrunk down (as are maps in general) because that makes the game more approachable to players and means the game takes up less room. The themepark look of new LA is bad, though, and clashes with the rest of the game.

    >

    > WvW: WvW is in a massive need of an update, yes, but complaints about it are like the tides and it largely depends on what class you play and what you do in WvW. If not for the invuln tactic, zergs would be able to take whatever they wanted because that minute gives the defending server time to respond. Without it, towers could be taken in a minute or two. Siege being repairable would also benefit the defenders, especially in the case of fully stocked keeps. And the warclaw has been repeatedly nerfed to the point where it's mostly just useful for mobility for classes that can't teleport or stack swiftness and can no longer finish downed enemies. And why is it bad some people are able to escape fights now? If they're able to mount up, you haven't touched them in a while so it can't have been much of a fight.

    >

    > Also stability is good because losing control of your character often and repeatedly was obnoxious. Conditions (and boons) need a rework but stability was introduced to fix a problem.

    >

    > Mists: Agreed here. It's no longer needed as an overflow so should be used or converted to something. Also have rewards increased as it gives little WXP and no pips.

    >

    > TL;DR: Veterans aren't a monolith, you don't speak for all of us, and a lot of what you suggest as "fixes" or "improvements" is purely subjective and/or goes against the game design.

     

    No he doesnt speak for everyone but I can tell u he speaks for a lot as the games bleeding players faster than any mmo I've ever played in 15 yrs of playing them. A lot of players pretend to themselves that the games population isn't declining fast but .....

  4. Guys cmon gw2 is not that great of a mmo, its combat mechanics are good for pvp, but the rest? Lol why are u still subjecting urself to such garbage gaming experience when there's so many better games/experiences out there. Teach the devs a lesson and drop the meme game.

  5. > @"Axl.8924" said:

    > > @"Psycoprophet.8107" said:

    > > > @"Axl.8924" said:

    > > > > @"Psycoprophet.8107" said:

    > > > > > @"DanAlcedo.3281" said:

    > > > > > > @"Axl.8924" said:

    > > > > > > > @"DanAlcedo.3281" said:

    > > > > > > > > @"Axl.8924" said:

    > > > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > > > @"Axl.8924" said:

    > > > > > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > > > > > @"Axl.8924" said:

    > > > > > > > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > > > > > > > @"Axl.8924" said:

    > > > > > > > > > > > > > > I got a question so just how slow is hammer? and should dmg be increased by a lot and kept slow? or should they gain quickness like the way necros in reaper shroud do?

    > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > Or maybe they should adjust speed of the hammer a bit and increase dmg by a lot?

    > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > I heard it was good only in vanilla is that accurate?

    > > > > > > > > > > > > >

    > > > > > > > > > > > > > Considering I used to get 14k Backbreakers without 25 stacks of might or 25 stacks of vulnerability on a target, yeah it was great in vanilla.

    > > > > > > > > > > > > >

    > > > > > > > > > > > > > Warrior hammer and Guardian hammer both kind of need to be reworked at this point. Both are slow AF high risk weapons. Warrior hammer at least used to de good damage to reward the risk of such slow telegraphed abilities, but since CmC decided that CC shouldn't ever do damage we're left with an incredibly slow weapon that cant really capitalize on its own CCs. If they brought the PvE Fierce Blow into the competitive mods then the weapon would be slightly better.

    > > > > > > > > > > > >

    > > > > > > > > > > > > If it lost the CC and kept the dmg would it still be good? Example:If it was possible to make one CC on weapon with a cd that is good but does little dmg but the to her ones with no CC did a lot of dmg.

    > > > > > > > > > > > >

    > > > > > > > > > > > > Also what makes warrior weapons diff from other class weapons? EG eles with lightning rod nec with their chill cripple?

    > > > > > > > > > > > >

    > > > > > > > > > > > > Is it possible to decouple stuns without a huge overhaul to make ccs separate tool for ANET to control while also keeping damage?

    > > > > > > > > > > > >

    > > > > > > > > > > > > Would huge overhauls be needed of the builds and skills be needed for this to work?

    > > > > > > > > > > > >

    > > > > > > > > > > > >

    > > > > > > > > > > > >

    > > > > > > > > > > >

    > > > > > > > > > > > Backbreaker is kind of iconic. It needs both the damage and the CC honestly. IF CC never gets its damage back though I'd change hammer 4 to remove the knockback and have it just be an AoE dps skill with a short cast time that deals more damage, or recharge more quickly, versus crippled foes for synergy with hammer 3.

    > > > > > > > > > > >

    > > > > > > > > > > > Ele Lightning Rod is Anet F*cking up. The trait allows Ele to continue to deal damage with CCs, not that you should ever get killed by it mind you, but is a perfect example of their 'balance' decisions.

    > > > > > > > > > > >

    > > > > > > > > > > > Chill and cripple are soft CCs, which Anet is okay with dealing damage, so Necro Chill/cripple just slows you down and doesn't stop you from responding.

    > > > > > > > > > > >

    > > > > > > > > > > > The whole stun vs stability thing is a huge clusterf*ck right now. Honestly, I'd like to see a return to non stacking Stability, where stab isn't removed per CC, then reduce the durations of all stab sources, like at launch. There was no reason to remove damage from CC while at the same time reducing damage across the board.

    > > > > > > > > > >

    > > > > > > > > > > Question how dependent on modifiers are you that involve stun? is there a modifier that says when mob is stunned you do 20% dmg more or something.?

    > > > > > > > > > >

    > > > > > > > > > > If so should they be touched if stun amounts are reduced for something else to make more useful in a less stun dependent environment for warriors?

    > > > > > > > > > >

    > > > > > > > > > >

    > > > > > > > > > >

    > > > > > > > > >

    > > > > > > > > > Merciless Hammer does 20% more for hammer versus cc'd foes. It also gives 10 Adrenaline per foe you CC.

    > > > > > > > >

    > > > > > > > > The question then is should merciless hammer be changed? or should CC dmg be incorporated in another way? if stuns and ccs are removed wouldn't it make this trait useless? and that adrenaline thingy that's like life force from nec and charges for guardians special move? how important is that adrenaline gain from that trait?

    > > > > > > > >

    > > > > > > > > I think before changing something removing a lot of considerations has to be made and I don't really know about warrior since I never played one so maybe clearing this all up will bring ANET here to change hammer somehow for the better.

    > > > > > > > >

    > > > > > > > > Are there any other considerations to be made in changes to traits alongside this to make warriors function better? how so?

    > > > > > > > >

    > > > > > > >

    > > > > > > > The hammer trait should simply add dmg back to CCs.

    > > > > > > >

    > > > > > > > Its in a GM slot and competes with 2 very strong GM traits.

    > > > > > > >

    > > > > > > >

    > > > > > >

    > > > > > > What trait is it competing with exactly that is competing?

    > > > > > >

    > > > > >

    > > > > > Berserker Power and Might makes right. 2 very good options.

    > > > >

    > > > > They were before mmr turned useless, 60 hp when u apply might may as well not exist when comparing to damage taken and nerfs to might. I actually find beserker power to be the only useful one now

    > > >

    > > > What is MMR? i don't understand that lingo sorry if i seem ignorant of that.

    > >

    > > Might makes right, it gives 65 hp and 2 endurance every time u give urself might.

    > > Maybe if they changed it to 65hp per sec while u have might may make it somewhat useful.

    >

    > EWW that's trash even as regen that's not that good either when you are taking easily hundreds of damage per hit, and from single hit that's plain awful unless you can gain a lot more from a heal than that(say a couple thousand hp and it comes up often enough on low cd to heal repeatedly without icd.

    >

     

    Yeah the fact its healing AND might got nerfed it basically was double nerfed, it was effective initially cuz it synergize with heal signet which also got nerfed to useless values so it's like devs just pile drove wars sustain without considering all the synergies that was effected, not surprising given the devs.

  6. As far as tele classes having advantages given terrain etc I agree but that's why a class that's designed as mostly melee oriented should be designed in a way sturdy enough or have enough skills to counter kitting in scenarios like that but gw2 is very badly designed and balanced, only reason it has any pvp population left is the combat mechanics.

  7. > @"Smoosh.2718" said:

    > > @"Psycoprophet.8107" said:

    > >

    > > War has tons of gap closers and mobility, its skills that do damage are fine as well, there not any weaker than the damage skills on other classes. The issue is warriors design as it was designed to do hard cc followed up by a couple select skills and that is its burst. Not only does its design make it easy to pick up and play it also makes it easy to predict and counter. Those few select skills that are always used after the hard cc in the burst rotations were designed and damage decided with hard cc doing damage in mind as part of the burst, take the damage away from the cc and nerf those couple skills used in the burst along with the other classes and what kind of burst can u guess is left, the devs shoulda known all this.war hammer even more shows incompetence, 3/5 skills do no damage lmao ok.

    >

    > The gap closers are a bit of an issue, the rush style attacks will sometimes run 180 from where it was intended to go, this has happened on many occasions which would have got the kill or saved your life if it went the way it was meant to.

    >

    > Teleport classes (almost seems to be too many of them now) have a huge advantage with ledges or raised platforms, if a warrior can not teleport then it needs more access to superspeed to gap close targets without teleporting.

    >

    > Minor correction, 3/6 weapon skills including the burst that have the 0.01 co. The hammer now is too reliant on the 2 skill with no utility, giving the weapon an i-frame to skill 4 would change its dynamic/use.

    >

    >

    >

     

    Ur 100% right haha. I should said war has great mobility and gap closers WHEN there not having u run and rubberband all over lol but thsts just the coders inability to code the skill/skills properly, the coding in this game I've heard is a mess at this point and difficult to work with, which may be why design changes take yrs longer then they should.

  8. Gs f1 can be good damage, as do most of warrior damaging skills, issue was the design and playstyle of warrior regardless of spec is designed around ccing with damage then following up with the 100 blades than f1 or whatever weapon set ur running and with the loss of dps on cc AND the follow up skills war now not only got half its burst dps removed on cc its follow up skills lost a lot of dps as well so after big patch all warrior bursts were hit way harder then most of the other rosters burst rotations.

    Warrior also got nailed hard as a class that's main sustain strategy was dependent on might AND healing values more so then other classes and again the devs hit both hard.

    I think war being so heavily a melee oriented class as it should be is why its weapon sets and bursts relied so heavily on hard cc to land its bursts.

  9. > @"Lan Deathrider.5910" said:

    > > @"Psycoprophet.8107" said:

    > > > @"DanAlcedo.3281" said:

    > > > > @"Axl.8924" said:

    > > > > > @"DanAlcedo.3281" said:

    > > > > > > @"Axl.8924" said:

    > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > @"Axl.8924" said:

    > > > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > > > @"Axl.8924" said:

    > > > > > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > > > > > @"Axl.8924" said:

    > > > > > > > > > > > > I got a question so just how slow is hammer? and should dmg be increased by a lot and kept slow? or should they gain quickness like the way necros in reaper shroud do?

    > > > > > > > > > > > >

    > > > > > > > > > > > > Or maybe they should adjust speed of the hammer a bit and increase dmg by a lot?

    > > > > > > > > > > > >

    > > > > > > > > > > > > I heard it was good only in vanilla is that accurate?

    > > > > > > > > > > >

    > > > > > > > > > > > Considering I used to get 14k Backbreakers without 25 stacks of might or 25 stacks of vulnerability on a target, yeah it was great in vanilla.

    > > > > > > > > > > >

    > > > > > > > > > > > Warrior hammer and Guardian hammer both kind of need to be reworked at this point. Both are slow AF high risk weapons. Warrior hammer at least used to de good damage to reward the risk of such slow telegraphed abilities, but since CmC decided that CC shouldn't ever do damage we're left with an incredibly slow weapon that cant really capitalize on its own CCs. If they brought the PvE Fierce Blow into the competitive mods then the weapon would be slightly better.

    > > > > > > > > > >

    > > > > > > > > > > If it lost the CC and kept the dmg would it still be good? Example:If it was possible to make one CC on weapon with a cd that is good but does little dmg but the to her ones with no CC did a lot of dmg.

    > > > > > > > > > >

    > > > > > > > > > > Also what makes warrior weapons diff from other class weapons? EG eles with lightning rod nec with their chill cripple?

    > > > > > > > > > >

    > > > > > > > > > > Is it possible to decouple stuns without a huge overhaul to make ccs separate tool for ANET to control while also keeping damage?

    > > > > > > > > > >

    > > > > > > > > > > Would huge overhauls be needed of the builds and skills be needed for this to work?

    > > > > > > > > > >

    > > > > > > > > > >

    > > > > > > > > > >

    > > > > > > > > >

    > > > > > > > > > Backbreaker is kind of iconic. It needs both the damage and the CC honestly. IF CC never gets its damage back though I'd change hammer 4 to remove the knockback and have it just be an AoE dps skill with a short cast time that deals more damage, or recharge more quickly, versus crippled foes for synergy with hammer 3.

    > > > > > > > > >

    > > > > > > > > > Ele Lightning Rod is Anet F*cking up. The trait allows Ele to continue to deal damage with CCs, not that you should ever get killed by it mind you, but is a perfect example of their 'balance' decisions.

    > > > > > > > > >

    > > > > > > > > > Chill and cripple are soft CCs, which Anet is okay with dealing damage, so Necro Chill/cripple just slows you down and doesn't stop you from responding.

    > > > > > > > > >

    > > > > > > > > > The whole stun vs stability thing is a huge clusterf*ck right now. Honestly, I'd like to see a return to non stacking Stability, where stab isn't removed per CC, then reduce the durations of all stab sources, like at launch. There was no reason to remove damage from CC while at the same time reducing damage across the board.

    > > > > > > > >

    > > > > > > > > Question how dependent on modifiers are you that involve stun? is there a modifier that says when mob is stunned you do 20% dmg more or something.?

    > > > > > > > >

    > > > > > > > > If so should they be touched if stun amounts are reduced for something else to make more useful in a less stun dependent environment for warriors?

    > > > > > > > >

    > > > > > > > >

    > > > > > > > >

    > > > > > > >

    > > > > > > > Merciless Hammer does 20% more for hammer versus cc'd foes. It also gives 10 Adrenaline per foe you CC.

    > > > > > >

    > > > > > > The question then is should merciless hammer be changed? or should CC dmg be incorporated in another way? if stuns and ccs are removed wouldn't it make this trait useless? and that adrenaline thingy that's like life force from nec and charges for guardians special move? how important is that adrenaline gain from that trait?

    > > > > > >

    > > > > > > I think before changing something removing a lot of considerations has to be made and I don't really know about warrior since I never played one so maybe clearing this all up will bring ANET here to change hammer somehow for the better.

    > > > > > >

    > > > > > > Are there any other considerations to be made in changes to traits alongside this to make warriors function better? how so?

    > > > > > >

    > > > > >

    > > > > > The hammer trait should simply add dmg back to CCs.

    > > > > >

    > > > > > Its in a GM slot and competes with 2 very strong GM traits.

    > > > > >

    > > > > >

    > > > >

    > > > > What trait is it competing with exactly that is competing?

    > > > >

    > > >

    > > > Berserker Power and Might makes right. 2 very good options.

    > >

    > > They were before mmr turned useless, 60 hp when u apply might may as well not exist when comparing to damage taken and nerfs to might. I actually find beserker power to be the only useful one now

    >

    > Have you tried Merciless Hammer lately?

     

    No sir been few weeks since logged in, is it decent?

  10. > @"Axl.8924" said:

    > > @"Psycoprophet.8107" said:

    > > > @"DanAlcedo.3281" said:

    > > > > @"Axl.8924" said:

    > > > > > @"DanAlcedo.3281" said:

    > > > > > > @"Axl.8924" said:

    > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > @"Axl.8924" said:

    > > > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > > > @"Axl.8924" said:

    > > > > > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > > > > > @"Axl.8924" said:

    > > > > > > > > > > > > I got a question so just how slow is hammer? and should dmg be increased by a lot and kept slow? or should they gain quickness like the way necros in reaper shroud do?

    > > > > > > > > > > > >

    > > > > > > > > > > > > Or maybe they should adjust speed of the hammer a bit and increase dmg by a lot?

    > > > > > > > > > > > >

    > > > > > > > > > > > > I heard it was good only in vanilla is that accurate?

    > > > > > > > > > > >

    > > > > > > > > > > > Considering I used to get 14k Backbreakers without 25 stacks of might or 25 stacks of vulnerability on a target, yeah it was great in vanilla.

    > > > > > > > > > > >

    > > > > > > > > > > > Warrior hammer and Guardian hammer both kind of need to be reworked at this point. Both are slow AF high risk weapons. Warrior hammer at least used to de good damage to reward the risk of such slow telegraphed abilities, but since CmC decided that CC shouldn't ever do damage we're left with an incredibly slow weapon that cant really capitalize on its own CCs. If they brought the PvE Fierce Blow into the competitive mods then the weapon would be slightly better.

    > > > > > > > > > >

    > > > > > > > > > > If it lost the CC and kept the dmg would it still be good? Example:If it was possible to make one CC on weapon with a cd that is good but does little dmg but the to her ones with no CC did a lot of dmg.

    > > > > > > > > > >

    > > > > > > > > > > Also what makes warrior weapons diff from other class weapons? EG eles with lightning rod nec with their chill cripple?

    > > > > > > > > > >

    > > > > > > > > > > Is it possible to decouple stuns without a huge overhaul to make ccs separate tool for ANET to control while also keeping damage?

    > > > > > > > > > >

    > > > > > > > > > > Would huge overhauls be needed of the builds and skills be needed for this to work?

    > > > > > > > > > >

    > > > > > > > > > >

    > > > > > > > > > >

    > > > > > > > > >

    > > > > > > > > > Backbreaker is kind of iconic. It needs both the damage and the CC honestly. IF CC never gets its damage back though I'd change hammer 4 to remove the knockback and have it just be an AoE dps skill with a short cast time that deals more damage, or recharge more quickly, versus crippled foes for synergy with hammer 3.

    > > > > > > > > >

    > > > > > > > > > Ele Lightning Rod is Anet F*cking up. The trait allows Ele to continue to deal damage with CCs, not that you should ever get killed by it mind you, but is a perfect example of their 'balance' decisions.

    > > > > > > > > >

    > > > > > > > > > Chill and cripple are soft CCs, which Anet is okay with dealing damage, so Necro Chill/cripple just slows you down and doesn't stop you from responding.

    > > > > > > > > >

    > > > > > > > > > The whole stun vs stability thing is a huge clusterf*ck right now. Honestly, I'd like to see a return to non stacking Stability, where stab isn't removed per CC, then reduce the durations of all stab sources, like at launch. There was no reason to remove damage from CC while at the same time reducing damage across the board.

    > > > > > > > >

    > > > > > > > > Question how dependent on modifiers are you that involve stun? is there a modifier that says when mob is stunned you do 20% dmg more or something.?

    > > > > > > > >

    > > > > > > > > If so should they be touched if stun amounts are reduced for something else to make more useful in a less stun dependent environment for warriors?

    > > > > > > > >

    > > > > > > > >

    > > > > > > > >

    > > > > > > >

    > > > > > > > Merciless Hammer does 20% more for hammer versus cc'd foes. It also gives 10 Adrenaline per foe you CC.

    > > > > > >

    > > > > > > The question then is should merciless hammer be changed? or should CC dmg be incorporated in another way? if stuns and ccs are removed wouldn't it make this trait useless? and that adrenaline thingy that's like life force from nec and charges for guardians special move? how important is that adrenaline gain from that trait?

    > > > > > >

    > > > > > > I think before changing something removing a lot of considerations has to be made and I don't really know about warrior since I never played one so maybe clearing this all up will bring ANET here to change hammer somehow for the better.

    > > > > > >

    > > > > > > Are there any other considerations to be made in changes to traits alongside this to make warriors function better? how so?

    > > > > > >

    > > > > >

    > > > > > The hammer trait should simply add dmg back to CCs.

    > > > > >

    > > > > > Its in a GM slot and competes with 2 very strong GM traits.

    > > > > >

    > > > > >

    > > > >

    > > > > What trait is it competing with exactly that is competing?

    > > > >

    > > >

    > > > Berserker Power and Might makes right. 2 very good options.

    > >

    > > They were before mmr turned useless, 60 hp when u apply might may as well not exist when comparing to damage taken and nerfs to might. I actually find beserker power to be the only useful one now

    >

    > What is MMR? i don't understand that lingo sorry if i seem ignorant of that.

     

    Might makes right, it gives 65 hp and 2 endurance every time u give urself might.

    Maybe if they changed it to 65hp per sec while u have might may make it somewhat useful.

  11. > @"Smoosh.2718" said:

    > Idk, the path they started is the right path, classes do too much damage to each other. Hitting 10k from one hit which is quite accessable was not ok.

    >

    > Personally i believe its condition damage and the warriors ability to gap close to teleport classes that let it down more than its damage.

    >

    > Axe and GS still do very high damage, hammer relies too much on its skill 2 ability, Skill 3 needs to be reworked into a side step dodge and knock back, like the rangers side stab (gives the weapon utility, something it lacks).

    >

    > Rifle doesnt need small changes like numbers, but needs a total overhall into a new weapon (AOE shotgun- AOE being something the warrior is not good at in ranged play(unless you want to call bow F1/3 skills AOE play with sluggish arcs))

    >

    >

    > Overall I do not believe the damage the warrior puts out is the problem.

    >

    > The class is still able to put out in many 1v1 situations.

     

    War has tons of gap closers and mobility, its skills that do damage are fine as well, there not any weaker than the damage skills on other classes. The issue is warriors design as it was designed to do hard cc followed up by a couple select skills and that is its burst. Not only does its design make it easy to pick up and play it also makes it easy to predict and counter. Those few select skills that are always used after the hard cc in the burst rotations were designed and damage decided with hard cc doing damage in mind as part of the burst, take the damage away from the cc and nerf those couple skills used in the burst along with the other classes and what kind of burst can u guess is left, the devs shoulda known all this.war hammer even more shows incompetence, 3/5 skills do no damage lmao ok.

  12. > @"DanAlcedo.3281" said:

    > > @"Axl.8924" said:

    > > > @"DanAlcedo.3281" said:

    > > > > @"Axl.8924" said:

    > > > > > @"Lan Deathrider.5910" said:

    > > > > > > @"Axl.8924" said:

    > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > @"Axl.8924" said:

    > > > > > > > > > @"Lan Deathrider.5910" said:

    > > > > > > > > > > @"Axl.8924" said:

    > > > > > > > > > > I got a question so just how slow is hammer? and should dmg be increased by a lot and kept slow? or should they gain quickness like the way necros in reaper shroud do?

    > > > > > > > > > >

    > > > > > > > > > > Or maybe they should adjust speed of the hammer a bit and increase dmg by a lot?

    > > > > > > > > > >

    > > > > > > > > > > I heard it was good only in vanilla is that accurate?

    > > > > > > > > >

    > > > > > > > > > Considering I used to get 14k Backbreakers without 25 stacks of might or 25 stacks of vulnerability on a target, yeah it was great in vanilla.

    > > > > > > > > >

    > > > > > > > > > Warrior hammer and Guardian hammer both kind of need to be reworked at this point. Both are slow AF high risk weapons. Warrior hammer at least used to de good damage to reward the risk of such slow telegraphed abilities, but since CmC decided that CC shouldn't ever do damage we're left with an incredibly slow weapon that cant really capitalize on its own CCs. If they brought the PvE Fierce Blow into the competitive mods then the weapon would be slightly better.

    > > > > > > > >

    > > > > > > > > If it lost the CC and kept the dmg would it still be good? Example:If it was possible to make one CC on weapon with a cd that is good but does little dmg but the to her ones with no CC did a lot of dmg.

    > > > > > > > >

    > > > > > > > > Also what makes warrior weapons diff from other class weapons? EG eles with lightning rod nec with their chill cripple?

    > > > > > > > >

    > > > > > > > > Is it possible to decouple stuns without a huge overhaul to make ccs separate tool for ANET to control while also keeping damage?

    > > > > > > > >

    > > > > > > > > Would huge overhauls be needed of the builds and skills be needed for this to work?

    > > > > > > > >

    > > > > > > > >

    > > > > > > > >

    > > > > > > >

    > > > > > > > Backbreaker is kind of iconic. It needs both the damage and the CC honestly. IF CC never gets its damage back though I'd change hammer 4 to remove the knockback and have it just be an AoE dps skill with a short cast time that deals more damage, or recharge more quickly, versus crippled foes for synergy with hammer 3.

    > > > > > > >

    > > > > > > > Ele Lightning Rod is Anet F*cking up. The trait allows Ele to continue to deal damage with CCs, not that you should ever get killed by it mind you, but is a perfect example of their 'balance' decisions.

    > > > > > > >

    > > > > > > > Chill and cripple are soft CCs, which Anet is okay with dealing damage, so Necro Chill/cripple just slows you down and doesn't stop you from responding.

    > > > > > > >

    > > > > > > > The whole stun vs stability thing is a huge clusterf*ck right now. Honestly, I'd like to see a return to non stacking Stability, where stab isn't removed per CC, then reduce the durations of all stab sources, like at launch. There was no reason to remove damage from CC while at the same time reducing damage across the board.

    > > > > > >

    > > > > > > Question how dependent on modifiers are you that involve stun? is there a modifier that says when mob is stunned you do 20% dmg more or something.?

    > > > > > >

    > > > > > > If so should they be touched if stun amounts are reduced for something else to make more useful in a less stun dependent environment for warriors?

    > > > > > >

    > > > > > >

    > > > > > >

    > > > > >

    > > > > > Merciless Hammer does 20% more for hammer versus cc'd foes. It also gives 10 Adrenaline per foe you CC.

    > > > >

    > > > > The question then is should merciless hammer be changed? or should CC dmg be incorporated in another way? if stuns and ccs are removed wouldn't it make this trait useless? and that adrenaline thingy that's like life force from nec and charges for guardians special move? how important is that adrenaline gain from that trait?

    > > > >

    > > > > I think before changing something removing a lot of considerations has to be made and I don't really know about warrior since I never played one so maybe clearing this all up will bring ANET here to change hammer somehow for the better.

    > > > >

    > > > > Are there any other considerations to be made in changes to traits alongside this to make warriors function better? how so?

    > > > >

    > > >

    > > > The hammer trait should simply add dmg back to CCs.

    > > >

    > > > Its in a GM slot and competes with 2 very strong GM traits.

    > > >

    > > >

    > >

    > > What trait is it competing with exactly that is competing?

    > >

    >

    > Berserker Power and Might makes right. 2 very good options.

     

    They were before mmr turned useless, 60 hp when u apply might may as well not exist when comparing to damage taken and nerfs to might. I actually find beserker power to be the only useful one now

  13. > @"Shiyo.3578" said:

    > I don't care if little Jimmy wants to play an interactive movie turret engineer build and is mad he can't win as it, that doesn't belong in the game for the sake of "Diversity!".

    >

    > The OPs mentality is actually the #1 reason this games pvp has always been in a bad state and why anet has constantly DELETED entire amulets sigils runes etc. Rules need to exist, too much creativity and options in builds is BAD.

     

    Sure it can exist, why couldnt it? It's just up to a competant design and balance team to create a fun, effective non spammy playstyle that doesnt carry the players but unfortunately that seems to not be the team in question lol.

  14. Yeah tele hacks are common now. I see the same guard insta tele after death to mid all game, rangers teleporting all over in a manner that would make a thief jealous. There are odd times a player goes down and desyncs not of his doing and not their fault but theres also players that can never be cleaved while in downstate as the desync as soon as they enter downstate and rsync when they rez. If also had players that only register a percentage of damage,u can sit back in arena and frequently see this as a player is getting grossly out played u can watch their boons and hp and watch how even though their getting outplayed they never drop more then 20% hp as if have the hits arnt registering on them. I've seen a ranger in arena 3v1 and 2 players went down and the third gave up all while they battered the ranger and its hp only occasionally moved a small percentage, like do these players really think people don't notice lol. The best is at start of a game u infiltrator arrow to ur home node and find a necro already capping it lol. Games a meme at this point.

  15. In the end whether condi thief is toxic and op is irrelevant when more than half the rosters meta builds are also brainless carry toxic spam builds, so removing condi thief accomplishes nothing really. The whole roster needs a complete rework and rebalance by a team that actually knows what their doing, that's the only way to save this games trash heep they call pvp

  16. > @"Starbreaker.6507" said:

    > I wonder how many of those are people who genuinely want to PvP as opposed to ones just grinding out the last x number of wins to get their legendary?

     

    Or just their daily.

  17. 100 agree, it could be saved but won't be, going by what development has released and the quality of it either anets working off low resourses or has allocated them elsewhere. They may want to improve thing but just can't due to lack of resources or are working on delivering a different project in near future non gw2 related which is my bet. I'd guess cantha is going to be a smaller in scope expac that will feel rushed over all.

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