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DanAlcedo.3281

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Posts posted by DanAlcedo.3281

  1. > @"Virdo.1540" said:

    > > @"DanAlcedo.3281" said:

    > > If the heal would actually good then MAYBE it could see play?

    > >

    > > Its like a 1,3k heal every 3 seconds in WvW.

    > >

    > > It could be 3 times as much and i would still not play it.

    > >

    > > Or it could trigger every second with the same healing?

    > >

    > > Nah would still not play it over echo.

    > >

    > >

    > >

    > >

    > >

    >

     

    >

    > i mean its not even healing the herald itself. only allies...

     

    Whaaaaaaaat!? Realy?

     

  2. > @"Axl.8924" said:

    > > @"DanAlcedo.3281" said:

    > > > @"Axl.8924" said:

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

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

    > > > > > > @"Lan Deathrider.5910" 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's Power for +7% damage per bar of adrenaline spent _when you hit_ and Might Makes Right, which gives healing and endurance per might stack gained.

    > > > > > >

    > > > > > > CCs need damage back, or Anet at least needs to acknowledge that not every CC needed its damage removed and return damage to some skills like Backbreaker and Earthshaker. If they absolutely refuse to do that then I'd like to see the bleed stacks on Body Blow increased to 4 and for Unsuspecting Foe to cause confusion when you strike a CCd foe with no CD.

    > > > > >

    > > > > > Wow had no idea that dmg was that bad on hammer. So tell me then does berserker power make up power wise for the lacklusterness of merciless hammer? or guess no since you guys are lacking in appearance in PVP? I'm guessing no since i keep hearing that few to no warriors seen.

    > > > > >

    > > > > > If so maybe they should revise that whole CC doing no damage and reinstate the old version.

    > > > > >

    > > > > > Would those bleeds be enough on body-blow to make warrior with hammer viable?

    > > > >

    > > > > Warrior Dmg is so low, minstrel gear is meta in WvW.

    > > > > Because, if you cant do dmg at least increase the "meh" healing.

    > > > >

    > > > >

    > > >

    > > > What kinda survivability do you have with the healing? that's really disappointing if even with minstrel the healing doesn't make up with huge survivability if not.

    > > >

    > >

    > > About 2,5 to 3k group healing per shout. And you play between 3-4 shouts (one from a trait).

    > >

    > >

    > > The Healing warrior can do is a nice extra to every group but not even remotely close to a actual support class.

    > >

    > >

    > > But if the question is 2k power for 3 more dmg or 2k healpower for 2k higher healing, the answer is obvious.

    > >

    > >

    > >

    > >

    > >

    > >

    >

    > 2.5k for healing isn't great that's for sure but if you can do all of them at once and have on low cd that almost comes to a meaningful amount 10k for instance i don't think would be meaningless if you could hit multiple shouts and heal your whole team but if they have long CDs and I'm going to guess they probably have 40+ sec CDs then no even 30 sec is too high, unless you have something that really amps up the healing on shouts by a lot more.

    >

     

    CDs are 24/20/60/25

     

     

  3. > @"Axl.8924" said:

    > > @"DanAlcedo.3281" said:

    > > > @"Axl.8924" said:

    > > > > @"Lan Deathrider.5910" 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's Power for +7% damage per bar of adrenaline spent _when you hit_ and Might Makes Right, which gives healing and endurance per might stack gained.

    > > > >

    > > > > CCs need damage back, or Anet at least needs to acknowledge that not every CC needed its damage removed and return damage to some skills like Backbreaker and Earthshaker. If they absolutely refuse to do that then I'd like to see the bleed stacks on Body Blow increased to 4 and for Unsuspecting Foe to cause confusion when you strike a CCd foe with no CD.

    > > >

    > > > Wow had no idea that dmg was that bad on hammer. So tell me then does berserker power make up power wise for the lacklusterness of merciless hammer? or guess no since you guys are lacking in appearance in PVP? I'm guessing no since i keep hearing that few to no warriors seen.

    > > >

    > > > If so maybe they should revise that whole CC doing no damage and reinstate the old version.

    > > >

    > > > Would those bleeds be enough on body-blow to make warrior with hammer viable?

    > >

    > > Warrior Dmg is so low, minstrel gear is meta in WvW.

    > > Because, if you cant do dmg at least increase the "meh" healing.

    > >

    > >

    >

    > What kinda survivability do you have with the healing? that's really disappointing if even with minstrel the healing doesn't make up with huge survivability if not.

    >

     

    About 2,5 to 3k group healing per shout. And you play between 3-4 shouts (one from a trait).

     

     

    The Healing warrior can do is a nice extra to every group but not even remotely close to a actual support class.

     

     

    But if the question is 2k power for 3 more dmg or 2k healpower for 2k higher healing, the answer is obvious.

     

     

     

     

     

     

  4. > @"Lord of the Fire.6870" said:

    > I started again with ranked PvP since it is 5vs 5 again . The start was very good nut now tank builds everywhere . I mean I'm not the best warrior and I know the so called 'Fire Weaver' can tank with focus and guard with aegis but I had a scourge and a daredevil tanking 20k dps directly into the face without their HP even dropping 1%.

    >

    > This is absurd

     

    Drop Warrior. Not worth it.

    Maybe in 6-8 month.

  5. > @"Axl.8924" said:

    > > @"Lan Deathrider.5910" 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's Power for +7% damage per bar of adrenaline spent _when you hit_ and Might Makes Right, which gives healing and endurance per might stack gained.

    > >

    > > CCs need damage back, or Anet at least needs to acknowledge that not every CC needed its damage removed and return damage to some skills like Backbreaker and Earthshaker. If they absolutely refuse to do that then I'd like to see the bleed stacks on Body Blow increased to 4 and for Unsuspecting Foe to cause confusion when you strike a CCd foe with no CD.

    >

    > Wow had no idea that dmg was that bad on hammer. So tell me then does berserker power make up power wise for the lacklusterness of merciless hammer? or guess no since you guys are lacking in appearance in PVP? I'm guessing no since i keep hearing that few to no warriors seen.

    >

    > If so maybe they should revise that whole CC doing no damage and reinstate the old version.

    >

    > Would those bleeds be enough on bodyblow to make warrior with hammer viable?

     

    Warrior Dmg is so low, mintrel gear is meta in WvW.

    Because, if you cant do dmg atleast increase the "meh" healing.

     

     

  6. If the heal would actually good then MAYBE it could see play?

     

    Its like a 1,3k heal every 3 seconds in WvW.

     

    It could be 3 times as much and i would still not play it.

     

    Or it could trigger every second with the same healing?

     

    Nah would still not play it over echo.

     

     

     

     

     

  7. > @"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.

  8. > @"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.

     

     

  9. > @"Tayga.3192" said:

    > > @"DanAlcedo.3281" said:

    > > What is the most balanced class currently in your opinion?

    > > Answers like "none" dont count.

    >

    > Most balanced? Probably rev or necro.

    > You can play almost all legends and any specializations in rev, same goes for necro. There are some unhealthy parts of them, but they are the pinnacle of balance and every class should be on their level.

    >

    > > @"DanAlcedo.3281" said:

    > > Its very easy to tell whats unbalanced and whats balance.

    > Apparently it's not that easy.

    >

    >

    > > Add that Warrior has no BS like ports, stealth, range, attacks with no tells etc.

    > idk why these are considered "bs" but ok.

    >

    > Attacker's Insight gives a lot of free stats, same goes for Forceful Greatsword.

    > Greatsword F1 damage still doesn't scale with adrenaline, only fury duration scales.

    > Full Counter is still an overloaded skill, and coupled with one of the best ways to apply immob in this game (No Escape) it becomes kind of ridiculous. Try playing anything with minions (like mesmer clones) and tell me this skill is fine.

    > If No Escape is fine, idk why they removed mesmer's Chaotic Interruption from the game. Warrior benefits way more from immobing + dazing. It makes any daze into a stun.

    > Dagger 3 has almost no animation to it, especially in melee.

    > I am not saying warrior is op or broken, but I'd rather they fix these and buff ranged options for warriors, since both rifle and longbow are very bad.

    >

    > > And Warrior is currently at the lowest spot.

    > > If Warrior isnt Balanced then Engis are literal Gods.

    > If warrior was balanced it wouldn't be at the lowest spot, lmao. It would be equal to rest of the classes.

    >

    >

     

    Rev is balanced. What? You are trolling right?

     

    Warrior needs a slight buff, then everything else needs to be nerfed to its level.

     

     

    For me, B Tier is Balanced. Warrior is C Tier.

     

    Rev is S Tier.

     

    And if Spellbreaker is so good and Unbalanced, why does it see no play.

     

    Why are warrior mains quiting the game over how useless/boring it has been since Feb with no hope in sight?

     

    Warrior Dmg is no nonexisting, Minstrel is Meta in WvW. F ING MINSTREL!

     

    I had literally a friend log in yesterday since feb to see if Warrior is good again.

     

    He logged off 5min later.

     

     

     

     

  10. > @"Supreme.3164" said:

    > > @"DanAlcedo.3281" said:

    > > > @"Tayga.3192" said:

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

    > > > > You want a fun balanced gameplay?

    > > > >

    > > > > Make a warrior only week.

    > > >

    > > > And see how unfun to play against warrior is, especially when there is nothing to keep them in check.

    > > >

    > > > I love how biased some warrior mains are, calling their class fun to fight.

    > >

    > > What is the most balanced class currently in your opinion?

    > >

    > > Answers like "none" dont count.

    >

    > Your question has no real answer...each player will always point at his own class as example of perfect balance, eager to list their weaknesses....never the strengths , while doing the opposite with other professions

    >

    >

     

    Its very easy to tell whats unbalanced and whats balance.

     

     

    If not, tier lists would not exit.

     

    And Warrior is currently at the lowest spot.

    Add that Warrior has no BS like ports, stealth, range, attacks with no tells etc.

     

    If Warrior isnt Balanced then Engis are literal Gods.

     

  11. > @"Mil.3562" said:

    > OMG I suddenly I remembered that I asked this before and I found these replies in another thread. But still I don't quite understand how they work.

    >

    > The Thread is here > [https://en-forum.guildwars2.com/discussion/87493/whats-next-after-antitoxin-rune#latest](https://en-forum.guildwars2.com/discussion/87493/whats-next-after-antitoxin-rune#latest)[](http://)

     

    If something gives +10 Healing Power then its exactly the same as +10 Healing.

     

    Its just old runes vs updated/new runes.

  12. > @"Tayga.3192" said:

    > > @"DanAlcedo.3281" said:

    > > You want a fun balanced gameplay?

    > >

    > > Make a warrior only week.

    >

    > And see how unfun to play against warrior is, especially when there is nothing to keep them in check.

    >

    > I love how biased some warrior mains are, calling their class fun to fight.

     

    What is the most balanced class currently in your opinion?

     

    Answers like "none" dont count.

  13. > @"Shiyo.3578" said:

    > > @"DanAlcedo.3281" said:

    > > > @"Shiyo.3578" said:

    > > > > @"Tayga.3192" said:

    > > > > Guild Wars 2 matchmaking is balanced around 50% winrate.

    > > > >

    > > > > https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm

    > > >

    > > > When I was nearing Plat2 it put me against the #1 on the leaderboard with another legendary duo he queued with. I was with all golds and lost 0-500. I lost 29 points

    > > > Next match I win and gain 12 points.

    > > > You think this made me want to keep playing? Nope, I stopped.

    > > >

    > > > At 50% win rate, if I keep playing, I'll eventually drop down to gold. For most people, playing will make them drop down to gold. 50% win rate ensures nearly everyone is stuck in gold.

    > > > That means the matchmaker does not function with the current ranking/division system.

    > >

    > > So you are saying that the system thinks you are gold level an tries to get you there. And thats wrong?

    > >

    > > Also. Having the majority of the playerbase in gold (the middle) makes perfect sense.

    > >

    > >

    > >

    >

    > My win/losses;

    > +16

    > -25

    > +16

    > -23

    > +13

    > +12

    > +11

    > +12

    > -29

    >

    > 50% win rate would mean I'd do nothing but tank my rating despite playing vs equally skilled(plat) players. It's an anomaly of game design.

    >

    >

     

    Ok. Lets see.

     

    +80 and - 77.

     

    Looks perfectly balanced for me.

     

    I believe whats wrong here is that you think you are a Plat player but the Matchmaker thinks you are Gold.

     

    The reason you play alot of plats is simply low player numbers at the time you are playing and you (maybe) being like Gold 3.

     

    What time and timezone are you playing at?

     

     

    Also here is my experience with the matchmaker.

     

    https://imgur.com/a/NVpQnSe

     

     

  14. > @"Shiyo.3578" said:

    > > @"Tayga.3192" said:

    > > Guild Wars 2 matchmaking is balanced around 50% winrate.

    > >

    > > https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm

    >

    > When I was nearing Plat2 it put me against the #1 on the leaderboard with another legendary duo he queued with. I was with all golds and lost 0-500. I lost 29 points

    > Next match I win and gain 12 points.

    > You think this made me want to keep playing? Nope, I stopped.

    >

    > At 50% win rate, if I keep playing, I'll eventually drop down to gold. For most people, playing will make them drop down to gold. 50% win rate ensures nearly everyone is stuck in gold.

    > That means the matchmaker does not function with the current ranking/division system.

     

    So you are saying that the system thinks you are gold level an tries to get you there. And thats wrong?

     

    Also. Having the majority of the playerbase in gold (the middle) makes perfect sense.

     

     

     

  15. I still dont understand the reason to change the shroud mechanic back.

     

    It wasnt needed in Openworld, especially because necro already had the best openworld build in the game with reaper.

     

    Sure, Scourge wasnt a top dog dps spec but the dps was ok while being an ultra hard carry for every raid/strike group.

     

    It needed nerfs in WvW.

     

    In PvP it maybe needed a Buff but thats the only place.

     

    Sooooo.... why make this change when it was not needed in 3/4 gamemodes?

  16. > @"Lightning Xv.8705" said:

    > > @"DanAlcedo.3281" said:

    > > > @"God.2708" said:

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

    > > > >

    > > > > About the elite glyph.

    > > > >

    > > > > Standing still for 1 second because of imob is a death sentence in most zerg fights.

    > > > >

    > > > > Who thought that standing still for 7 seconds is a good idea?

    > > >

    > > > This probably speaks to a lot of things, but you do not actually have to stand still in order to channel it. It's a moving channel akin to warriors winds of disenchantment, except on an unmoving location.

    > > >

    > > > Quite honestly it is one of the strongest skills in WvW all things considered, Huge Radius, Huge Range, Absurd effects (Seriously, look at what it does both in CA and Out), on 10 Targets. It not being enough to make druids playable says a lot about what sort of position druids are in.

    > >

    > > Are you sure you can walk while channeling?.

    > >

    > > Pretty sure you cant but i will test it when i get home.

    > >

    > >

    >

    > Yes it can be channeled while moving. Its really good in the non CA form because of condi immunity. Its just difficult to use in Wvw. You can try to time it for when a driver wants to stop and bomb at their feet during a push or when ramming gates where no ones moving. Otherwise most combat is to mobile and you will hardly get any effect out of it. If it was a mobile field around the druid....might be a tad strong.

    >

    > I feel like the pet is of no use to druid and it kinda needs the soulbeast no pet route. Channel spirits or some kitten for better healing/cleanse/buff options in your F skills maybe.

    >

    > Sun spirit- cleansing and damage boons

    > Stone Spirit- Aegis +something maybe reflect?

    > Frost Spirit- inc damage reduction buff and healing

    > Storm Spirit- superspeed? quickness?

    > Nature Spirit-stability and resistance?

    >

    > Staff tweaks?-

    >

    > Idk kitten to do with the auto

    > Astral whisp- Summon a whisp(s) around you that heals allies and cleanses a condition as it passes through them

    > Ancestral Grace- This probably just needs the evade back and protection to allies instead of pet. Maybe heal allies you travel through?

    > Vine Surge-Send forth vines that immobilize enemies and cleanse conditions from allies. Heal allies for each condition removed.

    > Sublime Conversion- I think this needs some kind of flip over skill. Don't know what would be better a big heal, chunky cleanse, or some kind of aoe boon application like stab or resistance?

    >

    > I have tried to make druid work in wvw on many occasions but it is just so outclassed by what the others bring to the table...( I don't count the immob meme build)

    >

     

    Staff:

     

    1. Auto can now target allies. (Tf2 medi gun)

    2. Is now a groundtarget.

    3. Evade back

    4. Is ok.

    5. Field bigger and longer. Pulses Aoe Regen and heal in a the area when a projectile is absorbed.

     

     

     

     

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