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Posts posted by Mighty Cole.7849
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Healing Signet was nerfed too hard. The passive base heal should have been reduced to 326 to match the healing potential of Mending. It would have created more diversity in builds and the only trade off would be whether you wanted to clear conditions or have access to resistance. Mending would still synergize better with Peak Performance, whereas Healing Signet would benefit from Signet Mastery. Right now, it's too anemic regardless of what build you're running.
It's never a good sign when the paradigm is, "Choose this skill because it doesn't suck as much as the other skills". :wink:
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Did you guys see this? [Job Application](https://boards.greenhouse.io/arenanet/jobs/2516806)
Now we know :smile:
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I'm sorry everyone. I have angered the gods and thus they have smote us for our impudence. :disappointed:
Personally, I don't see this as a "balance patch". They picked a few skills from 7/9 classes, changed the coefficients slightly and called it a day.
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Here is another quote that has me dumbfounded.
> @"Cal Cohen.2358" said on January 31, 2020:
> The goal here is to have better flexibility to fix problems in a timely manner.
The February 25, 2020 patch placed extremely long cooldowns on traits that were over performing as a means to sway people away from using them until they could be fixed properly. I'm not advocating for the validity of those traits nor am I saying that the increased cooldowns were wrong. I do, however, feel like 9+ months of waiting for a fix doesn't falls in to the "timely manner" category. But then again, maybe I'm just being impatient.
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Does @"Cal Cohen.2358" still work for ArenaNet or was he one of the unfortunate people that received a permanent unpaid vacation?
I know they let a lot of people go, but I can't remember if his name was on the list. :neutral:
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> @"Cal Cohen.2358" said on January 31, 2020:
> ### Future Balance Cadence
> This patch is unusual in that it’s more about establishing a new paradigm than it is a regular balance update, and the result is a giant set of changes. Moving forward with competitive balance, we want to make smaller adjustments more often. The specific cadence for balance will always depend on our overall release schedule, **but ideally it will be closer to every 4-6 weeks**, while still having the opportunity to make minor tweaks outside of the regular balance update. The goal here is to have better flexibility to fix problems in a timely manner.
So is that in metric weeks or imperial weeks?
All joking aside, it's been over 20 weeks since the last balance patch and nearly a year since the cd's of some traits were increased to 300s as a place holder.
I understand 2020 has been a very difficult year and there have been many setbacks, but come on, this is getting ridiculous.
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Also, your build is using Superior Sigil of Smoldering on both your sword and torch, that is a no-no. Using two sigils of the same type on a weapon set doesn't double their effect. I think you already knew that and accidently clicked another smoldering sigil instead of agony, but I thought I'd mention it just in case. :wink:
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I'd recommend replacing Banner of Discipline with Banner of Strength. Your character will hit 100% crit chance with fury so there is no need for the extra precision. I think the extra power and condi damage will give you more bang for your buck over the extra ferocity. Other than that, looks like a pretty solid PVE build. You're going to be really squishy though so you'll have to keep on your toes and kill mobs quick. :)
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This is pretty much how I feel every time I step out of spawn on my warrior now...
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@"Fire Attunement.9835"
So what's the angle? Is this going to be like shared inventory slots?
E.g. You buy slots from the gem store for each item you want to place in the armory.
If so, how much? 300 gems, 500 gems, 800 gems.... 2000 gems
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I would like to see some improvements to the Gift of Battle WvW Reward Track. It was designed to help people get the items they need to make legendary weapons and gear but it only rewards you with two Mystic Clovers. Considering that other reward tracks give the same amount, it makes GoB feel a bit anemic.
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> @"Chaba.5410" said:
> People always looking for someone to blame
I was blamed for losing a keep or a tower (not sure which) last night and I wasn't even in WvW. =)
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This has to be a troll post or the OP was using sarcasm. This patch has plunged us in to a condition/bunker meta. Hopefully, the devs will look in to addressing this now that they have reduced the effectiveness of power builds.
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Defense isn't dead, it's still a strong trait line. However, players won't be carried by _Defy Pain_ and _Last Stand_ like they use to. Until Anet figures out what they are going to do with those traits, I assume people will use _Armored Attack_ and _Rousing Resilience_ if they want to run Defense.
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I feel like the devs got lazy when it comes to the passive traits. I'm completely in favor of removing all the passives. However, instead of increasing the cooldowns to a ridiculously long five minutes (300 seconds), why not change the trait completely.
For example, instead of _Defy Pain_ granting _Lesser Endure Pain_ when the player is struck while below 50% health, how about granting protection for 4 seconds.
That would significantly reduce the strength of the trait but wouldn't make it totally useless for **five minutes**.
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Last night I fought a guy running a full signet build with Defense/Arms/Berserker. I'll admit, he was a pain in the butt out in the open where there was nothing to block his LoS. He killed me a few times on my core axe/shield-gs build, but I was able to return the favor after I swapped to my dagger/shield spellbreaker build. IMO, his build is very situational and would fall flat in most scenarios. E.g. 1vX or against a decent condi player.
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Now everyone will try to log in to WvW simultaneously and cause the server to explode. :lol:
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For me, the number one killer is nodes. I couldn't tell you how many times I've broke in to SMC to farm the nodes only to be met by an unhappy mob. :grin:
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[Magebane Tether](https://wiki.guildwars2.com/wiki/Magebane_Tether_(trait_skill) "https://wiki.guildwars2.com/wiki/Magebane_Tether_(trait_skill)")
Once a player becomes tethered, they are [Revealed](https://wiki.guildwars2.com/wiki/Revealed "https://wiki.guildwars2.com/wiki/Revealed") (unable to stealth) until the tether is broken.
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Bad Design.
- Equipment, Traits and Skills all need to be together as an individual build template.
- Items should **not** be removed from your inventory.
- Absurd money grab
Completely unsatisfied.
_Just my two cents._
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If it's not too much trouble, how about lowering the CD. 30s is too long.
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The warrior's warhorn changes look fine to me. However, I wish the balance team would consider giving warrior hammer #3 _Hammer Shock_ a blast finisher. As it stands, the only way to blast with hammer is if you're in combat and have enough adrenaline to perform an _Earthshaker_.
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![](https://i.imgur.com/tshWu9H.png "")
Asura. With their creepy little smiles and evil looking eyes. Definitely Asura.
Oh wait! This thread is for bias and bigotry, right?
Core Tactics Warrior and Strength Spellbreaker finally got nerfed
in Warrior
Posted
I keep saying to myself that there is nothing left on warrior to nerf but the devs keep proving me wrong.
At this point, it's almost laughable.