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Nennius.9627

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  1. Warrior is my main, around 2k+hours of play, it was what hooked me into the game, kept me playing for years, using various templates for various roles in multiple gamemodes. But one thing IS the fun factor of this class and it is the big freaking greatsword as in each swing a fight can be decided, in each dicey situation spin to win is the solution, on a big crowded moment is a big aoe oportunity. Then why tf gs is so pathetic on warrior and keeps getting worse? i got back to the game after months from the last patch with all the banner drama and find our there is an awesome spb hammer build, and after a few weeks i realized i had a freaking eternity and saw no reason for using it, even for openworld builds, in wvw nerfed. How it is now: It's a clunky usage with some barely usable skills that either takes to long, does nothing at all or roots you in place. switching to gs is almost always a dps loss at the cost of a fluid transition between weapon camping and fun factor. How it should be: Something to be actually excited about! "woah, i can't wait to finish work and log in to play my daily content with some juicy slashes and spins with my new GS skin and not be kicked from groups by my weak dps metters even tho i'm hitting skill ceiling" How is warrior the weapon master of the game if power only works with axe decapitate and whirlwind plus hammer and now a few dagger skills (that are entirely bugged in the current patch)? maces are still useless and gs is clunky with too many drawbacks. Skill 1: Warrior isn't a great provider of vulnerability. only a few stacks of it with axe 2 and 1 per hit on gs skill 1. i mean, these numbers could be improved a bit right? just to make it noticiable? Also from a Norn perspective, the animation is bad. i feel like i'm swinging a baseball bat, not a greatsword i mastered to then finish with a sloppy thrust. i mean asuras body movement complement their size to swing weapons, norn should atleast showcase their size? or how at ease they can swing it? Skill 2: Hundred blades must have its numbers improved. it should AT THE VERY LEAST hit as much as axe 5. Axe 5 hits 360º radius (in some situations is perfect like arkk's fear) you are not rooted in place with fast animation and a combo finisher. Hundred blades means a dps loss, roots you in place and attacks in a cone. Again, it should atleast hit as hard as axe 5 or even more due to the drawbacks. Skill 3: maybe target that was hit gets all the damageable hits? cause it only works if u'r stucked in place somehow and makes it feel clunky Skill 4: I don't need a slow, ugly weak freaking projectile skill that gives cripple and less than half the time actually menages to hit twice, just for the sake of legendary projectile animations, AND that looks like throwing away ur weapon to just reapear on ur hands on the next skill. honestly, having a single ranged skill is an interesting idea, the implementation is mild, is tasteless. maybe a slash skill dragontrigger like but small and on vertical. maybe a skill inspired like good old cabal online warrior's Seismic wave engraving the sword to the ground slashing upwards and dealing slow on close range and criple on long range. Skill 5: This is a decent gap close. it sometimes combos with skill 3 when u need to dodge away a hit or mechanic and get back to the frail. But in a rotation is always a waste of time and dps loss, specially on berserker as hundredblade doesn't even fill the entire adrenaline bar by itself. this skill should have an added/different effect when face to face with a target. a different animation/hit decent dmg to cover the last bit of adrenaline before the burst skill usage. so then its worth using it as a gap close and when in close combat and getting rid of the clunkyness. Arcdivider: Why did you butcher my boy? the point of it having 3 big slashes is what differenciate an ELITE specialized weapon master from the core single spin arcing slice. And as other ppl stated, now the tired warrior timidly spin his arc divider once thinking his getting a dps boost and still getting kicked by hitting the skill ceiling and doing a mediocre, clunky and tasteless job as a dpser by all the reasons previously mentioned. Patch after patch feels like the devs behind balancing and skills have a grudge on warrior archetype. Bladesworn is a weird take on what a warrior should be and does the easiest and highest dmg and now passively gives stable alac while other classes like druid and scourge are currently strugling with it with 100% boon duration. Many ppl might see this and think i'm just being silly, but all these words comes from an avid and experience gw2 player's heart.
  2. i'm really curious about what the dev team goal is with how the classes and balance should be while we walk towards it. Taking uniqueness from classes to match the existing boons so that each class can fill each role their unique way is something i can definetly get behind. but my corcern is how. Guardian, engineer and necromancer are overpower, so do we weaken them to the point they are as clunky and inefective as the other are right now (probably not since that would take too much from the quality of diversity and end gameplay we have today) or do you make the other classes able to keep up with those 3? (but then, it seems to have a conflict in achieving this since you give something and take 2 others back in the end making it less viable) After playing gw2 for years and never managing to make my mmorpg friends play it, while also having experienced other 20+ titles, i've been reflecting on how GW2 issues between contents in the game (endgame pve, open world pve, casual pve, wvw, spvp) what hurts the balance in wich ends with so much conflict, my conclusion is: Guild wars 2 is a game with a GREAT design, but it was never designed to be this GREAT. The open world build up with exploration, events, world bosses is great. wvw is great. structural competitive pvp is great, raids and progressive fractals is great, the story telling living seasons and expantions are great, the core design tho for the classes was never designed to achieve the actual greatness the game has today. guardian, engineer and necromancer probably are broken classes, because they are the core classes that allowed the game to progress, while the other ones have fundamental flaws that prevents the game from being balanced. they need to give up on the old view of the core classes, core trait lines and rework it to match the current state of the game. So each class will have their unique way to have multiple viable builds to play condi dps, power dps, range dps, melee, dps, great full support or hybrids. the depth and efficiency will depend on the gamemode and the player. Example: Warrior A warrior has basically to pick in between playing banners, signets, shouts, stances or active cc skills. rework on that. make it so that banners are apart from utility skills, so support/heal warriors can run shouts, tactics and banners, a full minstrel pvp/wvw warrior would have even more to do with banners plus shouts strips as a spellbreaker etc. a berserker diviner's warrior could play with banners and warhorn axe decapitate all the way as the current alac ren. maybe even a cele condi zerker banner warrior bow/sword/warhorn+shouts as the current condi quickbrand, a full optimal power high crit dps bladesworn. maybe you could do stances in the same way replacing banners giving passively its respective boon every 5 seconds with a static cooldown each time the warrior is on combat, running balanced stance would be great paired from signets since warrior has tons of animation locks. if you guys wanna double down in making the other classes as good and viable as the broken 3, you guys should be open to rework the fundamental core of the classes to a more creative and flexible to match how great the gameplay is today compared to when it released in 2012.
  3. Killing all the mobs before talking with tonn worked out fine for me. Had to use aoe skills to unbug some units from inside the towers, 3 kraits that were lurking under water neart the second tower and kept behind the mamox waiting them to lure the unavoideable wave of spiders. The tip to run uphill after the third tower was good, menaged to kill just a few mobs and the quest cleared.
  4. 16/02/2020(dd/mm/yy)Just got to this quest and it is still bugged. i read all the comments and i believe up to this point arenanet menaged to fix the one wich tonn doesn't talk after blowing the 3 towers. But i still got stuck in the second one. Since i'm still in my first try i went through it normally with the NPCs and killing the mobs, after tonn exploded the second tower he got stuck there while the caranavan kept moving to the third tower. I thought he would move eventually so i killed everyone in the third tower, ressed everybody and the cow/bull/whatever stayed behind uphill not moving and tonn is still there stuck where the blown second tower was. tried luring some mobs that weren't agroed before to him, but after killing them tonn just walks to the second tower spot and stays there... guess i'll have to zone out, come back again, waste half an hour killing tons of useless mobs in hope it doesn't bug again...
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