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Fueki.4753

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  1. Your post manages to completely miss the primary reason why many still play Warrior despite its objective shortcomings and over a decade of neglect: People have fun with it. We certainly would love if Warrior was improved mechanically, but even without that, we still enjoy it for what it is. You may not be one of us and that's fine. Assuming a deep deep horse stance is not for everyone. There are eight other professions to choose from and have fun with instead.
  2. I'd love being able to camp Water and do fine dps. I've put out a few ideas on how to make Water better for DPS without infringing on its primary healing role in another thread.
  3. Learning the mechanics of bosses and playing around those is fine. At least to me that's fine. But that's fundamentally different from bloating the HP bars of the most recent fractal bosses. A bloated HP bar is not a mechanic. It's an arbitrarily over-sized number that tries to goad players into high performing builds, rather than the builds they personally enjoy playing. And that should not be the case in T1 (and only to a limited extend in T2). Yet sadly, this is the case and thus turns away players, who could otherwise enjoy fractals.
  4. Whether Digimon is a "Pokémon clone" or not is debatable, but there are/were a handful of Digimon MMORPGs. This means, lining up "Pokémon clones" with MMORPGs is indeed possible.
  5. I love how almost everyone so far is willing to trade away Junksworn.
  6. Does Mechanist count for this thread? I'd gladly sacrifice that, if it means Junksworn moves onto Engineer and we get a support elite specialization for Warrior. Even without involving Mechanist, I'd gladly get rid of Junksworn for a support specialization. After hypothetically getting a support specialization, I'd also trade some of staff's healing potential for more damage on staff. Other than that, Warrior doesn't have anything left that can be "sacrificed" without crippling the profession even further.
  7. Are you really coming with an argument that basically means "the vast majority of players are irrelevant"? Because they certainly aren't. If anything, they are far more important than the tiny top end majority. They have mastered their class and have gotten intrinsic rewards enjoying their professions over these years. What does it matter them, that other players find enjoyment in different way or pull similar numbers? Their "work" doesn't go away. If anything, an "I played for longer, so I'm entitled to better numbers" attitude is more of an issue. And if a player insults another, that's not an issue of weapon tuning and thus should be reported to the appropriate
  8. Maybe you shouldn't restrict your interpretation of rewards to only extrinsic things like big numbers or boons. Rewards can also be intrinsic, like simply having fun. Some people enjoy it to put more effort into their gameplay and are intrinsically reward by doing so. Other people enjoy other play styles and thus are intrinsically rewarded by playing in said different ways. And it seems to me, that your idea on rewards is too lop-sided towards the extrinsic side. I have more fun playing Warrior than the other professions, so Warrior already is the most rewarding profession for me. But if Warrior got its mechanical issues addressed (which I doubt will be done anytime soon) and it'd be even more fun for me, I certainly would like that.
  9. The players who want to put more effort can simply use weapons that require more effort then. Only making weapons for the "effort enthusiasts" alienates everyone else. What one considers fun usually is not related to wanting to feel pain. Warrior simply is more fun to me than the other professions.
  10. And why shouldn't they play that way? If people enjoy playing the game that way, that's fine. Rotations aren't fun for everyone.
  11. I would not go as far as completely scrapping the not-a-sabre. But it should be a Shroud-like mechanic using Adrenaline as it's resource, similar to Druid or Harmbinger. Since it'd use Adrenaline. the Flow and the Charge mechanic get removed. With no Charges, Artillery Slash can be removed as well. Cyclone Trigger becomes the new #3 ability and Break Step becomes the new #4 ability Dragon Slash Whiff then gets turned into the new #5 ability, which can get modified via traits. Dragon Slash Whiff would consume all Adrenaline and trigger Burst traits. Of course, this iteration of Junksworn would have access to weapon swap.
  12. Using Guardian as an example in a discussion about proposed Warrior changes doesn't actually bolster any argument. Guardian has generally been treated more favourably than the other professions. Meanwhile, Warrior in GW2 has been treated far worse than every other profession for over a decade at this point. Considering the disparity in treatment, just hoping that Warrior gets some positive scraps already is a lot.
  13. Improving the textures may be nice, but I'd rather not see the armour pieces I use getting bloated with more details. I like my gear being nice and simple, instead of being over-designed trash.
  14. And this train of thought completely ignores that most players primarily playing T1 (and to some extend T2 players) do not "follow the powercreep". They certainly get the occasional bump in power increase, if something they use happens to be buffed, but most of them (at least in my experience) do not adhere to the power-creeped builds and play styles that Arenanet promotes with their changes. Thus, the bloated HP bars in T1 (and to an extend T2) completely fail to be tailored towards most players that primarily play T1 (and T2).
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