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  1. #1
    Player
    Liyonn's Avatar
    Join Date
    Jul 2015
    Posts
    17
    Character
    Liyonn Vargas
    World
    Famfrit
    Main Class
    Warrior Lv 70

    Warrior and paying for skills the other two use for free, among other thoughts

    Okay, so I've been seething with abandon stacks since the embargo ended. Five whole stacks!

    Let's talk about the new kit for Warriors, shall we? Disclaimer: I know tooltips and such are subject to change. If/when they do--and they fix these problems--I'll eat my words

    Onslaught

    At first glance it's the dream skill we've always wanted. It's a gap closer! 15 second cooldown! This will be used all the time! Picking up adds will be so easy with this! But here's the problem: Onslaught is just a Dark Knight's Plunge but costs about as much as a discounted Fell Cleave. Dark Knights get to use Plunge whenever they want to without a cost. Warriors however have to spend 20 gauge to do the exact same ability. It's unfair. It's unbalanced. Sure you could argue "But Liyonn, Onslaught has a 15 second cooldown and has increased enmity! It's a different ability!" So tell me why I should delay a Fell Cleave (Warriors only identifying ability) to do something Dark Knights can do for free? If the goal was to get warriors to Fell Cleave a lot, then why give us an ability that makes us do less Fell Cleaves? Even if we're not supposed to use it on cooldown, we can hardly even afford to use it to pick up adds. 20 Inner Beast is just too darn much for it's niche use. There's already a lack of flexibility in Warrior's new rotation, spending 20 IB for something you can do by just sprinting is rarely ever going to be worth the hassle. There's of course niche uses for the ability and it won't be entirely useless but

    If I am allowed to say how this skill could be made better: Make it cost 10 IB but with a longer cooldown. That's all. Warriors will actually USE a skill the dev team put time and effort in to make. We want to use it, please don't punish us for using it!

    Upheaval

    Here's where Warrior begins to look like a knock-off brand tank. Upheaval is just a re-branded Spirits Within. Same cooldown, same potency, it even has the same HP effect! Woah! Where Paladins could, and still can, use it whenever they wish for free, Warriors on the other hand have to spend 20 Beast Gauge to have the privilege of using the exact same skill. Although it's a very efficient ability cost wise, 150 potency per 10 Beast (Fell Cleave sits at 100 potency per 10 Beast) it seems silly that it's a non-free version of a skill Paladin's have been using for free since A Realm Reborn. This right here is absolutely unfair. I don't mean to sound like a whiny child in the schoolyard but job balance is literally what this game is about. Jobs should feel balanced and well thought-out. At least the animation team did a wonderful job! It's a beautiful ability.

    If I am allowed to offer an alternative I'd say this: Make Upheaval differ when in Defiance and Deliverance, I dunno. Just make it UNIQUE please!

    Shake It Off

    Thanks Obama. You just added insult to injury with this one. The community has mixed feelings about the Berserk change. But one thing that's commonly appreciated is the removal of Pacify. It just hurt when you'd be pacified at the wrong time and that lead to a wipe, ya know? So Pacify is gone! And the crowd goes wild! But then you decide that Warriors still need an ability that is basically a self Esuna. If we had this in Heavensward we would have all cheered and been really happy! However it just seems to all of us that Shake It Off was designed initially as a Pacify-Be-Gone but now that you've removed Pacify there's no real purpose to it. It just takes up space, space you could've used to have given us a wonderful flashy unique ability (maybe given us some party utility back while you were at it)! But no! All it boils down to is saving the healer a single cast of Esuna. And the crowd walks out of the arena...

    It just boils down to wasted space with a rare niche.

    Inner Release

    It's good, beautiful, and makes the job really interesting to play! And here you thought I was gonna be completely negative! There's only so much praise I can give before I just start rambling so I'll just leave it at that. Only problem to me is that it shares a cooldown with Unchained! They're separate abilities, they shouldn't share cooldowns. If you wanted them to be a "one or the other" type of ability give it the Equilibrium treatment.

    Warrior's Party Utility

    Here's the thing that has every single Warrior worried for their spot in progression. All throughout Heavensward Warrior's been a Must-Have for any and all parties. This was a problem! Warrior needs competition for the off-tank-slot in progression groups! But how it was done has only really made Warrior incompatible with any other jobs in the game.

    Storm's Path's damage down debuff was removed. That is at the surface level a good idea. It was one reason why it was necessary. It was pretty over-powered too. But the issue comes in to play when nothing was given back to the Warriors replace it's lost utility.

    Storm's Eye's slashing debuff has been made a staple in Samurai and Ninja's rotations. That is the best thing that could've been done to fix the monopoly problem. But it takes away another unique aspect of Warrior utility with nothing given back in exchange.

    So what utility did Warrior get in exchange for those it's lost?

    ...

    ...

    ...

    A self-Esuna?

    That alone is not enough to warrant Warriors to be worried about their slots being taken by other jobs. No. It's when you consider that Paladin and Dark Knight both got powerful party utility abilities in their new 60+ kit AND really didn't lose anything beyond STR and INT down. Paladin can still Divine Veil, Clemency, Intervention and Passage of Arms. Dark Knight got The Blackest Night, but sadly lost Reprisal to the Cross-Role.

    Warrior is left in the dust. We lost our unique slashing debuff which in itself is a great thing. But we also lost our unique raid-wide mitigation ability in the form of Storm's Path. Not to mention we've gained absolutely nothing new as well. A Warrior being taken in a progression group is beginning to look like it would only hinder a group rather than benefit.

    Overall Damage

    Warrior used to pride itself on being this offensive machine that could use it's defensive abilities to be even more offensive. We could even tough out the hardest hitting attacks with our powerful self-heals. We used to be real berserkers powering through the toughest of challenges. All while dealing intense amounts of damage. But all that seems null and void when our goody-two-shoes rivals, Paladins, are running around flinging huge potency combo-finishers like Goring Blade (over 600 potency) and Royal Authority (370 potency). We warriors have to compete! We can't be shown up on our own turf! Besides Fell Cleave, our highest GCD potency comes in at a whopping...!

    ...

    280 potency. -cue children going yaaaaaay disappointingly-

    Both Paladin and Dark Knight got potency buffs in their main combos. A large buff to Goring Blade, 10 more for Royal and Halone. Dark Knight's Soul Eater hits even harder to boot. But Warrior is left feeling ignored and neglected. Our only potency tweak comes in the form of Inner Beast getting 50 more potency. Exciting in itself but if that's all Warrior is getting we're bound to be left behind in the damage department.

    The tank community's been theory crafting all week and have shown time and time again that 4.0 Paladin outshines both Dark Knight and Warrior in Potency per GCD(PpGCD). I won't go into the specific numbers in this post since nothing is ever final in that regard. But here we thought you learned your lesson from 3.0 Warrior. Don't make a job completely outshine it's competition.

    As of right now the discrepancy is destroying any sense of free-will in regards to tank-choice. Paladin/Paladin is going to be the only way to go if these potencies stay in the same ballpark. That's very un-fun.

    Stances

    Warrior used to make the other jobs jealous of their stance dancing. Off-GCD? No MP Cost? We were kings of the stance dance floor. We could swap any day of the week free of any stress. Oh, main tank died? Swap and provoke! Oh, a new add showed up? Swap! I'm taking too much damage? Swap! I want to deal more damage? Swap! It never mattered when or where in the fight we swapped, it was nice and it was free. So as a square enix employee it sure looked unfair to the other jobs. Yes, most would agree to that. But the fix... oh the fix... I'm beginning to cry just thinking about it. Stance changing costs half of our Beast Gauge! If you want us to swap stances this ain't how to do it. There are very few moments when a Warrior will be at 0 Beast Gauge. And you'll be actively punishing us (not costing us) for changing stances at anything BUT 0 Beast. My OCD cannot take swapping at 10 beast! Being at an awkward 5 Beast just hurts! Defiance already had a 25% damage down. It already requires a healer to do it's job. It doesn't NEED a lazily tacked on "cost" to balance it out. At it's worst it costs an entire Fell Cleave (our job's identity) but Defiance still drops our damage by an unprecedented 30% (5 more percent from losing Deliverance). Other tanks? 15% for Paladin and 20% for Dark Knight. We get punished enough, Square Enix. Don't tack on another punishment for us trying to do our jobs! Many warriors I've spoken to feel as though they'll never change stances in a fight. We're rarely ever at 0 IB, so why should we throw away a Fell Cleave?

    A big part of the fun was having enough stacks to swap into Defiance, pop Unchained, and still deal major damage. Then swap back after you built up more stacks for a Fell Cleave. With the cut-in-half aspect of stance dancing means you aren't rewarded for going into tank stance like a good little tank. Sure if you're at 40 IB you can pop an unchained right away but you're basically building up half IB since you won't be staying in Defiance forever.

    Even Dungeon runs are hurt by this change. You're at 100 IB after that trash pull and you're approaching a boss. But wait, you're in Deliverance! Holding aggro will be tough in Deliverance! So you... throw away an entire Fell Cleave to go into Defiance. That's plainly un-fun.

    If I am allowed to make any suggestions: Remove the cut in half aspect of stance swapping completely. Or if that is nonnegotiable make Defiance only decrease our damage by 15% like Paladins or better yet 10% because it'll end up being 15% because of Deliverance. The stance gives us nothing without an extra bit of work, unlike the other jobs we don't get 20% extra mitigation by being in tank stance.

    Conclusion

    The transition from 2.x Warrior to 3.x Warrior felt smooth and intuitive. It truly felt like a true extension of the job itself. We all know that the goal of 4.x is to make jobs more simplified with less button bloat and raise the skill floor, but this is not at all how it feels regarding Warrior. Warrior has been made even more convoluted than ever before. It just isn't intuitive anymore. The Fell Cleave-onomy is in a recession! It's looking bleak! Invest your Fell Cleaves now before they're lost in the great stance swap of 2017! I just pray that the media tour numbers are changed come early-access. We lost our major identity with the cutting of Bloodbath. Bloodbath was iconic for Warriors and we lost a major part of our utility as well. Our self healing was powerful but now it costs too much to enter Defiance to use Equilibrium in a pinch. The only thing we have left going for us is our Fell Cleaves, but Fell Cleaves don't bring much in the way of party utility... If I started rambling I apologize, I'm getting really sleepy. I'll edit this tomorrow if there are some major mistakes or other concerns are made known to me.

    Please, Square Enix forum team, we all ask that you pass these concerns on to the Dev Team. We believe these are legitimate issues of the job itself and hope they are already known and are being/have been worked on.
    (43)

  2. #2
    Player
    SerahFarron's Avatar
    Join Date
    Feb 2014
    Location
    LIMSA LOMINSA HAH HAH HAH!! A SIGHT FOR ME SORE EYES
    Posts
    35
    Character
    Heavy Hatchling
    World
    Midgardsormr
    Main Class
    Warrior Lv 80
    Well said, hopefully the devs see this thread because you pretty much summarized everything that's wrong with Warrior at the moment.
    (4)

  3. #3
    Player
    Bec's Avatar
    Join Date
    Jun 2017
    Posts
    29
    Character
    Akiva Myriam
    World
    Famfrit
    Main Class
    Gunbreaker Lv 90
    That last bit especially, losing a GCD and having to push your rotation back one (or two for pld assuming you swap back) is nothing compared to having to change your entire berserk contents, losing a fell cleave or two, or waiting two or even three combos to do the same rotation. It frankly just feels bad.
    (5)

  4. #4
    Player
    Tovaras's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    34
    Character
    Y'ser Tovaras
    World
    Cactuar
    Main Class
    Marauder Lv 70
    People who dismiss the WAR complaints about stance dancing haven't put the thought in to see what the true cost of losing half your gauge means. We're talking 50 points, or two combos, or 6 GCDs when you swap from 100 points.

    "But then spend all your points before swapping."

    That puts us in another poor situation where now we are stuck rebuilding stacks in Defiance with a damage penalty. The 20% damage penalty over 6 GCDs to get us to 50 in Defiance for an Inner Beast would be an even larger potency loss than the loss of swapping from 100 down to 50 to have 50 left to Inner Beast.
    (5)
    Last edited by Tovaras; 06-05-2017 at 02:03 PM.

  5. #5
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    First, off all your complaints comes from an assumption that you should be focusing on dps. Warriors are not DpS, they are tanks and many of the new additions are their to help them focus on that.
    Onslaught - This has a cost so that it is used as a utility rather than an oGCD dps boost. Not knowing the enmity multiplier I'm going to guess it will be around x3. In this case, you would be trading 200 potency worth of damage for a faster engagement time than using the gauge for upheaval.

    Upheaval - You focus on using it during Deliverance when you should be looking at it when in Defiance. Upheaval is intended to be used when you have extra Beast gauge during Defiance but do not need/want to spend that gauge on Inner Beast. Spending gauge on Upheaval instead of Inner Beast is a 60% gain before factoring in that it is off GCD.

    Shake It Off - Considering that Healers will not be guaranteed to have Esuna, Esuna and Wander's Peon only cure 1 debuff and that SB could be far more debuff heavy than ARR or HW, this should not be undervalued. This one ability makes getting hit by a debuff overload such as Bad Breath and minor annoyance rather than anything problematic.

    Inner Release - From what I can see based on the preview videos, this ability does swap out automatically based on stance like Inner Beast/Fell Cleave, Steel Cyclone/Decimate will. Also the Stun, Sleep, Bind, Heavy and forced movement immunity should not be discounted. Remember how Paladins could cheese Sophia and Leviathan? You can now do that more often for a longer period of time. You can deal with mechanics such as the mines in A6S just like a Paladin would and then get back to the boss faster with Onslaught.

    Warrior's Party Utility - The Warrior has gained 4 pieces of utility: faster add engagement/boss re-engagement speed with Onslaught, self clearing all debuffs with Shake It Off and Stun, Sleep, Bind, Heavy and forced movement immunity with Inner Release. They can now (if they choose to) Silence with Interject.

    Overall Damage - Warrior Deliverance damage has stayed mostly the same because it was so far above the other two tanks. Warrior Defiance damage has been increased in order to make MTing with them more viable. Also do not forget the changes to Berserk will be an overall increase.

    Stances - Despite what many players want to believe, stance dancing was a bad thing for the meta. DpS stance tanking and stance swapping are now being penalized so that you can no longer use tank stance like a cooldown.

    You are also not factoring in that Defiance is only about a 20% penalty due to Unchained and that Berserk will be boosting the full duration of Unchained and also 40s when Unchained is not up. You are also not factoring in that Paladin loses roughly 15% of its damage from lack of Sword Oath boosted auto attacks. The gap is much smaller than you think.

    Conclusion - You are very wrong.
    (13)

  6. #6
    Player
    koroko220's Avatar
    Join Date
    Jul 2015
    Posts
    132
    Character
    Kai Amaryllis
    World
    Famfrit
    Main Class
    Summoner Lv 70
    Correct me if I'm wrong but even though Berserk is 30% now, isn't the CD 60 secs? And since Berserk lasts 20s that's only 40s down time vs the 70 it is now? Wouldn't that 30s loss outweigh the 20% loss to the attack power? I think too with the stance swap why not make it cost MP instead as a happy medium now that we don't have a use for MP anymore? Though I guess warr has no way to regen MP other than by server tick so I guess maybe not, just a thought.
    (0)

  7. #7
    Player
    Tovaras's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    34
    Character
    Y'ser Tovaras
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Ultimatecalibur View Post
    Conclusion - You are very wrong.
    Nothing written here is from a player mindset capable of optimizing. There is so much wrong with WAR gameplay being presented in this post I wonder if you have any experience playing a Warrior at a Savage level.
    (18)

  8. #8
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Warrior will be fine. It might be weaker than it was in Heavensward compared to the other two tanks, but this is probably intentional since Warrior was too strong from 2.1-3.5. Warrior gained Rampart, full power Conva/Awareness(lol), and kept all of its other mitigation stuff other than Foresight. I kind of think that, other than the uniqueness aspect, a lot of your complaints are odd. Comparing Upheaval directly to Spirits Within doesn't really work unless you're comparing entire kits. I mean warrior also got what could be called "Tempered Will, but way better." Besides, your OGCD will hit harder thanks to Maim .

    What you could complain about is that the Berserk AP hit will hurt Equilibrium more, I guess.

    Anyway, besides Fell Cleave wouldn't your strongest potency attack be Inner Beast? Teeheeheeeeeee.
    (3)

  9. #9
    Player
    Baci's Avatar
    Join Date
    Aug 2013
    Posts
    245
    Character
    Baci Asciar
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Brannigan View Post
    Warrior will be fine. It might be weaker than it was in Heavensward compared to the other two tanks, but this is probably intentional since Warrior was too strong from 2.1-3.5. Warrior gained Rampart, full power Conva/Awareness(lol), and kept all of its other mitigation stuff other than Foresight. I kind of think that, other than the uniqueness aspect, a lot of your complaints are odd. Comparing Upheaval directly to Spirits Within doesn't really work unless you're comparing entire kits. I mean warrior also got what could be called "Tempered Will, but way better." Besides, your OGCD will hit harder thanks to Maim .

    What you could complain about is that the Berserk AP hit will hurt Equilibrium more, I guess.

    Anyway, besides Fell Cleave wouldn't your strongest potency attack be Inner Beast? Teeheeheeeeeee.
    Conva is 20% 20 sec duration and 120 sec CD like we have it now
    (0)

  10. #10
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Technically that is the strongest conva in Bloodstorm so it's still accurate.
    (0)

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