We find out in 3 days what the final changes are for 4.05.
We find out in 3 days what the final changes are for 4.05.
We'll backtrack a bit- 4.0 hits, new shiny tank changes. They introduce something that breaks a class in a bad way- stance dancing is broken so Warrior is basically an unplayable meme. This is cool and good. So they're going to fix what they broke in 4.05; the entire class. This too is cool and good, but it's baseline. Expected. It's like borrowing something from a friend but then you break it, so you replace it with the same thing- it's what they're supposed to have not done in the first place. But then we get into the rest of the changes that came from 4.0 and... Warrior got nothing. Inner Release is not an interesting mechanic, Shake it Off is a meme but at least they've mentioned it, the identity issues still exist, utility issues still exist, all 4.0 did was remove things we had and we got pretty much nothing but Upheaval.I have no clue what you're talking about...
They are fixing what needed to be fixed. The announcement was in line with what war players wanted as a balancing adjustment.
What you're expecting is much more than that and you can be certain that war isn' going to chance significantly for the rest of 4.0.
The only thing they can done (from a resource perspective) is adjust/tweak the current design.
If you thought either that the stance dancing and potency were the only issue Warrior was having or that, contrary to the pretty extensive list of potential changes a huge amount of people have asked for for any nonspecific thread related to Warriors that could hypothetically work just fine given the current system, we needed a huge 5.0 overhaul... you've not been paying very much attention. The issue of stance dancing was making it unplayable, but it was only half the issue in the first place.
I'm not sure about it being a bad thing overall... But we're in absolute agreement over this point.
I'd -really- like to just leave it at that, but the goalpost changing is getting pretty tiresome.
Last edited by Umbeliel; 07-16-2017 at 10:52 AM.
"You can use Onslaught in this one niche situation, so I don't really see what the problem is."There was no issue with Onslaught, just a lot of misunderstanding. Onslaught is nearly the same potency as Fell Cleave, so it was a great ability to dump beast gauge with before swap. It's also still a dps gain if you're going to be off the boss for too long and if your beserk window is finishing and not enough gauge for another Fell Cleave.
Yeah, in case you STILL don't get it: we don't freakin' want to use Onslaught for its DPS! We want to use it to charge into fights. It could do ZERO DAMAGE for all I FREAKIN' care! Just let me get right in there! -_-
Maybe because WAR was already one of the best designed class in the game.
WAR was obviously very good in 3.0, and with the fix to stance dancing we'll be good again and still.
Again, the adjustment WAR is receiving is what we needed to make the class work again. It wasn't broken at launch but is wasn't good.
Would I wish SE did something more interesting for WAR in SB? Of course. There's a laundry list of interesting mechanics they could have implemented instead. Same goes for every other jobs.
But that's not the direction SE went for and we have to accept that. What we shouldn't accept is the class being "broken" from a design perspective and they are adressing the issue.
SE not delivering to YOUR expectations is not an issue here.
"Playable"?? It amazes me how people prefer to call a class "unplayable" just because it is not the end all be all for their taste. Learn to play and adapt, and be happy they are fixing what they broke. Dancing in between stances is a staple of the WAR class and they are giving us our identity back. Not having blood for blood is not the end of the world and it was far from being "THE" WAR skill. They are also fixing Storm's Path effect (i.e healing potency), so there's not much to cry about.
Some people, I swear...they're born to complain...
FTFY
Sorry, it's hard to take you serious when I'm looking at Tempered Will, Dark Passenger, Carve & Spit's non-DA use, and so on and so forth.
Having a niche doesn't make an ability outright terrible. If Onslaught becomes a part of WAR's rotation, you're going to lose some of its utility. It's fine how it is.
What? The .1 potency per gauge difference between Onslaught and Fell Cleave hardly bars you from using it during any period of movement in which you'd otherwise lose uptime without losing a Fell Cleave within the Berserk Window. And this all comes with a 10x enmity modifier. In MTing, it's already rotational. When enmity is irrelevant and movement not required, it's only a hair short of it, which in my opinion is perfect.
It's a useful tool that doesn't clutter rotation. Does it justify its hotbar space? Maybe not, but then I can think of a few worse culprits if that's reason enough for its (their) removal.
Last edited by Shurrikhan; 07-16-2017 at 04:49 PM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.