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  1. #51
    Player
    Lina_Slayer's Avatar
    Join Date
    Nov 2017
    Posts
    107
    Character
    Lina Slayer
    World
    Exodus
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Inuk9 View Post
    Good thing Pro warriors players like Xeno disagrees with you
    Sure he does he was the one who pushed for this change, and he was actually right, since our DPS was so focused on few GCDs there would be huge performance variances from an encounter to other thanks to bad or good RNG, however while performance wise the new WAR was better and more consistent, fun is subjective and IMO it became way less fun and there were ways to both kill the RNG aspect while keeping WAR's nuanced rotation.
    (3)

  2. #52
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Lina_Slayer View Post
    From my perspective 4.2 WAR was the disappointment, the job never recovered for being dumbed down that much.
    Eh. More like streamlined.
    (0)

  3. #53
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    Quote Originally Posted by SpookyGhost View Post
    what made me love the job in ARR was the synergy between offense and defense.
    Nascent Flash is arguably the most relevant synergy between offense and defense WAR has ever had.

    That said, Inner Release Inner Beast will be missed.
    (1)
    Last edited by Argyle_Darkheart; 07-16-2019 at 04:34 AM.

  4. #54
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Argyle_Darkheart View Post
    Nascent Flash is arguably the most relevant synergy between offense and defense WAR has ever had.
    It's a fine replacement for Bloodbath, though a ton more clunky to use (macros solve this, but still). Similarly, I'm glad that Equilibrium is actually a thing worth using now outside of restoring TP for OP spam. That said, overall, I still feel like WAR is far removed from it's original incarnation - at least to the point where I no longer feel like I'm really playing the same job anymore.
    (0)

  5. #55
    Player
    Schrute's Avatar
    Join Date
    Jul 2017
    Posts
    40
    Character
    Schrute Shishio
    World
    Faerie
    Main Class
    Samurai Lv 70
    What attracted people to war was the big bursts dps. It’s dps is still burst, but not big as it needs to be. Holmgang was a big attraction do to its low cd time, but that increases by a minute. It also looks like content is written around this new cd time, like fat light, so not the worst thing to happen.

    Again, I think war needs potency increases to fell cleave and inner chaos.
    (1)

  6. #56
    Player
    SgtPepperUK's Avatar
    Join Date
    Aug 2013
    Posts
    162
    Character
    Freya Pendragon
    World
    Moogle
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Schrute View Post
    What attracted people to war was the big bursts dps. It’s dps is still burst, but not big as it needs to be. Holmgang was a big attraction do to its low cd time, but that increases by a minute. It also looks like content is written around this new cd time, like fat light, so not the worst thing to happen.

    Again, I think war needs potency increases to fell cleave and inner chaos.
    For burst DPS I think WAR might be better now.

    SB: Gauge 100, Inner Release = 7 Fell Cleaves (520 potency) then Infuriate for 1 more Fell Cleave for a total of 8.
    Shb: Gauge 100, Inner Release = 7 Fell Cleaves (590 potency) then Infuriate x 2 Inner Chaos (960 Potency).

    In tanking scenarios the gains are even better, as in Defiance we would have had Inner Beast, which has a potency of 350.

    The sticking point is Nascent Flash, that it is clunky to use is generally agreed. Numbers wise, for HP returned, I've been crunching some numbers, provisionally it looks like it is actually much better on pack pulls, that we can get more HP back with 3 Decimates in 6s of Nascent Flash than 8 Steel Cyclones previously.

    The opposite seems to be true when looking at the old Inner Beast vs using Fell Cleave under Nascent Flash.

    To complicate things, like for like, so 3 x Inner Beast in SB vs 3 x Fell Cleave with Nascent Flash in ShB, Nascent Flash gives better HP.

    So in burst, it might be weaker solo but over a long fight might even out or be better.
    (0)
    Think about it, nobody wants to die, there's rules to this game son, I'm justified.

  7. #57
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Schrute View Post
    What attracted people to war was the big bursts dps. It’s dps is still burst, but not big as it needs to be. Holmgang was a big attraction do to its low cd time, but that increases by a minute. It also looks like content is written around this new cd time, like fat light, so not the worst thing to happen.

    Again, I think war needs potency increases to fell cleave and inner chaos.
    Much like drk, "what attracted people to war" depends on when you started playing war. 2.0 war is a very different version than whay we have now.

    SE seems to think people just want to burst junk stupid hard and thats all warrior is now. War has moved from preparing resources for a 44% boost for 20/60 sec with a recovery period to a 100% boost for 10/90 sec spamming the most powerful actions move. Piling more and more potency into a shorter and shorter time frame is certainly not what i want. We have already practically transformed warrior into a 1 hit wonder every 90 sec. We really dont need to go even further down this path by buffing FC to focus even MORE on this tiny burst window.

    6 of our 'actions' are just 2 reskinned 3x. We have the lowest number of actions and the lowest actions per minute while playing. There are far better ways to grow war than shoving more damage into memeCleave.
    (4)

  8. #58
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Izsha View Post
    Much like drk, "what attracted people to war" depends on when you started playing war. 2.0 war is a very different version than whay we have now.

    SE seems to think people just want to burst junk stupid hard and thats all warrior is now. War has moved from preparing resources for a 44% boost for 20/60 sec with a recovery period to a 100% boost for 10/90 sec spamming the most powerful actions move. Piling more and more potency into a shorter and shorter time frame is certainly not what i want. We have already practically transformed warrior into a 1 hit wonder every 90 sec. We really dont need to go even further down this path by buffing FC to focus even MORE on this tiny burst window.

    6 of our 'actions' are just 2 reskinned 3x. We have the lowest number of actions and the lowest actions per minute while playing. There are far better ways to grow war than shoving more damage into memeCleave.
    I love Fell Cleave though - or what it used to be. It was the most powerful attack in the game and when it landed, it hurt. Now, it hits like a wet noodle because of Inner Release. I'm really torn, because I like Inner Release too because it fits with the theme of war losing control and becoming more powerful.

    I think SE wanted to give us some of that original Fell Cleave feeling back through Inner Chaos, and tbh, Inner Chaos feels about as strong as Fell Cleave did when it was first introduced. So they sorta succeeded there.

    I love big bursts, but I totally agree that we sorta need something else as well to keep things interesting. We used to have brutal swing, dot, and execute (it's been so long I've forgotten the names of these actions), but now all we have is fell cleave and decimate and their variants. Upheaval has a great animation, but it's not very interesting to use as it's jsut a button you hit every 30 seconds. Onslaught costs rage so you're only gonna ever tack it onto the back of a FC during IR.

    Nascent Flash, as clunky as it is to use, is the most fun action we've received in a long time. It scratches that itch that losing bloodbath left. If they could kinda make it easier to use somehow, make Upheaval more interesting to use (maybe have it apply a dot?), remove gauge cost from Onslaught so it can be used as a dps gain, or whatever, it could go a long way to making the job a little bit more interesting to use.

    Lastly, I really loved that they made Raw Intuition basically what IB used to be - a short duration damage reduction that required a bit of timing - which can be really interesting to use. But they tied it to Nascent Flash - which I totally udnerstand why they did that. It's just Nascent Flash is so much fun to use, that I end up using it whenever it's up and never really using Raw Intuition - even when I should.

    If they could somehow separate the two actions and still keep it balanced that would be great. I'd like to use both = p
    (0)
    Last edited by NyneSwordz; 07-16-2019 at 12:24 PM.

  9. #59
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    As someone who has been with WAR since 2.0 launch I can honestly say that war is probably in the best situation its been in since 3.0 (which really was its peak). Really hard to improve on perfection though I would like to see a few tweaks. Namely, Onslaught reduced to 10 gauge, and the stacking of Nascent Chaos buff similar to ruin. I would like to see Nascent Flash reduced to 20 seconds to but honestly its pretty strong as is. That's just a personal want because I love seeing my hp go from near critical in wall to wall pulls only to have it jump back to full with 2 Chaotic cyclones under the buff. Really fills that theme of berserk tank that cant be stopped.
    (0)

  10. #60
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Marxam View Post
    As someone who has been with WAR since 2.0 launch I can honestly say that war is probably in the best situation its been in since 3.0 (which really was its peak). Really hard to improve on perfection though I would like to see a few tweaks. Namely, Onslaught reduced to 10 gauge, and the stacking of Nascent Chaos buff similar to ruin. I would like to see Nascent Flash reduced to 20 seconds to but honestly its pretty strong as is. That's just a personal want because I love seeing my hp go from near critical in wall to wall pulls only to have it jump back to full with 2 Chaotic cyclones under the buff. Really fills that theme of berserk tank that cant be stopped.
    Nascent Flash is really fun isn't it? I wish it wasn't tied to RI.

    Onslaught reduced to 10 gauge is okay... I wish it was just free. Or I wish Gauge would recover outside of battle. Not to max, but maybe to like 20? So we always start to with a bit of gauge.

    Someone suggested that Infuriate increases guage outside of combat, but with the tradeoff that the gauge generated by using Infuriate outside of combat decays over time to prevent Wars from trying to max guage outside of combat forcing their friends to wait before pull. I'm totally okay with that too, and I wish that was possible.
    (0)

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