Wish they dropped the memecleave all together, instead of just waiting Inner Release windows, have a more sustained dps to work around and the big prize being able to shove a inner chaos big number for a job well done.

Wish they dropped the memecleave all together, instead of just waiting Inner Release windows, have a more sustained dps to work around and the big prize being able to shove a inner chaos big number for a job well done.


WAR encompasses the heavy big hitter playstyle/trope. If you want to be busy outside IR/IC for the sake of being busy, it would just press even more smaller potency buttons to balance it.
You have GNB/PLD if you want a rigid and stagnate damage flow with small peaks.
WAR really did suffer from poor animations this expansion among other things. It's a real head scratcher when the new WAR giga move has softer and more muted sfx than even their basic combos let alone fell cleave and the character animation is reused Inner Beast, a skill that was the predecessor big hit to Fell Cleave. Chaotic Cyclone at the very least is very nice because it is an alternative but equally as fierce compared to Decimate, the former being a beyblade spin of death and the latter a ground shattering slam.
Fell Cleave and Inner Chaos by contrast went from the satisfying, super loud, and vicious triple sawblade rip to a fairly blunt Golf Swing. Yikes.
If they had to reuse old animations, imo they should've went with the original Overpower animation back in 2.0 where the player character would spin the axe three times, building momentum into a powerful overhead slam. Create a new raging death slam visual and LOUD sfx for it and Inner Chaos would've felt so much better. Afaik it would only be appropriate for Great weapons, especially a Greataxe that relies on momemtum and gravity for it's extreme chopping impact to have an overhead executioner finisher.
... Butcher's Block really should've replaced the lame Storm's Path animation which is just three sped up auto attack animations.

Yeah yet hits like a floppy taco in your face, the Inner Release is a damn illusion it cuts us from benefits like raid Crit and DH buffs. If you ever check the fflogs there is like 7% of WAR in speed kills, so if you ever thought about playing "high" level with your class well give up WAR.WAR encompasses the heavy big hitter playstyle/trope. If you want to be busy outside IR/IC for the sake of being busy, it would just press even more smaller potency buttons to balance it.
You have GNB/PLD if you want a rigid and stagnate damage flow with small peaks.
The whole issue is that we are balanced around Hurr hurr Im anger 5 fell cleaves and nothing else to do. I'm not asking for "rigid and stagnate" damage flow like you said, but more sustained damage during the window when IR CD is rolling, more activity more martial diversity like a Warrior.


I mean. I never said I liked auto-direct crit but that doesn't detract from my point that WAR fundamentally has always been simple and garbage potencies outside of their 90 sec burst since... 2.0.Yeah yet hits like a floppy taco in your face, the Inner Release is a damn illusion it cuts us from benefits like raid Crit and DH buffs. If you ever check the fflogs there is like 7% of WAR in speed kills, so if you ever thought about playing "high" level with your class well give up WAR.
The whole issue is that we are balanced around Hurr hurr Im anger 5 fell cleaves and nothing else to do. I'm not asking for "rigid and stagnate" damage flow like you said, but more sustained damage during the window when IR CD is rolling, more activity more martial diversity like a Warrior.
WAR being bottom DPS doesn't really take away from the fantasy of big hits (because it does boast the biggest single hits(besides a direct crit confetior)/biggest spike damage during a burst window that isn't opener/reopeners). That's just how SE has decided the tanks should be balanced because they want GNB on top and probably because WAR being 20% above all tanks for 2 expansions and base ARR.
You can ask for more actions as an activity outside of IR sure, but they will just do even worse potencies in their main combo and whatever other oGCDs you wanna sprinkle in to maintain the huge burst windows that has been WAR's identity since its inception. You can't have GNB levels of high stream damage AND big huge burst hits.
WAR fills the niche of very low valleys and high peaks. If you want a constant stream of high action and DPS, there is GNB whom most of the WAR bandwagonnerss have flocked to anyways since it's the new top dog of tank DPS.
Last edited by FallenWings; 02-11-2021 at 02:49 PM.

I think you're thinking of Decimate with the "spin axe 3 times into overhead slam." Overpower animation was always the same as it is.WAR encompasses the heavy big hitter playstyle/trope. If you want to be busy outside IR/IC for the sake of being busy, it would just press even more smaller potency buttons to balance it.
You have GNB/PLD if you want a rigid and stagnate damage flow with small peaks.
WAR really did suffer from poor animations this expansion among other things. It's a real head scratcher when the new WAR giga move has softer and more muted sfx than even their basic combos let alone fell cleave and the character animation is reused Inner Beast, a skill that was the predecessor big hit to Fell Cleave. Chaotic Cyclone at the very least is very nice because it is an alternative but equally as fierce compared to Decimate, the former being a beyblade spin of death and the latter a ground shattering slam.
Fell Cleave and Inner Chaos by contrast went from the satisfying, super loud, and vicious triple sawblade rip to a fairly blunt Golf Swing. Yikes.
If they had to reuse old animations, imo they should've went with the original Overpower animation back in 2.0 where the player character would spin the axe three times, building momentum into a powerful overhead slam. Create a new raging death slam visual and LOUD sfx for it and Inner Chaos would've felt so much better. Afaik it would only be appropriate for Great weapons, especially a Greataxe that relies on momemtum and gravity for it's extreme chopping impact to have an overhead executioner finisher.
... Butcher's Block really should've replaced the lame Storm's Path animation which is just three sped up auto attack animations.


Took a while to find but this was the og 2.0 Overpower animation.
https://youtu.be/Oclv1s1Mu68?t=707
Warrior has a lot more glaring issues and making overpower a circle instead of a cone or changing onslaught to having 2 charges is definitely not going to make it any better, considering those aren't even problems and all those skills you complain about have their strengths that previous posters have pointed out already and if anything make warrior more unique in this age of tank homogenization.
What i think devs are gonna do is remove guaranteed direct crit and do something about fell cleave spam, personally both of those things don't matter that much to me, but i definitely think they can do a lot better. As much as guaranteed Dcrit is making warrior standout compared to other tanks( and maybe even other roles) you still feel like a sandbag when jobs in your group can't buff you in any way, greatly decreasing your damage output compared to other tanks who outdps warrior even without any group buffs already.
And can we talk about drk's and war's dmg this expansion? People say that they do only ~4% less dmg but that's the difference between ilvl 515 weapon and ilvl 535, if you are a raider that dmg is pretty significant. Not to mention that to even compete with those numbers you have to consider that fight had to end exactly after drk's and war's burst, not sure about drk but for war its every 90 seconds, so just to be behind pld and gnb your group has to kill the boss in that exact timeframe of 10 seconds after your burst. I don't think that's very fair tbh. It would make a lot more sense that bursty jobs like drk(although they might change that in the future) and war do same amount of dmg as other tanks outside their bursts and ~4% more than others if fight ends on their burst as a payoff for ending fight in such a strict timeframe. OR BETTER YET do something about burst window being so short and it coming up in your rotation so infrequently. Take gnb for example, it is both of 2 worlds: pretty consistent high dmg and a beautiful burst every 60 seconds which lines up perfectly with almost every buff in game. Now im not saying they should take away war's identity of being a burst tank, as some people have pointed out that warrior's burst was 90 seconds both in ARR and HW but duration of berserk was twice as much as IR's. So either make the burst every 90 seconds for 20 seconds, or every 60 seconds but tone it down a little bit. It doesn't have to be same IR as it is now. I hope devs will use their imagination to its fullest.
In a perfect world i would've wanted warrior to be a blm of tanks: having top dog dps and it being engaging not because you have high cpm, but because of interesting mechanics in its rotation. Give warrior something to do outside of its burst, make that damage matter. Also getting buffs like increased crit rate depending on accumulated gauge that promotes meaningful gauge usage would be a welcomed comeback, and tank mastery instead of giving 20% reduced dmg giving warriors 25% more health and healing done for that little drop of identity.
I could live with the guaranteed crit. Sure you lose out on Battle Litany and Chain Stratagem buffs but who really cares when you have 100% crit instead of 37%.What i think devs are gonna do is remove guaranteed direct crit and do something about fell cleave spam, personally both of those things don't matter that much to me, but i definitely think they can do a lot better. As much as guaranteed Dcrit is making warrior standout compared to other tanks( and maybe even other roles) you still feel like a sandbag when jobs in your group can't buff you in any way, greatly decreasing your damage output compared to other tanks who outdps warrior even without any group buffs already.
My main issue is with the guaranteed direct hit. Even if you have 100% crit, you still gain the increased critical damage from the stat. What do you get out of Direct hit? Absolutely nothing. Now this wouldn't be too much of an issue if every other tank didn't meld for DH, so you're forced to essentially either gimp your warrior's damage or your drk, gnb and paladin damage.



Here comes the pain!!!!
I miss the old animation.![]()
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