



This is what I was thinking. People seem surprised that WAR (and to a lesser extent SCH) are worse in SB, but they are designed to be worse because they were far too good at everything in HW to the point where they were broken.
Potency wise they could be brought back up a peg (overnerfs are to be expected, and 4.1 will fix a lot of jobs), but if what I'm being told about the bloodbath rotation is correct, the game is better without it.
Perhaps, but the whole playstyle of Warrior up until now was synergy between offense and defense. See comment. They pretty much took that away with the removal of Bloodbath, and the removal of defensive CDs giving stacks. They could have nerfed it a bit but still kept it.
Also, you need to understand that it wasn't that easy to do a double Decimate. You needed to prepare at least 2 stacks while most of the trash is still getting to you, then pop your Defensive CDs (Vengeance + Raw Intuition) in addition to Berserk to pull it off. It was a high risk high reward strategy because you'd be burning most of your cooldowns, but in exchange you would be untouchable for about 15s or so. And that ties in with the whole synergy between offense and defense. The reason I say it's better than Hallowed Ground is because the duration is higher and the cooldowns are shorter.
The playerbase will always have the mindset of pull as much as possible and get stuff done as fast as possible. I don't quite agree with that because I liked giving my healer free time to DPS.
Last edited by YitharV2; 06-21-2017 at 07:58 AM.

Losing Bloodbath is definitely the thing I've found the most frustrating so far with WAR in 4.0.
It's doubly frustrating that they took a Marauder ability and just made it a DPS role action. Not having Bloodbath isn't the end of the world but it does fundamentally change the way I approach tanking dungeons, and between that and the cage in stance dancing it feels like a massive chore to switch off defiance outside of a boss fight. Doesn't deliver the type of security and returns to justify it in that level of content.
On a whole just the whole concept of being an aggressive warrior was heavily nerfed

I think you guys should get that back honestly was a super cool skill when used with conva on my DRK.



Signed.
/10chars
Bloodbath should have been a role skill for both tanks and dps.
I'd actually be fine with seeing it available natively to Warrior only, among tanks, and then to DPS by a different name.
Heck, in 1.2 Warrior used to heal for the full amount of every Crit, atop a larger crit buff from its stances.
Which would make sense as a change... if majority opinion wasn't towards the reduction of stance switch penalties, and the promise to raise the other two tanks towards WAR's level of fluidity and functionality, and explicitly not to nerf Warrior in kind.What if I told you... that was the point?
As I've said in other threads, every class that has had stances in every game ever made had penalties for stance switching. It's meant to make you think of when to switch stances instead of doing it rotationally, or (as seen throughout HW) get an aggro lead and pretend you were a DPS.
Last edited by Shurrikhan; 06-21-2017 at 05:27 PM.

Also Storm's Path healing gets scaled down as you level up how the fuck does that make any sense?? The fuck do you have against tanks and healers that you keep nerfing us?


SE killed DRK by taking away skills and making it too simple and generic. I don't like this new DRK. I loved the complexity of DRK in 3.0, It made the class so much fun to play.
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