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Old 03-19-2007, 02:02 PM   #41
Branamar
 
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Blog time! Venge style of course! Guess I haven't really put out there what my opinions are for the current VG warrior. I'll sum it up pretty fast, or just ramble on who knows!

---Stances---

Offensive - For me, I find myself using this much more than Defensive. Why? Well to be honest, during the grind, I tend to concentrate more on the mob dying rather than me staying alive. On a serious note, the trade off of -30% mitigation for +20% dps. A so-so trade-off. How could this be altered for the better? Numerous suggestions of course. For those who remembered back in beta, our Offensive stance was +20% damage and only -10% mitigation. So if we were to work with the current stance, I could go for either/or the lovely +% critical hit modifier on the stance so the hit rate would be higher across the board than centralized into a few abilities or increase damage to 20% so it'll be a 30 - 30 shot.

Defensive - I can't complain here. It is your typical defensive stance. Lose 10% damage, increase mitigation by 10%, increase blocking y 5%, increase hate generating y 40%. A seemingly simpler tradeoff between damage intake and output. What makes people unhappy about this stance alone ignoring the abilities, is the fact that you can not perform the job that it is intended to do. Personally, the defensive stance has its work cut out for my usage of it. To be blunt, rangers are the only ones who woul put stress on its hate generation. Given, this stance is not intended for dps, but for tanking as we all know. Should dps be increased on this stance? Absolutely not. The abilities themself are where the issues lie. I'll elaborate on them in my next blog. :P All and all, the defensive stance in general has to be in a much more proper form than the offensive stance.

Comments if you will

Well a lot of the gents that play warrior ignore defensive stance as well as the utilization of weapons expertise. I use all weapon types and stances. This in turn also forces me to apply my attribute points differently.

The more people that realize your defensive is more dependant upon intelligence than str/dex to gain het per attack, the better things will be.

I'm not a sword and shield kind of guy by nature. My philosophy is kill'em quick and rest when you're dead. I don't do nearly as much damage as I'd like, but I feel like we are lacking something in offensive/defensive stance.

Our group commands are global and I feel like that it a terrible mistake. We need more utility in those commands when in a specific stance.

Defensive should be very dex/int driven and allow the group to repell, mezz, fear, root with a higher rate of efficiency.

Offensive is open for discussion as far as I'm concerned. I'd like to see a phalanx formation ability with shieldbearers. Something that allows even distribution of highdamage dd and aoes preventing the backseaters to from taking high margin damage.
 
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Old 03-19-2007, 02:08 PM   #42
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I'd like to see a phalanx formation ability with shieldbearers. Something that allows even distribution of highdamage dd and aoes preventing the backseaters to from taking high margin damage.
I believe a long time ago they talked about having tanks build formations like that, so that multiple tanks are required for fights. Would be interesting.
 
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Old 03-19-2007, 02:16 PM   #43
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I believe a long time ago they talked about having tanks build formations like that, so that multiple tanks are required for fights. Would be interesting.
Well we were also able to target specific parts of the body as well as take heavy damage to our own toons to specific portions of the body.

The keyword being "were". They "were" supposed to do a lot of things, but scrapped them in the name of releasing a product. They are actually picking up a trend of less diversity for more market share now.
 
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Old 03-19-2007, 03:37 PM   #44
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No they didn't, a dev never said any such thing.

You have to differentiate what devs said and what players wanted. There were a lot of players saying things like, 'wouldn't it be cool if....' but it was never going to make it in game.
 
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Old 03-19-2007, 03:45 PM   #45
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No they didn't, a dev never said any such thing.

You have to differentiate what devs said and what players wanted. There were a lot of players saying things like, 'wouldn't it be cool if....' but it was never going to make it in game.

Targeting/healin bodyparts was in beta, it didn't make it to release
Inquisitor/Berzerker was supposed to be in release
Leap Attack made it to release and was later dropped
Fellowships
Caravans
Should I go on?...........



They are no longer making the game they want to make (which consequently was what baited a lot of people into playing). They are now making the game that will be the easiest for the instant gratification crowd to play.


Warrior is 2nd behind monk so far in the bludgeon with "fixes" line. Though we haven't been fixed. I suppose berserker will get the skills we desire. Consequently I'm also guessing that berserker will also require you purchase some sort of expansion.
 
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Old 03-19-2007, 04:10 PM   #46
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Fixing 3 tooltips, a class does not make!

 
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Old 03-21-2007, 12:36 PM   #47
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Originally Posted by Branamar View Post
Targeting/healin bodyparts was in beta, it didn't make it to release
Inquisitor/Berzerker was supposed to be in release
Leap Attack made it to release and was later dropped
Fellowships
Caravans
Should I go on?...........



They are no longer making the game they want to make (which consequently was what baited a lot of people into playing). They are now making the game that will be the easiest for the instant gratification crowd to play.


Warrior is 2nd behind monk so far in the bludgeon with "fixes" line. Though we haven't been fixed. I suppose berserker will get the skills we desire. Consequently I'm also guessing that berserker will also require you purchase some sort of expansion.
I meant in terms of having tank formations to block mobs from casters. Leap attack was in beta but it had major problems. It was something they worked on for a long time. You used to have to aim yourself at the mob and judge the right distance. If you overshot the mob you missed. If you undershot the mob you missed, plus you could miss because you were on the wrong angle and would just land besdie the mob.

I believe the reason they took leap attack out is because they'd been working on it forever trying to get it the way they wanted it. After people complained come live they said forget it, just take the ability away since people aren't happy with it after they'd been working on it for so long.

I don't remember targeting bodyparts being in beta, ever. Maybe it was but it was from a time I didn't play. I don't think it was in beta long if it was. There was going to be wounds to specific body parts where clerics healed them. Each wound would give you penalties to combat. I never saw it in beta though.
 
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Old 03-21-2007, 12:52 PM   #48
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I meant in terms of having tank formations to block mobs from casters. Leap attack was in beta but it had major problems. It was something they worked on for a long time. You used to have to aim yourself at the mob and judge the right distance. If you overshot the mob you missed. If you undershot the mob you missed, plus you could miss because you were on the wrong angle and would just land besdie the mob.

I believe the reason they took leap attack out is because they'd been working on it forever trying to get it the way they wanted it. After people complained come live they said forget it, just take the ability away since people aren't happy with it after they'd been working on it for so long.

I don't remember targeting bodyparts being in beta, ever. Maybe it was but it was from a time I didn't play. I don't think it was in beta long if it was. There was going to be wounds to specific body parts where clerics healed them. Each wound would give you penalties to combat. I never saw it in beta though.

They'd fixed the animation for leap attack and it was good for about 5 days then it regressed back to the falling animation. Wanna know how stupid the issue is?

Try using Stinging Cut with a 2h sword. ITS THE SAME DAMN ANIMATION. I honestly don't know what they are thinking, but pushing and pulling at the same time never works. The animation actually worked, and they blew it, so their frustration with my discontent over my money going toward "finishing" a game instead of polishing gets the ability yanked all together?

I love this game, but I'm not going to accept any old excuse that comes rolling out of the PR/Marketing cubicle at SIGIL. How can they have the animation work for one ability and not the other?
 
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Old 03-22-2007, 05:36 PM   #49
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They'd fixed the animation for leap attack and it was good for about 5 days then it regressed back to the falling animation. Wanna know how stupid the issue is?

Try using Stinging Cut with a 2h sword. ITS THE SAME DAMN ANIMATION. I honestly don't know what they are thinking, but pushing and pulling at the same time never works. The animation actually worked, and they blew it, so their frustration with my discontent over my money going toward "finishing" a game instead of polishing gets the ability yanked all together?

I love this game, but I'm not going to accept any old excuse that comes rolling out of the PR/Marketing cubicle at SIGIL. How can they have the animation work for one ability and not the other?
I bet all animations will be getting another overhaul down the road. Decimate is basically Windsong too.
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Old 03-26-2007, 10:52 PM   #50
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I am exclusively defensive stance. While Offensive stance has "burst" agro management, defensive stance is consitant.

The biggest problem people have holding agro in defensive stance is the fact they attempt any DPS at all.

There are seral abilities that you can alternate to hold agro, and none of them involve real dps.
 
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Old 03-27-2007, 01:39 AM   #51
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In defensive stance I cycle Shield bash, kick, taunt and taunting strike. Occasionally I'll throw in rend armor.

Here's the problem with warrior aggro:

1. All our hate generating abilities do set amounts of damage or hate and aren't dependant on gear. That means as you level you hold more hate, but not much more hate then a poorly geared warrior. Only taunting strike is based off weapon damage. So the better geared your group is, the harder it will be to hold hate off them.

2. We have no good defensive finisher to help hold hate. Stinging cut and blade's bite are getting reworked so I'll have to test them out. I can say atm though with short fights I don't see a large aggro increase from a crit. Maybe the mob just dies before the dots have finished ticking, but anyways like I said they're getting changed so we'll see. I'm hoping they increase the hate amount. The pally hate finisher gives 4k hate, ours gives 800..... When dps classes crit for 4k every 15 secs or less the 800 amount seems like a joke to me. I'm hoping stinging cut and blade's bite hate amounts get doubled or tripled.
 
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Old 03-27-2007, 03:35 PM   #52
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Our new Blade's Bite and Stinging Cut hate numbers are...pretty damn high heh. May need some nerf love!
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Old 03-27-2007, 03:53 PM   #53
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<3 Venge!
 
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Old 03-27-2007, 04:30 PM   #54
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Our new Blade's Bite and Stinging Cut hate numbers are...pretty damn high heh. May need some nerf love!
Last time I checked they were 789 hate over 15 seconds and 349 taunt outright.

Compared to the paladins 2k HoT over 30 seconds, that seems about right.
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Old 03-27-2007, 04:32 PM   #55
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Funny thing is, the hate numbers right now are incorrect, they are much higher. Display bug, I don't want it to make it like that into live so you won't be misinformed. They are infact 2.5x higher.
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Old 03-27-2007, 04:53 PM   #56
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Funny thing is, the hate numbers right now are incorrect, they are much higher. Display bug, I don't want it to make it like that into live so you won't be misinformed. They are infact 2.5x higher.
Oh, so the 789, 389, numbers are correct? They seem fine, according to my calculations they are 18% higher than the paladin version.

2k/30 = ~66 hate per second

(789+389)/15= ~78 hate per second

Seems balanced considering we do not get our heaviest hitters in D-stance.
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Old 03-27-2007, 05:01 PM   #57
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Nope, they are twice as powerful. This is not including our +40% hate modifier from our Defensive stance.
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Old 03-27-2007, 05:15 PM   #58
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Nope, they are twice as powerful. This is not including our +40% hate modifier from our Defensive stance.
 
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Old 03-27-2007, 05:17 PM   #59
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Damn logged in to test and our HoTs were not there lol.

Wanted to see the luvin.
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Old 03-27-2007, 05:17 PM   #60
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Oh, so the 789, 389, numbers are correct? They seem fine, according to my calculations they are 18% higher than the paladin version.

2k/30 = ~66 hate per second

(789+389)/15= ~78 hate per second

Seems balanced considering we do not get our heaviest hitters in D-stance.
The recast on the ability is still 30 secs. So you miscalculated. You should be calculating the hate over 30 secs instead of 15.
 
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