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    Junior Member Tyger's Avatar
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    R.I.P. Vengeful Blood
    First Off: I understand the motivation and theory behind the changes made to Vengeance (making it more strategic/team friendly). The execution of the change however, has been extremely poor thus far and makes me (A devout AL member specializing in the warrior class) simply want to stop playing.
    -The concept behind the debuff effect is interesting, but after testing in-game I feel a complete crippling of my mana regeneration unless I am getting wailed on. Even when getting wailed on, the altered Vengeance eventually forces the warrior class to resort to mana potion spamming during even the most basic of encounters. Plus you have to worry about your health when you are trying to focus on taunting nd regaining mana for your next barrage.
    -I'm sorry, I don't think players like me who have invested 5 points in what used to be a very useful skill and decked themsleves in full Int boosting armor should have to worry all that much about mana and I think most will agree with me.
    -I tediously catered my warrior build so that I would only really have to worry about my health & I sacrificed 5 skill points that could have gone into +dmg / full windmill to obtain that very luxury. If I have to rebuild and simply cast vengeance aside I guess I'll survive, but as it sits the altered skill has ruined the warrior class for me and the guildies I have talked to so far.
    -Also who's idea was it to cripple the Warrior's only surefire mana regen resource while simultaneously increasing ALL skill mana costs in the same update? Seems like a double sucker punch to me. Believe me, Rogues had enough advantages in PvP prior to this update. Warrios have not been balanced, they have been neutered.
    I had to get that off of my chest, sorry for the length. Thx if you read, kudos if you understood.

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    Spacetime Studios Dev Swede's Avatar
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    Quote Originally Posted by Tyger View Post
    R.I.P. Vengeful Blood
    First Off: I understand the motivation and theory behind the changes made to Vengeance (making it more strategic/team friendly). The execution of the change however, has been extremely poor thus far and makes me (A devout AL member specializing in the warrior class) simply want to stop playing.
    -The concept behind the debuff effect is interesting, but after testing in-game I feel a complete crippling of my mana regeneration unless I am getting wailed on. Even when getting wailed on, the altered Vengeance eventually forces the warrior class to resort to mana potion spamming during even the most basic of encounters. Plus you have to worry about your health when you are trying to focus on taunting nd regaining mana for your next barrage.
    -I'm sorry, I don't think players like me who have invested 5 points in what used to be a very useful skill and decked themsleves in full Int boosting armor should have to worry all that much about mana and I think most will agree with me.
    -I tediously catered my warrior build so that I would only really have to worry about my health & I sacrificed 5 skill points that could have gone into +dmg / full windmill to obtain that very luxury. If I have to rebuild and simply cast vengeance aside I guess I'll survive, but as it sits the altered skill has ruined the warrior class for me and the guildies I have talked to so far.
    -Also who's idea was it to cripple the Warrior's only surefire mana regen resource while simultaneously increasing ALL skill mana costs in the same update? Seems like a double sucker punch to me. Believe me, Rogues had enough advantages in PvP prior to this update. Warrios have not been balanced, they have been neutered.
    I had to get that off of my chest, sorry for the length. Thx if you read, kudos if you understood.
    You got full int boosting armor previous to this patch? Without any investment in to intelligence at all, and with just a filled out Vengeful Blood, I literally couldn't run out of mana before this patch. I never had to drink a mana potion, ever. That was broken and not fair since the other classes did, even with points in intelligence. In fact the mana cost for the Warrior's abilities were almost half that of the Rogue's.

    I'm sorry that you don't like the change but it's not going back to what it was. Numbers can be adjusted if we feel they need to be but I have to say that as I'm testing it, I'm never forced to spam mana pots. Yes I have to drink some now and then but that was the intent, one class never having to use mana pots was poor implementation on our part.

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    Junior Member Tyger's Avatar
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    Quote Originally Posted by Swede View Post
    You got full int boosting armor previous to this patch? Without any investment in to intelligence at all, and with just a filled out Vengeful Blood, I literally couldn't run out of mana before this patch. I never had to drink a mana potion, ever. That was broken and not fair since the other classes did, even with points in intelligence. In fact the mana cost for the Warrior's abilities were almost half that of the Rogue's.

    I'm sorry that you don't like the change but it's not going back to what it was. Numbers can be adjusted if we feel they need to be but I have to say that as I'm testing it, I'm never forced to spam mana pots. Yes I have to drink some now and then but that was the intent, one class never having to use mana pots was poor implementation on our part.
    "I'm sorry that you don't like the change but it's not going back to what it was." Easy there, no apology necessary.
    {PS: I was simply talking about armor with a primary str boost and a secondary int boost (The old school Demonlord of Will set). Essentially I choose to forego dex boosts to dodge and crit so that I would always have enough mana to reliably use my skills for PVE.}
    -I miss the old "vengeful roids" effect, but I don't expect to get it back. It does seem however, that a better balancing tactic would have been to simply lower the mana recharge rate of vengeful blood / up the mana cost of all skills. That would have achieved the potion use balance without raising as much of an issue with lenghty cooldown times.
    -The changes aren't really the problem at all and I dig the concept of a more tatcful skill. Its just that my build has simply been driven extinct by a single update and it has made me lose interest in playing as a warrior. The whole draw of the warrior was that it was slow at killing, but could fight steadily throughout a battle without bottoming out on health or mana. The rogue was the exact opposite, fighting in quick devastating bursts and depending on clever skill use and crit dmg to win battles quickly before it lost all steam.
    -It doesn't seem all that fair to give the rogue and warrior nearly identical mana wells because the rogue can simply do more dmg with fewer skills and incredibly frequent criticals.
    -Essentially your point about balancing the potion issue is entirely valid but in trying to balance it another imbalance has sprung up.
    -Taking two classes, one of which uses mana far more efficiently than the other (in terms of damage/mana) and giving them similiar mana wells creates yet another imbalance.
    -Vengeful blood in its current state simply doesnt accomodate for that mana efficiency imbalance because you have to take damage from a deadly enemy/rogue to get a decent mana return.
    Furthermore it seems that in the process of trying to balance things the updates are slowly taking away what gives each class their specific edge. This is all my humble opinion and I realise that I'm speaking in generalities + I am no expert/senior contributor.

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    well said tyger

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    Ty swede,for the statements you put regarding the warrior class abilities being removed to come to terms n make it reasonable with other classes ,so i think the warrior classes ability of damage n dps too should be revised,since with the best gears available too the warriors will fall way short by a mile or two in damage n dps compared to rogue's n sorcerer's

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