How about scale with hp ?
15% hp tap, 20% hp charged.
Armor value is too low.
And plus that armor reduction debuff immunity. Come on, warrior should be a real tank, a front wall
How about scale with hp ?
15% hp tap, 20% hp charged.
Armor value is too low.
And plus that armor reduction debuff immunity. Come on, warrior should be a real tank, a front wall
Jugg should be unbreakable and the CD time is really really high make it 30 sec at least warriors needs major skills buff i cant vs a rogue or mage these days lol cuz jugg is breaking so fast even in clash and pve my opinions are
1- jugg be unbreakable lasts for 15 sec and CD time 30sec
2- vb do more dmg in pve and applies to near by allies so warrriors can be back to be pve again , and in pvp vb is needed in clashes for mana or when warrior vs warrior vb should give +1k hp if charged and %5 higher dmg than it gives now or %2.5
3- skyward smash this skill is being useless atm u cant use it in pvp cuz ull die fast without feeble
4- windmill is a pve skill it should do more dmg and less CD time
5- chest spilter is a good skill but it misses targets alot so it should be like skyward never misses a target
6- rallying cry was a usefull skill before cuz of the speed the gives in clash but not anymore cuz of nekro basicly its a dead skill Let rallying cry give u an armor buff that applies to ur allies + higher speed than nekro for both pvp/pve
I was thinking on what if Jugg hp bonus demand on the armor value...
Example: 2500 armor gives the exact 2500hp as well.
Normal skill tap gives 50% and charged gives 100% hp bonus...
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There are many great suggestions listed here but its hard to say which will be optimal. What matters to me is that after these changes are applied, please don't abandon this thread in case we need to adjust/revise things.
I can't comment at all on the low levels as I don't do pvp at twink levels. For endgame the proposed change seems like a nerf to the tanks. Especially the ones with low to mid gear. The latter have more like 2200-2500 armour and as a result will get less health than they are currently getting. Further they are the ones who actually have problems in PvP, not those maxed and skilled warriors. The maxed and skilled ones can hold for a long time!
Some people here point out the perma debuff of aimed shot. However all pets used in PvP nowadays have 15% or 20% armour reduction on their passive. In those not organised PvP games in TDM most people just resort to using a nekro, or a mari, or a singe. In many games I have encountered 4 or 5 nekros on each team. I am 100% sure that the 20% armour reduction of nekro's passive attack is active 100% of the time. So changing how aimed shot works won't help at all. In this regard giving charged jugg an immunity to armour debuffs is a great idea! Imho considering how long the cooldown is maybe the skill should get a short stun and slow immunities too.
Moving on those changes won't help the warrior class in PvE, which is the part of the game where the whole class is lacking the most. The only way for a warrior to be really useful and not to slow the pt is to use the new lvl 46 mythic. However the efficiency of the weapon is increased by using more attacking skills, thus making using jugg contra-productive, as it would reduce the number of procs (let alone the super long cooldown). In this regards I think that additional changes to the warrior class are needed.
P.S. I have done extensive testing in planar tombs and elite Ren'gol (only grotto and mines) and contrary to what some players claim in this thread a skilled warrior with the new weapon is about as fast as a mage with maxed gear (40%+ crit maxed mages are still faster though).
isnt bad idea at all if dont count the armor debuffs! and i think a cd at 30 sec would be perfect! atm all the chars hv small cd and 45 secs of jugger is a bit pain! ty for trying to fix again our tanks
First. I'm not sure cara is getting a proper thanking for at least trying.
Second, here is my summary of additions.
1. What Zues said, would be best as charge = no debuffs
2. Party damage buff based off of how low tank's health is (lower = more damage) not going more than a 30% buff
3. More aggressive scaling
4. Shorter cd!!
It took me a while to understand because this is just a nerf, not a buff at all..
We already have 500 hp then now we will get lower hp, even we make it better it's gonna be about 100 more hp out of 10k hp. I don't see any point of this change.
Many people already suggested good points.
Hp scaled by hp sound fair too me too. But then 1.6% will be little bit too high. (because 15lv can already have 3k hp and then there will be no difference in twinks too. No point to have this change. Should be 0.06 on no charge and 0.12 on charge. Or 0.5/1)
Immune armor reducion is a good idea too for pvp.
But if we are talking about pve, I would rather want to have 50% AOE armor reducion on jugg and 30-35 sec cool down for pve only. And also scaled vg for more dmg and balance.
The problem is that tank dmg is too low to slow down runs. Simply having more hp will not help anything here.
So I would suggest jugg to give hp and armor based on dmg, not armor or hp.
Just let it give pure dmg stat to ho and armor.
100 dmg = 100 hp + 100 armor
1k dmg = 1000 hp + 10000 armor.
And give tanks dmg mythic weapons with fair armor(100-150)
This way, low lvl tanks will not be immortal, and end game tanks will get fair survivability with fair dmg.
Don't be afraid to give tanks little dmg. Even with 1k dmg tanks don't make enough dmg to make the run faster because actual dmg outcome is bugged.
Rogue should have high dmg, crit and Dodge, not hp and armor. But now they do so they don't need tanks.
But tanks still have no dmg and not even fair survivability. In the same way, giving tanks dmg will be standardized classes. No rogues and mages will want to lose their armor and hp. Don't take it from them but give tanks dmg so they can play pve and get some kills in pvp.
Aegis
all the feed back are great and all but this still doesn't seem like it's gonna change warrior game play in PVE in any way. warrior players want to be wanted and needed in PVE and farm faster and better, not survivability in PVP. To me PVP is a GIVEN not a MUST HAVE. Everyone want to farm and earn gold faster and get rich to work toward their gears to improve their stats in equipments, such as the glinstone set and enjoy the bonus of it etc etc.
I agreed with Serancha, warrior need to hold aggro better and need something to drastically to make them wanted to speed up the farming process. need more party BUFF stuff with great perks that they are a must have in party.
I'm sure with great skills and perks that come with warrior will also change the whole game play with record and such, which will also be great as the record board will then spread among all 3 classes require to set best time rather then just mainly rogues. it's for the greater good, rather then just PvP changes which is still just a GIVEN to me. it's something one goes in and play pvp when the farming are in a downtime or one just get tired and need a short break from aggressively farming.
just my two cents xD.
Last edited by twoxc; 11-12-2015 at 11:51 AM.
Twobnv & Twoxc & Twocrazy - Deviant Misfits Officer
Imo, this looks like it's being suggested with one sole purpose - to nerf (ok, "balance") the low level twink tanks. I agree it's ridiculous down there with unkillable tanks and such, especially with some of these new moronic pets like the fake sns, but is this really the main issue with the warrior class at the moment? As proposed, I find this a useless change for endgame tanks in both pvp and pve.
Hmmm i like the idea of make jugg better. I like most of suggestions here.
And of course i have to say my 2 cent hihi
First longer duration or just less CD. Now CD is 45 sec... It's pretty much, and duration? 10-15 sec? I not sure cause it has been months since i don't use my warrior and i miss him but not going onto it.
So my suggest is to make cool down similar or same to VB, of/ and similiar duration. It will help tanks to take aggro better and more often with less CD and better duration. As for debuff , I like remove impairing effect i would like to add something like remove debuffs like community said above
I don't see how this based on armor could help and in this point i don't like that idea. It should stay like it is now.
Hmmm how about add 10% armor buff for jugg? Well well don't make it too op but it maybe will help endgame warriors in PvP, don't hide it its true that rogue break jugg so fast.
And about pve i would like to see this taunt effect will have better aoe and it will appears more often. Hmmm about this " self heal" i noticed it works sometimes in endgame and yeah its nice, idk how about twinks any tested? If yes then share if it work ;-)
I happy sts will finally do something about warriors! Thanks!
<Forgiveness>
Hi Carapace,
I just want to say THANK YOU for creating this thread, and for the attention you and the team are putting to fix the Juggernaught skill Issue , it is much appreciated and we hope it will have great results.
Also i want to thank you for the quick response in fixing the Glintstone Myth Set Axe Throw Skill Bonus, it was unexpected and was a pleasant surprise.
Sincerly,
Maarkus
So your basically nerfing jug for all levels. If anything it needs buffed 50% at high level and reduced 50% at low. Maybe reduced cooldown also to make it more helpful. Just my experience.
Wow now they gonna NERF tanks Nice reaction STS-style
First of all, ty for finally starting a real discussion about this issue!
Now to the point, those chances wont help in anything. If We are talking only about Jugger id say to do this:
-make the CD time faster;
-forget the HP buff upgrade, make it an AOE Armor reduction (at least a but higher than Rogues one, or else no point in this)
-make the taunt intervalo shorter (4s at max....id say 2s if charges)
-make an AOE that would increase ur pt dmg
If the discussion is about all skills id take into considerariam what serancha said about windmill and CS.
Also as twoxc said, this is mainly a PVE game, so lets keep the focus in it
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