the drop in stats for the new axe throw is intentional, as it is for all classes. it s a trade-off: you want the op skill, say bye bye to op stats. nothing is wrong with that, as long as the new skill works like advertised.
Suggestion for pve give tanks a pop up rage skill can add a very thin (colour up to STG) meter bar under mana bar that full gradually when tanks hit or take hits.. When pressed to activate mobs get waves of damage on initial activation, tank dmg raised to pure distructive power and buff last more or less 10 sec.. Pve only
Mages weak? I have really hard time to break Mages double shield ( Arcane Shield and Nekro Shield ).
Focus on warriors in this thread please. Not mages and rogues.
This seems perfect. So many buffs in this skill. Armor buff health buff self heal buffs. All in all it would make warriors a great class. However it doesn't help them much in pve.
A pve buff without effecting the pvp would be needed.
Like some suggested before Class bonus for the pt will help warriors to get invited in pve alot.
At the moment only the best of warriors are somewhat desirable in a pve party.
If there is a class bonus when a party consists a rogue, a mage and a warrior, I think warriors will not have to spend their game life in towns.
Also you guys can introduce some 'pve-only' abilities like mage's freezing, pet's banishing. Give the warriors some cool Pve-only abilities so a warrior in pt don't slow downs the team anymore.
And jugg giving lesser hp in low levels is fine. If warriors are weak at endgame and op at low level, class balance would be buffing them in endgame and the opposite in lower levels.
A level 10 warrior can hold 4 equal geared rogues alone and still type "HAHA KILL ME".
So good job Stg.
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what will be changed? The Skill or upgrades? If you change the upgrades could return the skill points that skill?
wow theyre going to nerf jugg for twinks
Thoughts on the cooldown... Juggernaut's cooldown is the longest of any skill (45 sec), but its duration is also longer than any skill (15 sec). If devs lowered the cooldown they would likely also lower the skill duration. For example a 30 sec cooldown may necessitate a 10 sec duration. This situation may be more desirable unless Jugg proves to be too op with a shorter cooldown.
Please don't forget that sorcerers are not rogues. In PvP (and PvE), sorcerers cannot deal nearly as much damage to a single target as rogues, so they may end up paying the price of an overly-improved Jugg because sorcerers would be totally unable to take down a warrior.
Lightning is NOT Aimed Shot, not by a long shot! Sorcerers get no crit bonus, no armor reduction, and the cooldown is 3 seconds instead of 2. Rogue is the true DPS class because the damage output ceiling is sky-high compared to sorcerers and warriors. A legendary-geared rogue can take out any given boss much faster than a top-geared sorcerer/warrior. Aimed shot plus other rogue mechanics are the primary reasons Jugg needs improvement in PvP.
I'm not attempting to create a tangent, I'm just concerned that we are focusing too much on whether Jugg is able to handle Aimed Shot/Shadow Piercer - aka rogues. The adjustments necessary to properly handle Aimed Shot, etc. could create an unbeatable Warrior in PvP, both for Sorcerers and other Warriors.
This scale seems more sensible than the previous iteration. If you ultimately decide to tie Jugg to armor, please also include the multipliers in the skill description so players are able to discern the personal benefit of an upgrade.
I agree the damage reduction of this upgrade should be improved, but 40%/65% seems like too much. That drastic of an improvement may lead to a severe imbalance. Maybe 30%/50% would be better?
I like the direction, but I'd want to see this tested in real-game combat. Many are saying that 2.5% of health is too low, but they probably aren't considering the fact that the 33% chance to proc would occur with *every* hit, including DoT. Used with other skills and upgrades, overall it looks like a very positive improvement - maybe too positive.
On it's own this would be a great improvement, but combined with the others it may make Jugg too overpowered.
Warriors need improvement, but, as Safiras pointed out, it should be an ongoing process with the Devs continuing to work with the community even after changes are made. I believe the Devs do this already for the most part, but when the Juggernaut changes are first implemented, it would help keep things calmer if everyone understood they are subject (and likely) to change before they are final. Simply calling it Jugg 2.0 beta on the forums and in the client update notes may help put everyone in beta testing mode.
Last edited by Niixed; 11-30-2015 at 11:30 AM.
Member Arlorian Realtors Association
I have another thought on this issue.
With having to give up Planar Pendant and arcane ring my mana is quite frankly is crap. What good is upgrading jug if we have no mana to use it?
Yes I know some will say use VB. The problem is I will already be using jug and horn.
I ask what give up the only good thing about new set (axe) for ss, or use just mana guzzling axe throw.
Warriors will be the only class forced to use 3 healing skills just to do a vs... I ask is this fair? Rogue gets pierce and asorb in one skill which does decent damage. Mage heals and gets mana back in one heal.
A warrior will need 3 healing skills just to make it past 1st combo from a rogue...
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Last edited by geeman75; 11-30-2015 at 03:39 PM.
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