User:Lilondra/Gamebalance/Warrior/Dev

Rebuffing some skills



For seconds. You gain 3 energy whenever you hit in melee and move 25% faster.

If Backbreaker hits, you strike for + damage and your target is knocked down for seconds.



These skills were nerfed because they were either used in gimmicks (Fear me,FGJ! and backbreaker) or Just very overpowered.By making some adjustments I feel like these skills can finally be buffed again so warriors can use them.

Preventive Nerfing

For seconds. You have + maximum Health,Damage you take is reduced by and you are unaffected by speed debuffs.





Defy Pain being maintanable is imo bad for the game.Energy based and with a set duration and recharge this skill will no longer be abusable.I hope it will still be strong enough to run.Power attack and Protector's strike are extremely strong when combined with warrior's endurance.If I rebuff it they will just become to strong again.Since they are balanced around their energy cost you won't really be able to spam it more then every X seconds anyway so why leave the option open for abuse ?

Toning Down existing powerstones.



For seconds, you move 25% faster.

If it hits, this axe blow will inflict a Deep Wound on the target foe, lowering that foe's maximum Health by 20% for seconds.

''I'm pretty sure many peeps will question these nerfs.But the goal of my gamebalance page is to achieve complete balance.Therefor everything should be viable.Now I'm not nerfing these skills *just* because of that.They were to strong,but because of the tons of other also powerfull options it never rly came trough to most of the big mass.Dismember just applied deep wound to strong,Rush was to strong on stand and I basicly want it to cost more adrenaline to maintain and bull's strike I changed around and upped recharge to 15 for few reasons.No longer having set in stone warrior bars,it supporting stances on monks,It drawing the focus to Qknocking,.... I'm pretty shure its still viable but if you want to go into a different direction using skills like healing signet or endure pain then you shouldn't feel it.Basicly your killing power should go down but your total power shouldn't.''

Messing around with Swordmanship :

If this attack hits, you deal + damage. If you are in a Stance, you also inflict Bleeding for seconds.


 * Sword Attack. If this attack hits, you deal + damage. If target foe was suffering from deep wound your target is dazed for 5 seconds.



Target foe suffers from bleeding for seconds. If target foe was suffering from bleeding this attack deals an additional damage.











While there might still be some UP skills in the swordmanship line,SMS would be alot stronger without a doubt.I buffed hamstring by making it adrenal but was afraid it might push cripslash out of the meta.I think we'd have to see but as long as gash requires bleeding the barcompression is proly worth it.Quivering Blade has been made more awesome (imo) by making it both viable to launch minispikes or to pressure.I added a slight recharge.Now Dragon slash has now been changed to reflect its actual use more,basicly the problem isn't just Dragon slash,Its also the fact that little skills work with dragon slash at the moment.I'm hoping that by throwing in Galrath slash,Hamstring or Barbarous Slice this will change.Basicly the overall goal is to increase the pressure swords deal with quite a bit.I'm also hoping that skills like Galrath Slash will make people realise that perhaps they shouldn't just wait till their monk dies and then flame him but actually run support.

Adding a new Dimension : Tactics





This stance ends after attacks.

If this attack is blocked your target is knocked down.



''I'm going to start with the elites in the tactics line.At the moment tactics just isn't worth it.Sure Healing Signet and co are gone due to the powercreep,Watch yourself and shields up got nuked,... but it will take more then reverting that to make tactics have a viable role in the metagame.My Idea behind Gladiator's defense is basicly not only being unspikable but also having some mobility.I'm hoping this will be usefull on gank (being able to block cripshot,pin down and moving 25% faster).Shove was changed to a guaranteed knockdown with nothing more and with no drawbacks.I'm pretty shure its a niche that has to be filled when it comes to warrior.Magehunter Strike's design came from my endless frustration when monks combined permaguardian and return while the rest of the team had nat stride,distortion or was physical in RA.Now sure this might be a poor reason to create this skill but I think its biable.Basicly you are sure to interrupt target's foe action whatever happens and if it is blocked then you open up a window.

I already liked ViM,Its just the recharge that bothers me.I was originally going to buff it to 7-8 ish untill I realised how strong its potential is as energy management in focussed builds.''

If you interrupted a skill this way target foe's spells are disabled for. This attack deals no damage.

If you interrupted a spell this way that spell is disabled for seconds. If target foe was suffering from cracked armor the spell is disabled for seconds instead. You deal no damage unless you interrupt target foe.







So Basicly I moved interrupting and backlining to tactics.Imho with good reason.Tactics should be all about forging the right conditions to work in,Opening up some windows of opportunity.So thats why I'm buffing Dblow and Dstrike again.Riposte and Deadly riposte will be very strong to backline.Basicly they will no longer be this skill that contributes nothing to your partybuild and just makes sure they'll kill you last.Since its both a interrupt and a backline skill now I'm pretty sure it will see play.Disarm's function was just to strong against warriors so I changed it around a bit.Disable made you lose all adrenaline AND kill your ability to build it for 3 ish seconds.If you put it to a 12 recharge with such a easy condition its devastating,If you give it 20 recharge its no longer rly viable.I think this fixes things up.



While under the effect of a warrior shout you are immune to cripple and knockdowns have a 50% chance to fail.

This attack Deals + damage. If you were under the effect of a warrior shout you gain adrenaline.

Since these skills were unusable,I buffed them a bit.I don't rly have anything to add ...

If this hits a moving foe that foe is crippled for seconds and takes an additional  damage.

A maximum of foes may be knocked down in this manner. This skill starts from the closest foe to the farthest foe.

This ends when that ally uses a skill that targets a foe or attacks.

I hoping this would put Movement control skill in the tacticsline on the map.

Now only affects warrior melee attacks.

seconds and 1 second for every 2 points into strength all allies within earshot gain +24 armor and have a 50 % to block incoming arrowswhile wielding a shield.

Disables all non-warrior shouts for 5 seconds

These skills were either nerfed because of how strong paragons were using them or kept weak for obvious reasons.Warrior's Cunning I'm making more active and moving to tactics.The warrior shouts I'm making Warrior only by a primary attrib change in paragons and a drawback.

You gain 1 strike of adrenaline. If target foe dies within seconds you gain  strikes of adrenaline.

If you are within earshot of a dead party member, you gain + Health regeneration and your attack speed increases by 25% for 20 seconds.

''Basicly You will Die! is a free to use skill that will drasticly increase the rate at wich you chop down npc's.IWAY has been a problem forever now.I'm pretty sure I'm fixing it like this since its a 66% uptime whenever shit dies... that isn't your pet ... Basicly making it viable outside of gimmicks while nerfing the gimmicks themselves.''

To be continued ...

Now ends when you use an Adrenal skill.







Deals + damage. If target foe was suffering from Deep Wound this attack deals an additional + damage.



If Yeti Smash hits, target foe is struck for + damage and all adjacent foes take 5...41...50 damage.





For seconds,you have + armor and cannot be knocked down. While under the effect of a warrior shout you are immune to cripple. You move 15 % slower.





For seconds, you attack 33% faster and deal + damage. When Burst of Aggression ends, you lose all adrenaline.

Axe mastery
<-- New Functionalities --> : Elite Axe Attack. If Decapitate hits, you strike for + damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for seconds.



Otherwise this attack deals + damage and inficts Bleeding for  seconds.

Deals + damage.This attack cannot be blocked. Whenever it would have been blocked target foe suffers from Deep Wound for seconds.

These attacks deal only 1/3 damage each.

<-- Cleave and DW --> : Elite Axe attack.If this attack hits target foe suffers from Deep wound for  seconds.This attack deals a additional  Damage.





Hammer Mastery




Unlinked
If this hits a moving foe that foe is knocked down for 3 seconds. This attack deals no damage.