ArenaNet:Skill feedback/Warrior/Warrior's Cunning
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[edit] SavageX's Issue
- Issue: Skill cost is too high and recharge too long for it to viable. There are better skills out there that perform better than this skill.
- Suggestion: Reduce energy cost to 5, reduce recharge to either 30 or 45 seconds, and add "When this skill ends, you lose all adrenaline." to compensate. Losing all adrenaline would not be too huge of a drawback if warriors were to save this skill for when they are ready to unload all their attack skills on their target.
We haven't buffed this because counters to counter are really rough as they destroy ways to play the game, and force things into a "build wars" feel where it's just who brought the right skills to kill you. It's a fine line we dance and this is one of those that could solve a lot of our block problems but could make that happen. Izzy @-'---- 02:47, 21 February 2008 (UTC)
- You mean like how you nerf skills like AoS which is a counter to Thumpers, part of Spiritway, which is a counter to Balanced, forcing everyone to run Spiritway or lose to it? -Abaddon's Mother
- This already IS "Build Wars". If you're a melee class, anti-melee skills hurt you tons. If you're a caster, anti-melee skills make you lol at whoever is using them. It already is at the point where you win against those you brought the right skills for. 76.89.81.150 00:21, 16 May 2008 (UTC)
- I propose making it recharge faster but only apply to your next attack. Like this...
- 5 Energy, (no activation time), 20 Recharge. Skill. For 3.....8..10 seconds, your next attack cannot be blocked.
- Or like this...
- 5 Energy, (no activation time), 30 Recharge. Skill. For 10 seconds, the next time you would be blocked, you gain 1.....3..4 adrenaline. (This will yield no direct counter to the block, but instead use the block to convert energy into adrenaline to recharge other skills that could defeat a block or otherwise benefit the attacker) Painted Bird 15:54, 21 August 2008 (UTC)
[edit] Done25's Issue
- Alternate Suggestion: Lower cost to five but change it from a skill to a stance so that instead of allowing you to spike past blocks you can only use it to pressure. Puting it on a scale of 0...8...10 with a recharge of 15 seconds, would allow you to (at the cost of your IAS) by-pass blocks giving you the ability to intterupt the enemy monk.
[edit] Fail's Issue
- Issue: Energy cost is too high, recharge is way too long, and nobody can agree on anything. Thusly, I'm going to try for something a little different. I'm pretty sure we can all agree that a cheap, fast recharging skill that stacks with stances and makes all of your attacks unblockable is just... unbalanced. Also, being that it's unblockable, and has a minimum of 5 seconds (at the moment), you can pretty much use it on anything (or could, if it were changed to be cheaper and faster in the recharge department), making any sort of physical spike easymode. So, as I said, trying something a little different.
- Suggestion: 5 Energy, 20 second recharge. Stance. For 3...6...7 seconds, when your melee attacks are blocked, you gain 0...1...2 adrenaline.
This keeps it from being broken, but keeps it useful. You can't spike the same as if it were a skill, but it allows you to apply pressure without just constantly hitting somebody who can't block you. And if you are blocked, you get something back for having this stance active, sort of 'repairing' the damage of a wasted skill. But at the same time, at a max of 7 seconds, you can't keep it up. So it would only be used for two things, getting adrenaline from blocked attacks during your spike, or charging adrenaline for a spike.
Useful, but not broken. I think. ;D
[edit] TimeToGetIntense's Issue
- Issue: Bad.
- Suggestion: Lower energy cost to 5, lower recharge time to 30 seconds, change functionality to: "Skill. For 5...10...11 seconds, knocked down foes cannot block your attacks.
- It might seem overpowered for a Hammer Warrior, but keep in mind that it wouldn't help you quarterknock at all. You could get off your Crushing Blow and that's it. If the target is blocking, you probably won't be able to chain KDs. That said, I think this would be more interesting this way. It would be viable on more than just hammer Warriors since all Warriors should have a KD anyway.
[edit] Lilondra's issue
- Issue: The only reason why this doesnt promote passive buffs (just get rid of the word passive in gw ok!) is because of the recharge that kills it.Reducing the recharge will result in a OP skill.
- Suggestion: Lower energy cost to 5e,Reduce duration to 1..3..4 seconds and reduce recharge to 20 seconds.This way you can use it in a spike every 20 seconds while only having a 20% uptime (only a bit more then it used to have).
[edit] Solution
- Issue
- Obsolete recharge time, short duration, and 10 energy cost. Linked to a useless attribute.
- Suggestion
- Change the skill to 5 energy, 15 second recharge. "For 10 seconds your next 1...5...6 attacks cannot be blocked."
[edit] Lann's Issue -- 12 June, 2008
- Issue
Old skill, overshadowed by skills like guiding hands
- Suggestion
- Reduce recharge to 45
- Turn the skill into a stance, reducing duration and recharge accordingly
[edit] Recharge is obsolete
- Issue
- Recharge fails.
- Suggestion
- Decrease duration to 1...5...6, decrease recharge to 20 seconds, decrease energy to 5. Add "For each attack that would otherwise have been blocked, lose 3 energy."
[edit] Chieftain Alex's issue
- Issue
- Long recharge, high cost for low energy warrior. Can't be removed.
- Suggestion
- Lower recharge to 30s and add an attack speed boost of 5...20...25%. Keep cost at 10 energy. Change skill-type to stance.

