Ranger Balance [Post CDI]

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Posted by: ChillyChinaman.6057

ChillyChinaman.6057

In my opinion, they should do away pets as a permanently out component and instead make them similar to Mesmer phantasms that we select like Engie utilities.

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Posted by: Fenar.4025

Fenar.4025

I would like a permanent stow option for pets so they don’t keep popping out while doing jump puzzles every time I take falling damage. Having the pet out is also a problem when trying to run past trash mobs in dungeons or other instances where you don’t want to draw aggro. Also, while I’m on the topic, I would love to see some option to go completely petless without suffering a big hit to dps and functionality; maybe a passive buff of some sort? I know this last part is wishful thinking, but it would be nice.

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Posted by: Touche Amore.2083

Touche Amore.2083

I’m not quite sure when/if this is happening, but wanted to throw up my quick notes on the class and some realistic improvements I think would be great. I’m at work and threw this together fast so bear with me please. I feel that if I didn’t add my 2 cents, I had no room to kitten and moan when (AND IF) the ranger buffs/nerfs do come down the pipe.

Since we know we are stuck with these rancid pets for the time being, I hope Anet can focus more on the ranger character itself along with kits/utils/etc to help put us and THE GAMEPLAY WE CAN CONTROL in a better spot.

WHAT WE KNOW:
Pet issues:
Horrible pathing
No Dodging/Aegis/invul capabilities
Unreliable skill execution
Bad scaling
No brains
Cant hit moving targets

Ranger Character Issues:
Underwhelming/buggy weapon kits
Minimal burst capabilities
Poor condi removal
Trait lines don’t synergize well/some overloaded
Signets/Shouts need revamp badly

A Few Realistic Suggestions/fixes:

Weapons:
-More blast finishers
-Help make us the true unrivaled ranged class. Make arrows pierce by default (Mesmer gs has this capability without needing to be traited…why can’t we?) Overall pity DPS buff due to incompetent pet mechanics maybe.
-LB: do away with max range requirement so we can be close to group.
-SB: remove flank requirement for aa bleed
-GS: Increase auto attack speed or DPS. Give us a knockdown. Please include a boon mechanic in GS kit (without gm traiting)
-Sword: improve auto attack chain/dodge availability. Reverse Hornet sting/leap (ie Leap in….you have 5s to leap back otherwise it goes on cd) for more mobility. Make aa be interruptible by sword 2 and 3 skills as well as dodge.
-Warhorn: Needs some cd love badly, perhaps even a special traiting feature similar to warrior horn….condi removal, etc. Skill 4 should blind. 5 is in a good spot.
-Axe MH: more scalable dps for power builds on aa….i know its in a decent spot pvp wise so nothing too OP. skills 2 and 3 seem underwhelming a bit. Offhand axe is in a pretty good spot I think.

Abilities:
-Heals seem to be in a pretty good spot, perhaps make healing spring traitable to a bigger field.
-Spirits should be unbound/mobile/moveable by default…like necros minions/Some Mesmer phants/banners/guardian summons (idk who uses them though) etc.
-Traps: add combo filed to poison, move traits to a different line and split powerful traits in marksmanship between marksman and skirmishing for build diversity. I would love to see f1-f4 skills be our traps and have our pets less of an impact on our class, but that’s serious overhauling.
-Signets: Active effects need to effect the ranger as well, this might bring up some balancing issues, but besides 30 in marksman and might stacks, they are meh. They are all ‘just ok’….but I feel a few could be combined into one and made a bit stronger, etc.
-Shouts: We need more group utility and less pet stuff (since our unreliable pets are 99% of the problem) from our shouts. Ie might stacks/stabil/protection/CONDI REMOVAL/regen etc…similar to war and guard shouts, rather than a handful of shouts that are USELESS in 90% of the gameplay
-LR should remove movement impairing condis
-Sharpening stone can be deleted and you can remove sb aa flank requirement.

Traits:
Move spotter to precision tree. Traitable 25% movement speed please. Trap traits revampedand moved. Ran out of time, sorry…

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Posted by: jcbroe.4329

jcbroe.4329

For the pets, I see that people are citing examples which all are examples of either:

  • reliability
  • damage output
  • survivability

Truthfully, for the purposes of balance, a pet AI can’t have an equal output of these three things combined, because in PvP and WvW, it would make the pet an autopilot damage option which could be much too powerful.

Then I’d like it if we could pick what we wanted when we were choosing from a pet. Right now it’s really rare to have any of those.

I’m in total agreement. I think the ideal system would be to allow ranger to choose whether their pets function as heavy damage dealers and then range to as far as zero damage boon tanks or damage/aggro soakers.

Don’t we have them already? Thinking of bears vs. cats/birds. They’re just not very successful until now in what they do.

Yes and no. Yes, their stats and skills to some degree dictate how they perform, and are well suited to be able to step into the shoe of the roles I mentioned, but how they actually perform is not in the scope of efficiency and functionality that I mean they should perform in.

What I mean that is that in some way, no matter what pet is chosen, the pet is ALWAYS a tacked on DPS outlet. That means that no matter what, the weapon balancing will always be anchored to the idea that the pet is a constant DPS factor that always has damage potential, and the weapons get balanced with that damage potential in mind.

What I’m basically saying is that pets should do little to no damage with no investment, and have the weapons balanced accordingly, then with investment, allow the player to specialize the pet in a matter that would allow the player to play beastmaster, and not just DPS beastmaster, but support style beastmaster or bunker beastmaster (in which both the pet and player maximize survival at every cost).

Then, separately allow the players to invest traits the increase the value of pet swapping.

Obviously, these changes would be very trait demanding, and as far as I can see, the design philosophy doesn’t seem to favor traits needing to be as heavy an investment as what I’m suggesting, but at the same time I think that it would allow role versatility and build diversity of a much higher magnitude than what is currently available, and it should at least be an option that gets discussed.

Jroh | Former SOAC Ranger Podcaster | Platinum Division Top 100 Player
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat

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Posted by: firelightx.3980

firelightx.3980

Okay, suddenly I really like the idea of replacing pets with preperations as the class mechanic. Just an F1 through 4 that affects our weapon skills in some way, by providing secondary effects. Perhaps one of those preparations can be the pet, itself. And when the pet it out, replace it with the pet’s usable skill.

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Posted by: BolshoiBooze.3406

BolshoiBooze.3406

In my opinion, they should do away pets as a permanently out component and instead make them similar to Mesmer phantasms that we select like Engie utilities.

I’ve also suggested this on multiple occasions, dating back to almost a year ago. I think this would be the perfect solution, but let’s be realistic: it’s probably way too much work to ever happen.

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Posted by: Castaliea.3156

Castaliea.3156

I have absolutely zero hope for this CDI, especially after seeing that “150-200 word post suggestion”.
All they want is new ideas for band-aids. They don’t even want to read long, comprehensive suggestions (even if they’re well formatted). We aren’t going to get anywhere with band-aids. I don’t know why I almost expected things might have changed.

Guild Leader
Sempai Said I Was A [QTpi]
Apply @ | http://sempaisaid.enjin.com |

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Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

Okay, suddenly I really like the idea of replacing pets with preperations as the class mechanic. Just an F1 through 4 that affects our weapon skills in some way, by providing secondary effects. Perhaps one of those preparations can be the pet, itself. And when the pet it out, replace it with the pet’s usable skill.

F1 – Ingite Arrows (like Flame Legion Stalker can)
F2 – Poisoned Arrows
F3 – Sharpening Stone Arrows
F4 – Bilinding Arrows
Each effect holds for 5 shots or 5 seconds. Would be cool but I doubt it would happen.

Ranger - Guardian - Warrior - Elementalist - Necromancer - Mesmer
EU Elona Reach – Void Sentinels

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Posted by: RyuDragnier.9476

RyuDragnier.9476

All I feel needs to be changed with pets is give us 4 spirit pet types, put them on F1-F4. Clicking one has that pet spirit (a small aura) out and circling you, it being invincible and gives a buff of some kind, but it being unable to attack. F1-F3 can then change to certain skills with at least 10 second cooldowns that can be used through the ranger, and F4 puts the pet away so you can switch it out for another, with a 5 second cooldown between them. F1 would be an attack type skill, F2 support, F3 healing. Shouts and Signets would have to be reworked somewhat, but I could see this working.

For example on the F1-F3 abilities, let’s say we make one pet type a bird. F1 would have your character rushing at the enemy fast for some damage, F2 would have your character knockback enemies with a gust of wind, and F3 would have your character cure cripple, chill, and immobilize from allies nearby.

For the changes on the pet shouts, Guard will give protect to allies within the circle, knockback enemies who try to go into it and block projectiles. Search and Rescue will do as it does now while giving regen and curing a condition on the person the pet is trying to rez. Protect Me will make you invulnerable for 4 seconds, but in return you are unable to attack during that time. Sic’Em…maybe giving more power to the F1 ability to use it as a burst.

Signets, they can easily be dealt with since it’s mostly the actives that need to change, and they need to be made so they always work on the ranger without traited. Signet of Stone will have the pet shield you ONLY from direct damage for 4 seconds, all CC and conditions can go through. Signet of Renewal, maybe curing 2 conditions from all allies near the pet/ranger. Signet of the Hunt, stealth is given for 6 seconds. Signet of the Wild, it can stay as is.

Odds are there are some things I’m not seeing here, but I think it could work and make things interesting. Now let me be turned down by people for making this complicated.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

For the changes on the pet shouts, Guard will give protect to allies within the circle, knockback enemies who try to go into it and block projectiles. Search and Rescue will do as it does now while giving regen and curing a condition on the person the pet is trying to rez. Protect Me will make you invulnerable for 4 seconds, but in return you are unable to attack during that time. Sic’Em…maybe giving more power to the F1 ability to use it as a burst.

Nice idea but no shout would be able to knock your enemies back. That’s quite unrealistic.

Ranger - Guardian - Warrior - Elementalist - Necromancer - Mesmer
EU Elona Reach – Void Sentinels

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Posted by: RyuDragnier.9476

RyuDragnier.9476

For the changes on the pet shouts, Guard will give protect to allies within the circle, knockback enemies who try to go into it and block projectiles. Search and Rescue will do as it does now while giving regen and curing a condition on the person the pet is trying to rez. Protect Me will make you invulnerable for 4 seconds, but in return you are unable to attack during that time. Sic’Em…maybe giving more power to the F1 ability to use it as a burst.

Nice idea but no shout would be able to knock your enemies back. That’s quite unrealistic.

Guard. As in, pet’s guarding the area. Meaning he’s making a dome of protection like several other abilities you see in the game.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: brazilianbrkfst.8614

brazilianbrkfst.8614

Nice idea but no shout would be able to knock your enemies back. That’s quite unrealistic.

So is shouting at your friends and making them not be able to be knocked down and take less damage, but you don’t see Guardians complaining.

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Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

Nice idea but no shout would be able to knock your enemies back. That’s quite unrealistic.

So is shouting at your friends and making them not be able to be knocked down and take less damage, but you don’t see Guardians complaining.

Better than shouting at arrows so the get reflected

Ranger - Guardian - Warrior - Elementalist - Necromancer - Mesmer
EU Elona Reach – Void Sentinels

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Posted by: Bran.7425

Bran.7425

We are playing a fantasy genre mmorpg and you have concerns for realism, please just get out now as realism isn’t going to be a part of the design.

Pets have been hidden due to rising Player complaints.

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Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

We are playing a fantasy genre mmorpg and you have concerns for realism, please just get out now as realism isn’t going to be a part of the design.

It is so far realistic that it doesn’t bent the physics too much. Water still floating downhill, Arrows still get blocked by obstacles. But they don’t get blocked by someone screaming at them.

Ranger - Guardian - Warrior - Elementalist - Necromancer - Mesmer
EU Elona Reach – Void Sentinels

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Posted by: RyuDragnier.9476

RyuDragnier.9476

We are playing a fantasy genre mmorpg and you have concerns for realism, please just get out now as realism isn’t going to be a part of the design.

It is so far realistic that it doesn’t bent the physics too much. Water still floating downhill, Arrows still get blocked by obstacles. But they don’t get blocked by someone screaming at them.

They get reflected by a guy spinning around with axes. And people get a magical buff through a scream that reflects damage back. Realism has long since been dead.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: Azure.8670

Azure.8670

Because melee is always going to be better than ranged and our only other melee weapon makes combining raw DPS and dodging/kiting impossible because it roots you on the autoattack. GS looks good because we have no other alternatives, not because it actually is good. Try the GS on the warrior or Guardian and you’ll see what a “good” GS feels like.

Guardian GS isn’t as good as ranger GS imo.
I also agree on the stow pet thing…it would give us a chance to be more useful in situations where the pet dies too easily. Maybe put a timer on it so we can’t switch too often ?

I nearly spit my coffee on my monitor when I read this. What exactly is better about Ranger GS than guardian????? Guardian is nearly attached to its GS its so useful

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Posted by: RyuDragnier.9476

RyuDragnier.9476

Because melee is always going to be better than ranged and our only other melee weapon makes combining raw DPS and dodging/kiting impossible because it roots you on the autoattack. GS looks good because we have no other alternatives, not because it actually is good. Try the GS on the warrior or Guardian and you’ll see what a “good” GS feels like.

Guardian GS isn’t as good as ranger GS imo.
I also agree on the stow pet thing…it would give us a chance to be more useful in situations where the pet dies too easily. Maybe put a timer on it so we can’t switch too often ?

I nearly spit my coffee on my monitor when I read this. What exactly is better about Ranger GS than guardian????? Guardian is nearly attached to its GS its so useful

Rangers are pretty attached to GS too for the same reason of useful. You have our only constant source of cleave, our strongest hitting weapon skill, a mobility skill, and our only block skill.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: Substance E.4852

Substance E.4852

We are playing a fantasy genre mmorpg and you have concerns for realism, please just get out now as realism isn’t going to be a part of the design.

It is so far realistic that it doesn’t bent the physics too much. Water still floating downhill, Arrows still get blocked by obstacles. But they don’t get blocked by someone screaming at them.

It’s called magic. Further explanation shouldn’t really be required in a fantasy RPG.
A game that sells 33 gold bricks for 1 gold coin and has falling 15 feet do more damage than a gunshot or being struck by lightning has thrown realism into the fires of Mt Doom and never looked back.

Connection error(s) detected. Retrying…

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Posted by: Chrispy.5641

Chrispy.5641

For the changes on the pet shouts, Guard will give protect to allies within the circle, knockback enemies who try to go into it and block projectiles. Search and Rescue will do as it does now while giving regen and curing a condition on the person the pet is trying to rez. Protect Me will make you invulnerable for 4 seconds, but in return you are unable to attack during that time. Sic’Em…maybe giving more power to the F1 ability to use it as a burst.

No for the changes to guard. Suddenly making it give protection to allies and knockback enemies for whatever duration it gives, will make it far too powerful to have a 12 second cooldown when traited. And I would really rather not see it turn into a default 60-90 second cooldown, because I and many other people use Guard as a source of perma regen and swiftness, and I like using the shout with Runes of the Soldier, because it removes a condition from myself and surrounding allies, every 13 seconds. Having the effective passive effects of 3 signets built into one skill opens up the other 2 utility slots for something else, such as spirits.

We are playing a fantasy genre mmorpg and you have concerns for realism, please just get out now as realism isn’t going to be a part of the design.

It is so far realistic that it doesn’t bent the physics too much. Water still floating downhill, Arrows still get blocked by obstacles. But they don’t get blocked by someone screaming at them.

It’s called magic. Further explanation shouldn’t really be required in a fantasy RPG.
A game that sells 33 gold bricks for 1 gold coin and has falling 15 feet do more damage than a gunshot or being struck by lightning has thrown realism into the fires of Mt Doom and never looked back.

Which is funny to me, because the original RPG that started all others (Dungeons and Dragons), is actually quite realistic when it comes it describing rules for almost everything in the game, even when there’s magic all over the place. (I’m talking about the base rules, not whatever the DM decides to add or change later)

(edited by Chrispy.5641)

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Posted by: Sarision.6347

Sarision.6347

Because melee is always going to be better than ranged and our only other melee weapon makes combining raw DPS and dodging/kiting impossible because it roots you on the autoattack. GS looks good because we have no other alternatives, not because it actually is good. Try the GS on the warrior or Guardian and you’ll see what a “good” GS feels like.

Guardian GS isn’t as good as ranger GS imo.
I also agree on the stow pet thing…it would give us a chance to be more useful in situations where the pet dies too easily. Maybe put a timer on it so we can’t switch too often ?

I nearly spit my coffee on my monitor when I read this. What exactly is better about Ranger GS than guardian????? Guardian is nearly attached to its GS its so useful

Rangers are pretty attached to GS too for the same reason of useful. You have our only constant source of cleave, our strongest hitting weapon skill, a mobility skill, and our only block skill.

Er, I think those Rangers are attached to GS because they hate the sword AA?

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Posted by: Substance E.4852

Substance E.4852

Because melee is always going to be better than ranged and our only other melee weapon makes combining raw DPS and dodging/kiting impossible because it roots you on the autoattack. GS looks good because we have no other alternatives, not because it actually is good. Try the GS on the warrior or Guardian and you’ll see what a “good” GS feels like.

Guardian GS isn’t as good as ranger GS imo.
I also agree on the stow pet thing…it would give us a chance to be more useful in situations where the pet dies too easily. Maybe put a timer on it so we can’t switch too often ?

I nearly spit my coffee on my monitor when I read this. What exactly is better about Ranger GS than guardian????? Guardian is nearly attached to its GS its so useful

Rangers are pretty attached to GS too for the same reason of useful. You have our only constant source of cleave, our strongest hitting weapon skill, a mobility skill, and our only block skill.

Er, I think those Rangers are attached to GS because they hate the sword AA?

That and the lack of a gap closer.

Connection error(s) detected. Retrying…

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Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

Because melee is always going to be better than ranged and our only other melee weapon makes combining raw DPS and dodging/kiting impossible because it roots you on the autoattack. GS looks good because we have no other alternatives, not because it actually is good. Try the GS on the warrior or Guardian and you’ll see what a “good” GS feels like.

Guardian GS isn’t as good as ranger GS imo.
I also agree on the stow pet thing…it would give us a chance to be more useful in situations where the pet dies too easily. Maybe put a timer on it so we can’t switch too often ?

I nearly spit my coffee on my monitor when I read this. What exactly is better about Ranger GS than guardian????? Guardian is nearly attached to its GS its so useful

Rangers are pretty attached to GS too for the same reason of useful. You have our only constant source of cleave, our strongest hitting weapon skill, a mobility skill, and our only block skill.

Er, I think those Rangers are attached to GS because they hate the sword AA?

That’s exactly the reason I’m using the GS.
The evade is pretty nice tho.

Ranger - Guardian - Warrior - Elementalist - Necromancer - Mesmer
EU Elona Reach – Void Sentinels

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Posted by: Azure.8670

Azure.8670

Im not sure if you guys are joking/kidding about the GS. I use it as well, but only to switch for 2 and 3. Sword/Axe (horn, but for open world axe is better, and horn isnt needed when warriors are in party) is strongest, also cleaves if you know how to use the AA, which I guess more people dont than I realized. Only thing good about GS I see (over guardians) is 4. Other than that…. no. Weaker, slower and a little less support. Guard GS has an opener as well, and it blinds. A Pulsing AOE, a burst that puts our silly “burst” to shame, and a group pull for interrupt. Yea…

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Posted by: KyreneZA.8617

KyreneZA.8617

So, where’s our CDi gone to? It is now 5:11 am EST Thursday and still nothing?

Recently returned to…
Aurora Glade some random MegaServer™, always being asked to volunteer for that buff…
Ranger | Necromancer | Warrior | Engineer | Thief

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Posted by: Bran.7425

Bran.7425

I think they are hung up on a word limits on suggestion/discussion.

Pets have been hidden due to rising Player complaints.

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Posted by: xXxOrcaxXx.9328

xXxOrcaxXx.9328

Nope, they’re not:

This post outlines a suggestion for how CDI members could format their ‘Proposals’ in CDI topics. It also puts forward a suggestion for general discussion post word counts.

Suggested Proposal Format:

Proposal Overview
<A short description of the proposal that is being put forward>

Goal of Proposal
<What problem are you trying to solve with your proposal>

Proposal Functionality
<How does your proposal work in regard in relation to the current design of GW2>

Associated Risks
<What risks or problems can you foresee with this proposal which you would like to have assistance on from other members of the CDI>

Please try to be as concise as feasible with your proposal. This however no suggested word count for proposal posts.


Discussion Posts

No suggested format.

Suggested Post Word Count:

200

I wanted to post this first before putting up the new CDI topics to get a quick read on your thoughts.

Chris

Ranger - Guardian - Warrior - Elementalist - Necromancer - Mesmer
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Posted by: Atherakhia.4086

Atherakhia.4086

What is a discussion post supposed to be though? Is it the discussion to go along with someone else’s proposal? Or is it a post that isn’t designed to suggest a solution but raise a problem?

Because limiting our discussion on how 90% of the utility skills, 75% of the traits, and 50% of the weapon skills need work is going to be quite annoying.

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Posted by: thefantasticg.3984

thefantasticg.3984

Basically it’s what a business person can use to get across an idea in a short concise manner without fluff a.k.a. powerpoint.

Personally, until the band-aided pet class defining mechanic situation gets worked out every other Ranger problem (including the rediculous idea of having casting times on shouts) can take a back seat.

RNG is a bell curve. Better hope you’re on the right side.

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Posted by: RoyalPredator.9163

RoyalPredator.9163

Proposal Overview: I’ve made the updated version of my
[iR] Ranger Redesign v2 | NEW Mechanism

I don’t think we should keep up with this current mech we have,
this new Endurance/Stamina based may suits mutch better.
(Crysis 3 just good base to start imaginations, lol!)

Goal of Proposal: Fixing the lack of hunting abilities and spinning up the combat to be more dynamic.
Proposal Functionality: Nearly same as Thieves, but still different enough.
Associated Risks: None I know of. People still can use the class as now if they want to. Some may find it Overpowered, but its not. Good in 1v1, have its own weakness that just cames from bad playing.

I’ve saw a lot of nice suggestions here, and I really hope AN makes justice this time…

Game Designer || iREVOLUTION.Design \\
“A man chooses; a slave obeys.” | “Want HardMode? Play Ranger!”

(edited by RoyalPredator.9163)

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Posted by: Treble.1563

Treble.1563

Bows in general need to be more useful. We NEED a weapon that specializes in AOE and I think Longbow should take that role. But if LB takes that role, we need another weapon for sniping. I think Crossbow should be that weapon, and should be added in the game.

Overall, I feel we need more viable power builds. The condi meta is so boring. So much auto attack. I rolled a Ranger to be a strong RANGED class, and currently our strongest build is primarily melee.

Longbow = Long range, Power build, AOE
Crossbow = Long range, Power build, single target
Greatsword = Short range, Power build, skirmishing

Axe = Medium range, Condition build, AOE
Shortbow = Medium range, Condition build, single target
Sword = Short range, Condition build, skirmishing

That covers all the bases, IMO. Fills each role, and provides people with a much more diverse playstyle.

S U M E T A L [ Warrior ][ S/Wh + Ham ][ Zerg Shout Support ]
M O A M E T A L [ Necromancer ][ Staff + D/F ][ Power DS/Wells ]
Y U I M E T A L [ Engineer ][ 3kit P/S ][ Havoc Roam ]

(edited by Treble.1563)

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Posted by: Atherakhia.4086

Atherakhia.4086

Why would you make the longbow the AE weapon? It has a single AE. You could remove barrage and make the Longbow the perfect sniping/burst weapon for a power Ranger.

Plus if Barrage is made a utility instead of a weapon skill its damage and utility can be improved and become viable for multiple builds.

Then if you need additional AE for the class we could finally make traps live up to the tree they’re in and have each do ~200 AE damage on activation instead of the current ~50 they do.

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Posted by: SkiTz.4590

SkiTz.4590

They need to add 1 more AOE to bow

My suggestion, buff skill 3 (lol arrow that can’t even kill an ambient creature to more damage and add knockback from skill 4 into this skill3 (so now you got a solid dps + knockback and stealth in LB 3)

add a new AOE in LB 4… gives rangers at least 2 AOES to work with here anet…something like fire volley, basically a larger radius version of icebow 4 with burning tics..+ also get rid of the range restriction on LB 1… thats absolutely ridiculous… these changes would make me very happy with LB …

or you can atleast add an AOE to shortbow if you don’t want 2 AOEs on LB… something along the lines of theives cluster shot

right now I’m a ranger that has absolutely no reason to buy a bow…

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Posted by: Treble.1563

Treble.1563

It’s not just making longbow the AOE weapon.

Right now, LB is subpar at both AOE and single target. I can’t think of any changes to make it good at both without making it overpowered, so I’m proposing just giving it something to specialize in while also filling the long range single target burst role with another weapon class.

Or, like you said, make LB specialize in long range single target burst, make Barrage a utility, and have traps be “throwable” (traited) instead of being placed on top of you. I imagine that would take a lot less resources than trying to balance a whole new weapon class, while also giving us a lot more viability especially in WvW.

They’d probably have to change “Barrage” to something different. Would be weird to have a utility called “Barrage” that rains arrows from the sky while wielding a sword.

S U M E T A L [ Warrior ][ S/Wh + Ham ][ Zerg Shout Support ]
M O A M E T A L [ Necromancer ][ Staff + D/F ][ Power DS/Wells ]
Y U I M E T A L [ Engineer ][ 3kit P/S ][ Havoc Roam ]

(edited by Treble.1563)

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Posted by: Atherakhia.4086

Atherakhia.4086

It’s not just making longbow the AOE weapon.

Right now, LB is subpar at both AOE and single target. I can’t think of any changes to make it good at both without making it overpowered, so I’m proposing just giving it something to specialize in while also filling the long range single target burst role with another weapon class.

Or, like you said, make LB specialize in long range single target burst, make Barrage a utility, and have traps be “throwable” (traited) instead of being placed on top of you. I imagine that would take a lot less resources than trying to balance a whole new weapon class, while also giving us a lot more viability especially in WvW.

They’d probably have to change “Barrage” to something different. Would be weird to have a utility called “Barrage” that rains arrows from the sky while wielding a sword.

There are other things that do this. Charzooka for example pulls out a rifle I do believe despite not every Charr even being able to use rifles, let alone actually having one equipped.

At least for a Ranger it’s somewhat believable for them to have a bow strapped to their back at all times and they quickly pull it out to fire a barrage of arrows at an enemy.

If it is really going to be a problem then make it a spirit attack and you summon a tree spirit out in the field that does the mambo and razor sharp leaves rain down onto unsuspecting foes.

If you use this method you could justify the first wave of ‘leaves’ immobilizing the targets because who wouldn’t be caught unaware when a giant spirit tree spawns right next to you shaking its hips. Only when the leaves start to hit you do you realize it’s a trap!

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Posted by: AEFA.9035

AEFA.9035

So where is Allie and our CDI Ranger thread?

Did it get postponed again by any chance? its thursday now.

Success is my only option, failure is not.

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Posted by: thefantasticg.3984

thefantasticg.3984

Got postponed until next Monday 12pm PST. Check the Dev Tracker, it is in there.

RNG is a bell curve. Better hope you’re on the right side.

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Posted by: kyubi.3620

kyubi.3620

Tought i should post it here as well

Since we about to gain a new stat called ferocity one things come to my mind

Beast mastery traitline suposedly adds +300 to all main stat, If we consider that power, precision, vitality, thoughness are main stat could we actualy think of Ferocity behing a new main stat as a +300 bonus as well? This would definitively make puting 30 in BM help the pet deal better damage as +300 ferocity give the pet a slight increase of about 25 to 28 bonus critical damage (if we consider traiting 30 in a spec that gives critical damage give 30 critical damage and that ferocity is suposed to be near 28% at 300 point). If you add the ferocity to the 300 in all stat a BM get maybe we can actualy make pet somewhat a little more better to run damage Wise to fill for all the nerf it took, Pet defintively didnt need to be nerfed with all the problem to AI it got and how easy it is to evade it. If the issue was PVP damage ranger pet is likely one of the easyest spec to counter in the game likely because of how easy the pet is to avoid and how the ranger who rely on pet loose a most of its damage the moment the pet becomes unable to hit wich is likely most of the time. If the build is weak in pvp it should at least be worth its gold shine in pve but the pet actualy gets constantly killed from aoe it cannot dodge. Considering the pet cannot use food has very poor critical damage,and no damage scaling how is it supose to be any good in late game pve to begin with save for a pet tanking ranger wich is still bad in all aspect of the end game play.

Critical damage was a offset stat like boon duration and condition duration. If it becomes scaled on a main stat such as ferocity will it actualy be added to the +300 to all main stat pet formula?

BM traiters could definitively use a +28% critical damage for pet.

Crystal Desert, The Darknest Community P.E.T.A.
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3

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Posted by: Sarision.6347

Sarision.6347

Im not sure if you guys are joking/kidding about the GS. I use it as well, but only to switch for 2 and 3. Sword/Axe (horn, but for open world axe is better, and horn isnt needed when warriors are in party) is strongest, also cleaves if you know how to use the AA, which I guess more people dont than I realized. Only thing good about GS I see (over guardians) is 4. Other than that…. no. Weaker, slower and a little less support. Guard GS has an opener as well, and it blinds. A Pulsing AOE, a burst that puts our silly “burst” to shame, and a group pull for interrupt. Yea…

I’m serious. I only started using sword seriously after Brazil unveiled his build. Before that and since the betas, I’ve stuck with the GS even with pre-buff Maul. And even now, there are times when I still choose GS over sword.

Look, not everybody wants to play with auto off. Same reason why I don’t really like grenades on Engie.

Yes compared to sword GS is just bad, but the only thing it beats sword is ease of use. And I guess one can chalk it up as risk vs reward.

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Posted by: Atherakhia.4086

Atherakhia.4086

Im not sure if you guys are joking/kidding about the GS. I use it as well, but only to switch for 2 and 3. Sword/Axe (horn, but for open world axe is better, and horn isnt needed when warriors are in party) is strongest, also cleaves if you know how to use the AA, which I guess more people dont than I realized. Only thing good about GS I see (over guardians) is 4. Other than that…. no. Weaker, slower and a little less support. Guard GS has an opener as well, and it blinds. A Pulsing AOE, a burst that puts our silly “burst” to shame, and a group pull for interrupt. Yea…

I’m serious. I only started using sword seriously after Brazil unveiled his build. Before that and since the betas, I’ve stuck with the GS even with pre-buff Maul. And even now, there are times when I still choose GS over sword.

Look, not everybody wants to play with auto off. Same reason why I don’t really like grenades on Engie.

Yes compared to sword GS is just bad, but the only thing it beats sword is ease of use. And I guess one can chalk it up as risk vs reward.

What’s his build because shortbow has higher dps than greatsword as well and while Maul will push this in favor of greatsword slightly, simply factoring in bleed and poison at a base 0 condition damage with a 100% chance of attacking from the side makes shortbow better.

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Posted by: thefantasticg.3984

thefantasticg.3984

If I want to do damage on my Ranger the GS is never a viable option. Period.

RNG is a bell curve. Better hope you’re on the right side.

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Posted by: Substance E.4852

Substance E.4852

Why would you make the longbow the AE weapon? It has a single AE. You could remove barrage and make the Longbow the perfect sniping/burst weapon for a power Ranger.

Plus if Barrage is made a utility instead of a weapon skill its damage and utility can be improved and become viable for multiple builds.

Then if you need additional AE for the class we could finally make traps live up to the tree they’re in and have each do ~200 AE damage on activation instead of the current ~50 they do.

Traps would need to hit as hard as the old storm spirit active to be worth the cooldowns and the utility slots on a power build if they had their damage increased to be useful outside a condition build.

It’s our garbage AoE damage on the few skills that even have it that really holds us back in WvW.

Connection error(s) detected. Retrying…

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Posted by: Atherakhia.4086

Atherakhia.4086

Why would you make the longbow the AE weapon? It has a single AE. You could remove barrage and make the Longbow the perfect sniping/burst weapon for a power Ranger.

Plus if Barrage is made a utility instead of a weapon skill its damage and utility can be improved and become viable for multiple builds.

Then if you need additional AE for the class we could finally make traps live up to the tree they’re in and have each do ~200 AE damage on activation instead of the current ~50 they do.

Traps would need to hit as hard as the old storm spirit active to be worth the cooldowns and the utility slots on a power build if they had their damage increased to be useful outside a condition build.

It’s our garbage AoE damage on the few skills that even have it that really holds us back in WvW.

I’m thinking something close to what the Arcane Nova skill for Elementalists hit for. Like 50-75% given the traps have secondary effects and shorter cooldowns overall.

But yes, the lack of AE and burst is what holds power options back for the Ranger in WvW.

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Posted by: CRrabbit.1284

CRrabbit.1284

I am not expecting anything good for ranger class, just return us the old one from launch. It’s 5x times stronger than current version.
The worst way — just leave it as is now, please just don’t nerf ranger anymore.

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Posted by: CaptainVanguard.4925

CaptainVanguard.4925

- Give me back my OP as Hell Beta Ranger.

That is all.

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Posted by: KyreneZA.8617

KyreneZA.8617

Got postponed until next Monday 12pm PST. Check the Dev Tracker, it is in there.

We have a saying in my country: “from too much postponement comes postponed indefinitely…” My cautious optimism is waning fast!

Recently returned to…
Aurora Glade some random MegaServer™, always being asked to volunteer for that buff…
Ranger | Necromancer | Warrior | Engineer | Thief

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Posted by: jcbroe.4329

jcbroe.4329

There are 2 ways the CDI could go. Either they start the CDI off by referencing and relaying all the information they have gathered from the ranger community up until this point and we can start a discussion from there, or, the CDI gets turned into an exercise of Copy/Pasting that ends up being no more informative or helpful than this current thread, or any good discussion and suggestion thread that has existed.

If it does just become an exercise in copy/pasting, than the only way that communication with the devs is ever going to see any progress from that point is if the devs actually stop in on this thread and comment on things we’ve been discussion.

Basically, if they don’t use this thread and the numerous other amazing threads that were in and have been in the ranger subforum in the past as a starting point for the CDI where the devs state their stance on the class and then reference some of the things they’ve taken away from the mentioned threads.

Point Being:

When the CDI begins, do not let this thread die. This thread is a very strong collaborative effort already from the community, and has lots of great ideas and discussion in it. When the CDI starts, I (and I’m sure others as well) will update this thread with anything that gets discussed there and incorporate it into the overall theme of the thread and ideas behind balance, specifically, if the devs just so happen to mention what “role” the ranger is meant to play and the gameplay elements the class is meant to pivot around, it will allow me to put some of the general ideas into a better scope and perspective so that we can talk about them in context to the way the devs view them.

Great work as always everybody! The other thing I would ask everybody is that if the devs do not reference this thread or any of the others threads or ideas that deserve some merit and or dev attention so it becomes a copy/paste exercise, do not let them get away with it.

Reference the threads where there were good ideas that you liked, quote yourself or others on agreeable concepts and ideas, and go as far as linking them directly to the CDI.

We are not starting a new conversation. The ranger community has been discussing balance and pets and problems and solutions for ages now, and the information is already readily available to the devs. It’s their turn to join our conversation and give us their perspective, so that we can give them feedback on that perspective, and see if they have even been “listening” to our discussions.

Jroh | Former SOAC Ranger Podcaster | Platinum Division Top 100 Player
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat

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Posted by: Chrispy.5641

Chrispy.5641

from this thread :: https://forum-en.gw2archive.eu/forum/professions/balance/Feature-Build-Balance-Preview/3667926

Ranger:
Ranger pets are receiving a responsiveness pass and will be much easier to command. For example: Activating your F2 skill will now break your pet out of its current action in order to execute that ability.

whether they specifically reference this thread/other threads or not, the influence was obviously felt, since this has long been a complaint from many, many, many posters in these forums.

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Posted by: RoyalPredator.9163

RoyalPredator.9163

Crossbow is more like for AOE than Longbows…
Longbows always were higher damage & range, crossbows are kinda ninja-boom stuff in nearly every fantasy game that I know of. Since you can put a “magazine” on it that fires multiple arrows. It would be good to have AOE crossbow with nice CC & techstuff.

+1 @ jcbroe.4329: You’re right, This here is a nice topic and even a Strong one.
We don’t need to waste more time to copy-paste things to the new CDI topic that has been already delayed… and delayed again?

Also, we would like to see the reaction of the Ranger’s Team leader.
Not on the minor things, but on the real works/designs & totaly new suggestions.

I’m waiting…

Game Designer || iREVOLUTION.Design \\
“A man chooses; a slave obeys.” | “Want HardMode? Play Ranger!”

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Posted by: Yoh.8469

Yoh.8469

from this thread :: https://forum-en.gw2archive.eu/forum/professions/balance/Feature-Build-Balance-Preview/3667926

Ranger:
Ranger pets are receiving a responsiveness pass and will be much easier to command. For example: Activating your F2 skill will now break your pet out of its current action in order to execute that ability.

whether they specifically reference this thread/other threads or not, the influence was obviously felt, since this has long been a complaint from many, many, many posters in these forums.

Yaaaaay!
Good on you Anet, hopefully that’s one problem solved.