Ranger Balance [Post CDI]
What if, we added boon ripping+sharing to first strike through the remorseless trait?
Since its a gm trait we should be able to spread them to allies in a small aoe around us…
Then maybe we would have a reason to use remorseless. Since remorseless takes up the spot for RtW, we wouldnt be 100% sure to hit targets, therefore it balancess itself out a little.
To further balance it, add +2 more seconds of stealth to hunters shot, add pet gains stealth too and increase hunters shot cd to 20 seconds.
Yeah, Remorseless giving Opening Strikes a boon rip/removal quality is definitely something I and Battosai and a few others have suggested a few times now, so I’m totally on board with it.
I’m not sure Hunter’s Shot really needs the change though, except of course that it should definitely stealth the pet. I see where a longer stealth could be advantageous, but right now, the cooldown situates it in a good position to be able to basically always be able to use it in combination with LB4, and coupled with Remorseless, is just about the best burst the weapon is going to get.
Of course, the longer cooldown but longer stealth would push the weapon towards being more utility based. But god forbid the class everybody chose as their go-to sniper archer bowmaster 360 noscoper not have a ranged weapon with 1200 range as a primary damage source.
Even though I make jokes, I’d honestly prefer to see the longbow be a heavy damage oriented weapon too, and have to rely on melee weapons for defense and close range damage.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Oh, just a thought for the thread; would it be wrong to say that the biggest place where longbow suffers is at mid range?
The line of reasoning being:
it loses it’s strong sustain damage, and with no burst damage skill and a long channel, extremely multi-hit, easily avoidable skill has to be relied on to maintain the best sustain damage, which gets lost if you try to make any sort of defense reaction to your opponent at mid range.
Meanwhile, nearly every gap closer in the game can close an opponent in on you from mid range to in your face, and with a lack of the ability to remove any stability they might apply negate your knockback, not to mention that knockback shot isn’t punishing enough and only pushes them back out to mid range, where their short cooldown gap closer will be ready to close them back in as they avoid all of your subpar mid range damage, not to mention that a few of the gap closers are either instantaneous or apply a blind or can be combined with a damage immunity of some sort that also renders Knockback Shot useless. By subpar, I mean that even if you are landing your autoattack and full channel rapid fire, unless the target has zero toughness investment, you won’t dent their hp enough that they are unable to recover, and their is no skill on the longbow weapon set that actually lets you capitalize if your sustain is effective.
So, long range, the longbows sustain is strong and effective enough to down an opponent that persists in trying to either engage you from that distance, or isn’t aware there is a dodge key as they attempt to close the gap. Close range, it’s a bow, not a martial weapon, so a weapon swap is meant to occur at that point, or a defensive utility needs to be blown.
And at mid range, the situation I described is fairly applicable, is it not?
Just food for thought, I want to see what people think. If it’s true from the CDI that the most complained about feature was the pet, then I’d wager the second most complained about topic is the longbow haha.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Oh, just a thought for the thread; would it be wrong to say that the biggest place where longbow suffers is at mid range?
The line of reasoning being:
it loses it’s strong sustain damage, and with no burst damage skill and a long channel, extremely multi-hit, easily avoidable skill has to be relied on to maintain the best sustain damage, which gets lost if you try to make any sort of defense reaction to your opponent at mid range.
Meanwhile, nearly every gap closer in the game can close an opponent in on you from mid range to in your face, and with a lack of the ability to remove any stability they might apply negate your knockback, not to mention that knockback shot isn’t punishing enough and only pushes them back out to mid range, where their short cooldown gap closer will be ready to close them back in as they avoid all of your subpar mid range damage, not to mention that a few of the gap closers are either instantaneous or apply a blind or can be combined with a damage immunity of some sort that also renders Knockback Shot useless. By subpar, I mean that even if you are landing your autoattack and full channel rapid fire, unless the target has zero toughness investment, you won’t dent their hp enough that they are unable to recover, and their is no skill on the longbow weapon set that actually lets you capitalize if your sustain is effective.
So, long range, the longbows sustain is strong and effective enough to down an opponent that persists in trying to either engage you from that distance, or isn’t aware there is a dodge key as they attempt to close the gap. Close range, it’s a bow, not a martial weapon, so a weapon swap is meant to occur at that point, or a defensive utility needs to be blown.
And at mid range, the situation I described is fairly applicable, is it not?
Just food for thought, I want to see what people think. If it’s true from the CDI that the most complained about feature was the pet, then I’d wager the second most complained about topic is the longbow haha.
Told anet about this gap closer being a major problem in game for LB weapon. If an opponent can gap close from 1200 range in 2 seconds push back taken into account shouldnt we be more entitled for more access to push back mechanics or CC the same way that they have insane access to mobility. Shouldnt it be enough compensation that we lose damage below 1200 range from LB that anet needs to also punish us by lack of mobility counter from lb set.
Thats why some ppl would argue that melee is better rewarded than range can, if youre melee youre in their face 80% of the time.
I’d like to see pets evolve moving forward, and this idea of the ranger being “two controlled characters” being further expanded upon. Currently, pets die too easily in WvW and other game modes due to their lack of active defenses.
What I personally want to see in the future is ranger pets having their own endurance bar and their own player triggered evade that would work just as player’s do; interrupting their actions and skills and prioritizing the evade. This would make shared vigor actually meaningful. If it was considered OP for pets to have two evades, they could have one evade consume a whole bar of endurance. I also want to see all melee pets equipped with a distance closer skill (also player controlled) to help us fight against kiting players who can all too easily negate the majority of our melee pet’s damage. This same skill (be it a charge or a ground-target teleport) could also be used to bring the pet out of AoE circles faster.
The skill ceiling would go up, but the unwilling to adapt rangers wouldn’t get any weaker. Because honestly, I’ve seen half-bunker guardians whirling swords obliterate drakes with protection, regeneration, and signet of the wild. Pets would not become unkillable as far as I see it, and therefore would not be OP, we would simply have the ability to make it much more of a challenge for people chucking burst at us to do so.
Ferguson’s Crossing server.
(edited by Detharos.3157)
I’d like to see pets evolve moving forward, and this idea of the ranger being “two controlled characters” being further expanded upon. Currently, pets die too easily in WvW and other game modes due to their lack of active defenses.
What I personally want to see in the future is ranger pets having their own endurance bar and their own player triggered evade that would work just as player’s do; interrupting their actions and skills and prioritizing the evade. This would make shared vigor actually meaningful. If it was considered OP for pets to have two evades, they could have one evade consume a whole bar of endurance. I also want to see all melee pets equipped with a distance closer skill (also player controlled) to help us fight against kiting players who can all too easily negate the majority of our melee pet’s damage. This same skill (be it a charge or a ground-target teleport) could also be used to bring the pet out of AoE circles faster.
The skill ceiling would go up, but the unwilling to adapt rangers wouldn’t get any weaker. Because honestly, I’ve seen half-bunker guardians whirling swords obliterate drakes with protection, regeneration, and signet of the wild. Pets would not become unkillable as far as I see it, and therefore would not be OP, we would simply have the ability to make it much more of a challenge for people chucking burst at us to do so.
Some good ideas there specially the gap closer for melee pets but I think the evade portion of your proposal would mixed it with skill que for pets? i dont really know how coding works but the way i understand it they prioritize certain actions and right now F2 is number 1? or so they said.
I’d like to see pets evolve moving forward, and this idea of the ranger being “two controlled characters” being further expanded upon. Currently, pets die too easily in WvW and other game modes due to their lack of active defenses.
What I personally want to see in the future is ranger pets having their own endurance bar and their own player triggered evade that would work just as player’s do; interrupting their actions and skills and prioritizing the evade. This would make shared vigor actually meaningful. If it was considered OP for pets to have two evades, they could have one evade consume a whole bar of endurance. I also want to see all melee pets equipped with a distance closer skill (also player controlled) to help us fight against kiting players who can all too easily negate the majority of our melee pet’s damage. This same skill (be it a charge or a ground-target teleport) could also be used to bring the pet out of AoE circles faster.
The skill ceiling would go up, but the unwilling to adapt rangers wouldn’t get any weaker. Because honestly, I’ve seen half-bunker guardians whirling swords obliterate drakes with protection, regeneration, and signet of the wild. Pets would not become unkillable as far as I see it, and therefore would not be OP, we would simply have the ability to make it much more of a challenge for people chucking burst at us to do so.
Some good ideas there specially the gap closer for melee pets but I think the evade portion of your proposal would mixed it with skill que for pets? i dont really know how coding works but the way i understand it they prioritize certain actions and right now F2 is number 1? or so they said.
Yeah, I have similar concerns concerning the execution of such changes.. still I believe some form of active defense for pets should be feasible and is IMO a requirement. It’s only through such measures that players are able to survive some of the situations that pets currently cannot in any capacity. Currently the problem is that pets are treated in the same regard as another player character, but they do not have the same tools at their disposal that players due to aid survival. In exchange we have pet swaps, but honestly in many environments that simply is not fast enough. And while at this time there are other alternatives being suggested such as AoE and Cleave damage reduction for pets and such… personally, I’d rather just have the ability for skillful timing in active defenses to make the difference and simply having pets equipped with the tools to succeed would go a long way.
Another change I would love would be for “Guard” to instantly teleport the pet to the target circle location. Then we could use it as an evasive measure or a distance closer for our pet as well. Or if that could be added in to the nature’s voice trait and made to uniquely effect all shouts as an added bonus, it would be amazing.
Ferguson’s Crossing server.
(edited by Detharos.3157)
It also doesn’t help that the class has a really bad reputation in both pve and wvw, but that’s mostly thanks to a huge majority of players not knowing how to play the class well.
I just hope Anet can make this class shine at some point this year, as it’s the only class which I can play with and never get bored of.
It’s not the fault of the players using the most obvious weapons for this class; the bows. It’s ANet’s fault for not having a clear vision for the ranger whatsoever.