Complete Ranger class suggestions

Complete Ranger class suggestions

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Posted by: Khayoss.2019

Khayoss.2019

Let me preface this by saying that no one (or at least no one intelligent) is making any sweeping statements that imply that there are NO viable builds. But it also cannot be denied that Ranger in general is an outcast from the other 7 classes in the game. We are not welcome in many dungeon and fractal parties, we are not welcome in most organized WvW activities because we lack synergy with the group dynamics, and a powerful niche function that was available to us in sPvP has been altered quite dramatically. None of this is to say that the class is useless, that is simply a real current assessment of how our class is viewed by the general community. Rangers in supportive guilds, such as myself, would be able to get picked up by guild groups for any of the above activities without problem, but even in those instances it is because you are a known and liked guildie, not because you are being chosen for what your class brings to the table. Area Net may have ideas about what they think would be cool for the class, but what they think and what their customers want isn’t lining up. As a manager in a software company in charge of developing functionality and then gathering feedback on those developments from our customer base, I understand the frustration when you do something you think is great only to be screamed at by the people you did it for. But that’s reality. The only way to be successful is to eat your ego, listen to your customers, and alter your vision to more closely align with what they are asking for.

The June 25 balance patch was, by all accounts, meant to be a full pass at all trait lines of all professions for the purpose of promoting build diversity by fixing issues with broken traits, combining underpowered and often un-used traits in order to make them more viable, and replacing underpowered, unused and undesirable traits with more compelling options. No matter what your stance is on the specifics of the changes delivered to the Ranger class, I don’t know that there is any way that anyone could argue that those goals were met by this patch. While several previously effective builds still work with some tweaking and a bit more effort, fewer new builds have emerged than builds and play options that were eliminated. Fundamental aspects of the Ranger remain broken and unusable, un-useful and unused traits exist across all trait lines, the weapons that were adjusted were not completely fixed and brought into balance with other classes, and overall the state of the class has not changed significantly either in a positive or negative direction. In all, rangers gained some new aspects at cost of others, and overall lost more than they gained.

What I am going to attempt to do is address the whole Ranger class and highlight what people are unhappy about. There is a lot of hate and bitterness going on in the Ranger forums, and it’s not necessarily because we feel like this patch has broken our class, but because we had all been holding out hope that this was going to be THE PATCH that was finally going to fix the core issues that we have just been living with for the last 9 months. What we got instead completely sidestepped these issues and addressed very specific and minor problems associated with the class.

Game mechanics:

The pet system
Pet AI is subpar when compared to other games within the MMO space and no real improvements have been made since launch. In reality, pet pathing, AI and their ability to actually stick to moving targets was much better in Everquest – a 14 year old game – and others that came after it (WoW, EQ2, FFXI, and Vanguard to name a few). It’s really a bit mind boggling that in a modern MMO we are dealing with a problem like this… Major issues with the system include:

Pet movement/terrain interaction: Pets follow you around the world loyally, but have issues with terrain. Specifically, if you drop down even moderate elevation levels, even those that do not cause damage, rather than follow you your pet finds an alternate route that it finds acceptable. This is especially critical when in combat because your pet wanders off when you may need it. It’s also a detriment when trying to find a target because at times your pet will take long routes to the target because of minor terrain differences. Characters can jump, pets don’t seem to have the smarts to do the same. Downed state 3 skill is also affected by this in that the pet can still stand right next to you but be unable to interact with you if you are on an uneven surface.

Pet damage avoidance: Pets cannot dodge and have no intelligence built in to avoid ground targeted or area skills either when pathing to their target or during combat. Especially in PvP game types this makes the pet less effective because it will path directly through heavy damage areas in order to attempt to reach a target. If it survives, it reaches its target in a weakened state.

Khayoss / Khayotica / Mistasia
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Moving targets: Pets do not reliably hit moving targets, NPC or PC. Stationary targets are more common in the PvE space, but mobs still move with aggro. In sPvP and WvW stationary targets are few and far between. Options to assist the pet – such as pet movement speed enhancing traits and skills – exist, but put the Ranger at a disadvantage by using them because they are forced to use up point and skill slots that could be used elsewhere in order to try to make up for a bad mechanic. Pet skills outside of the auto-attack are more prone to missing because they involve the pet stopping its movement in order to cast the skill, allowing players to easily move out of range even without dodging.

F2 skills: In PvE situations F2 skills are more reliable because mob movement is predictable and slow. When fighting players, these skills are easily avoidable because the pet stops moving to charge the skill, and casting time of 1 second is more than enough time to move out of range even without using their dodge roll. Additionally, pets do not stop whatever they are currently doing to respond to your call for them to use their F2 skill, if they are already queueing another attack, they complete this first before responding to your command. I don’t know about your dog, but my dog would get in a lot of trouble if I commanded her to do something and she ignored me to finish whatever it was she wanted to do first…

General skills: Pets have 4 skills (1 auto attack), but players only have the ability to manage the use of one of them. Many other skills are situationally useful, but are used by the pet at inappropriate times. Players have a better understanding of how and when their skills could be useful than the pet AI.

Pet stowing: Stowed pets return to the world the instant the player takes damage, including fall damage, making travelling with your pet hidden an exercise in micromanagement. During combat a pet cannot be stowed at all, leading to situations where the pet becomes detrimental to the process. In instances where the pet absolutely will die due to the situation presented (be it a dungeon mechanic, an arrow cart or an AoE minefield created by a zerg in WvW), it would be more advantageous for the pet simply not to exist and thus avoid the cooldown timers, or to be called to their master exactly when they are needed once the danger has passed.

Pet to Player damage ratio: Pets can account for up to 40% of the players damage output on a stationary target. Because of the many factors above though, those are situational and infrequent circumstances. More often than not, the pet is not in a position to effectively use it’s damage output or its skills to contribute to a fight or is dead and unable to contribute at all. Tying such a significant portion of the players contribution to a mechanic hampered by so many issues is a detriment to the entire class itself.

Proposed solutions:
*Pet AI could be ripped out and re-worked from the ground up to address the issues above.
*Pet could be an optional component to the build (ala GW1) so that it could be avoided completely in game modes where it is more of a detriment than benefit.
*Pets could gain larger and larger slices of the power damage ratio with points spent into the Beastmastery trait line
*Pets could be replaced entirely by a utility skill and passive buff type component such as is present in other classes (ala Guardain F1-3 abilities)
*Pets could be replaced by specific summoning skills that would summon pets temporarily to help the Ranger (ala Hellhound elite skill)

Khayoss / Khayotica / Mistasia
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Combo field contribution
Combo field interaction is basically a key component of group synergy – especially in WvW. Blast and Whirl finishers provide benefits or damaging effects to multiple targets and are thus suited to group play because it allows all members to benefit all others or attack all targets simultaneously. Physical Projectile and Leap finishers are single target and thus lend to solo, duo, single target style gameplay and encounters. Rangers have extensive access to the Physical Projectile finisher, but extremely limited access to others. On land, Rangers have 1 Whirl finisher available via Axe 5 and zero blast finishers. Via the Drake family, rangers are able to access a Blast finisher on land, but for reasons related to the pet system, this is unreliable. Pets have to be positioned correctly and be able to cast their skill in time in order to take advantage of the field – accomplishable when all parts of the equation are stationary, but extremely difficult and unreliable when all parts are in motion. More reliability can be attained in this respect by putting the pet on passive mode, but this sacrifices all other potential benefits of the pet simply for access to the blast finisher. And as in all other cases, even in that perfect case scenario, the pet still has to be alive in order to be effective.

Ranger is the ONLY class that has this limitation in combo field interaction and this is part of why Rangers have difficulty finding homes in group settings.

Combo field generation is a separate aspect of this equasion, and while Ranger has access to the best Water field of any class, this isn’t enough to make up for the lack of interaction options above. Fire and Ice fields generated by Traps are useful, but must be triggered in order to create a field. This adds an additional layer of complexity to the group while trying to interact with what the Ranger provides, and can be another reason for the group to choose another option in its place. Pet-wise, the Murellow’s Poison field is the only reliable access to combo fields provided because it is triggered by an F2 skill. Pets triggering other combo fields on their own is in fact more harmful than good because finishers can only interact with one field at a time. A pets AI driven field placement can block access to anther field that was strategically placed either individually or for interaction by a group.

Proposed solutions:
*Whirl finisher via Ace 5 is a great tool, but Rangers should have access to more diverse and group friendly finishers (specifically Blast finishers) either through skills or weapons. Ideal candidates are Warhorn, Torch, and Longbow. Access to Physical Projectile finishers via every weapon except the Sword and Torch is unnecessary overkill – especially Short and Longbow which each have 4 skills that access the same finisher. While it makes some sense that they do, it is not helpful to the overall usefulness and diversity of the class.

Khayoss / Khayotica / Mistasia
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Spirits
Combining traits in the 6/25 patch was a logical step in attempting to fix spirits, as was improving spirit health, range and ability effectiveness – all done in previous patches. But all of these attempted improvements only make the spirits situation improve in PvE settings. In PvP where spirits are large, obvious targets that suffer from all of the same detriments as the pet AI, no amount of improvement to their health will allow them to be usable when groups of players are colliding. Spirits are actually very similar in concept to the Mesmer’s illusion/clone/phantasm system in that buffed by traits they have very similar survivability prospects: they can each take a couple of hits before dissolving. Mesmer’s, though, have multiple ways to summon these elements into the game on each weapon as well as further access to them via skills. Rangers have access to spirits only via skills on long cool downs, and while 100% uptime is theoretically possible, in combat situations even 25% uptime in any area not protected by a wall is not realistic.

Referring back to the original description of the Ranger class on the main website, reliance on spirits is a defining core characteristic of the Ranger in the same way that clones are to a Mesmer. To date, no improvements to the mechanic have resulted in any desirable PvP build that includes spirits, and popularity in PvE even is still extremely limited. The fact that we are 9 months into the game and this mechanic is still not viable is akin to a Mesmer for all these months being limited to illusions because clone or phantasm skills had been ineffective since the launch of the game.

Proposed Solutions:
*Make Spirits immune to damage, last for much shorter periods of time and automatically follow the caster.
*Remove spirits completely and replace them with an entirely different idea.
*Change the concept of spirits to be something similar in concept to an elementalists attune to element function. Allow a single spirit to be in play at any given time, and have some kind of altering effect on weapon attacks perfomed by the Ranger dependant on the spirit active (Stone spirit allows attacks to randomly proc protection, Sun spirit randomly procs burning, Ice procs chill, Storm procs lightning). Traits enhance effects, allow multiple spirits to be active or allow for a potential secondary effect from each spirit)

Weapons:

Longbow: The animation speed and arrow flight improvements that were included in the 6/25 patch were a great help, but not a complete solution. Players can no longer avoid being hit simply by moving sideways while being fired at, however phantom obstruction issues still exist. Additionally, the functions of the longbow are not reasonably balanced when compared to other classes.

-Long Ranged Shot (1 skill) is the only weapon skill that has minimum range restrictions. In PvE encounters where a mobs focus can be controlled either by proper use of a pet or by a partner, range restrictions can be accommodated. In PvP settings, this limitation pigeon holes the longbow into situational use.
Suggestion: Find a happy medium for damage and range, and apply it to the auto attack at all ranges OR add some kind of cripple effect to the attack so that range of target becomes more easily controlled.

-Barrage is extremely limited in usefulness by the fact that the ranger has to stay still while firing, and that the ones being attacked can move out of the circle as the first arrows are even raining down.
Suggestion: Replace the attack with something different, perhaps a single shot ground targeted AoE that includes a Blast finisher. Also, reduce cooldown.

Khayoss / Khayotica / Mistasia
Ehmry Bay – The Rally Bot Vortex [VOID]

(edited by Khayoss.2019)

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Shortbow: The range reduction to 900 was something that no one in the Ranger community saw coming and the increase in damage on the 3-5 skills by 14% does absolutely nothing to pacify those who are opposed to this change. The damage from the 3-5 skills are practically irrelevant to most shortbow users as those skills are used to control your enemy.. they would be equally useful if they did not include a damage component at all. Additionally, the rangers already have a 900 range skirmishing range condition weapon in the Axe. Shortbow now crosses over with this option instead of providing a longer ranged condition based option. Right or wrong, the perception of the community is that the shortbow was altered specifically to make the longbow appear more attractive instead of addressing the reasons the longbow was not attractive directly.

Besides this debate, the shortbow is also the only ranged weapon in the Rangers arsenal that it has no option to increase range on via traits. Longbow and harpoon are taken care of by Eagle Eye, and Dagger, Torch, Axe and Warhorn are all blanketed by Offhand Training. What stings the most in the eyes of most shortbow Rangers is the fact that this weapon can now be out-ranged by any offhand weapon option, and the range decrease makes it much more difficult to use in WvW in attack/defense situations.

Finally, the bleed option on the 1 skill is also unnecessarily restricted when compared to similar options. Thief pistol 1 has the same range, cast time and base damage, but applies bleed from any direction and for 1 second longer than ranger shortbow (4s thief vs 3s ranger).

Suggestions:

  • Damage increase to compensate for range decrease should have all gone to the 1 skill, or alternatively boosts to the conditions applied by the 3-5 skills could have been provided.
  • Eagle Eye should also affect shortbow in the same way that it affects longbow, or a similar trait needs to be provided for the shortbow to be consistent with other Ranger ranged weapon options.
  • Alternatively, reverse the range change because it made little sense to adjust a weapon that was functioning well for our class simply for the sake of changing it.
  • Remove restrictions to bleed application from 1 skill.

Sword: Since day 1, sword has been an extremely effective but hard to use weapon in our arsenal. The leap component of the sword 1 attack chain makes using this weapon in conjunction with auto-target extremely frustrating and is the only weapon to suffer from this type of downside. Additionally, the telegraphed animation involved in the 3 skill makes the attack easy to spot and dodge, as well as limits the usefulness of the attack itself – many a ranger has died to this skill by using it too close to a cliff or crevice.

Suggestions:

  • Remove the 3rd attack in the chain from the auto attack, or remove the leap component only, perhaps extend Cripple from the 2nd attack of the chain in it’s place. * For the 3 skill, remove the animation, replace the animation with a teleport to behind the enemy, or replace the evade component with an interrupt or a condition removal.

Axe: No complaints about the Axe main hand weapon, with recent adjustments to ricochet speed the Axe is one of the Rangers go-to weapons. The only complaint about Axe offhand is that Whirling Defense is interrupted by movement. Similar in concept to the Thiefs ‘spin to win’ elite skill, this limitation again feels like an unnecessary restriction placed on the Ranger class in order to differentiate via limitation (see LB & SB 1 skills).

Suggestion: Nothing really is needed, but it is an opportunity to enhance viability of Ranger in parties instead of being so self-centered. Remove movement limitation, decrease channel time and recast time to make it available more often but for shorter time periods in order to interact better with combo fields of a group.

Greatsword, Dagger, Warhorn and Torch are all great weapons. My only suggestion is to please not nerf them, and please consider adding Blast finisher components to Torch 4 and/or Warhorn 5.

Khayoss / Khayotica / Mistasia
Ehmry Bay – The Rally Bot Vortex [VOID]

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Healing Skills:

Personal healing is a strength of roamer Ranger builds, as well as the potential for area healing through Healing Spring. The addition of a condition removal/heal hybrid option as is present in other classes though would be very much welcomed.

Utility Skills:
Outside of Spirits (addressed above), very few utility skills are a source of angst among rangers. Fundamentally, though, there is one large overarching issue: Spirit skills are the only ones that interact with other people. Signets, Shouts and Survival skills are all directed only at the Ranger and its companion. This is potentially one of the reasons that Rangers are passed up in favor of other options in groups, because everything they do is self-centric and does not play well into the group dynamic. By adopting this design direction with the class, purposefully or inadvertently the Ranger is actually being put on an island and angled towards solo play. Analyzing the more popular classes, many utility and elite options are available to them that interact with allies. Even thief – the ultimate solo roamer – has options that allow for area stealth and removal of conditions from allies.

Shouts in general could need some alternate functions if the Pet system is altered in any way to make pets optional or replace them with a different alternative. If pets are kept in the game with the current AI, consider changing Guard specifically. In any other game that includes a pet system, this is a skill that comes innately to the function of having a pet. It is mildly insulting that a beastmaster type class lacks the ability to command a pet to guard an area without specifically loading a skill to do so. Going back to my dog as an example, I taught her to stay within the first 2 weeks of bringing her home as a puppy. I’m not some amazing outdoorsman, but I would expect that any pet I had trained for battle would do this without any special skill being needed. Aside from being an insult, this shout doesn’t provide any real direct benefit – except for its 100% uptime access to swiftness and regen traited after the 6/25 update – and should be included in basic pet controls. The shout itself needs to be replaced by something more useful.

Traps cooldown times are inconsistent. It’s a minor point, but it’s not something that makes much sense.

Elite Skills:
Entangle is an extremely useful skill, but there are some odd limitations. In order to receive its full effects, the one entangled has to be oblivious enough not to target and attack the roots that are trapping it. The fact that this works well on NPC’s is more of a testament to poor AI design of the NPC’s than the effectiveness of the skill. In PvP formats, the skill can work as a very short term root, but really only traps inexperienced players for the full duration. The root component should continue to be escapable by appropriate skills from the one trapped, but the ability to destroy the roots should be removed. It is, again, an unnecessary limitation imposed on the class.

Spirit of Nature suffers from the same limitations as other Spirits, and changes to this Spirit should reflect any changes made overall to the Spirit mechanic.

Khayoss / Khayotica / Mistasia
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Traits:
Across all trait trees, options that affect pets need to be re-thought dependant on what ultimately happens with pets. If pets become optional, change in effectiveness, or become an entirely new type of companion, pet enhancing traits need to be segregated into the BM tree.

Marksman:
The Marksman trait line was expected to receive major overhauls in the 6/25 patch, but what was received was underwhelming at best. Of all trait lines, this one has the most wrong with it. Adept level traits are all equally useful dependant on the direction of your build, but when it comes to Master and Grandmaster traits, there are really only 3 traits that anyone is interested in: Piercing Arrows, Eagle Eye and Signet of the Beastmaster.
- Spotter is, at best, an adept level trait, and even with the recent buff, no one placing points in this line would choose this over any of the other Master options.
- I haven’t talked to a single Ranger since launch that has found a place in their build for Remorseless. This is possibly the most underwhelming option at the Grandmaster level across any class.

No minor trait in the marksman line is very compelling either, especially Precise Strike at the Grandmaster level. By comparison, examine options available to other classes in the Power trait lines:
Ranger: Adept – First hit inflicts 5sec vulnerability, Master – Pets get same ability, Grand – First hit is a crit.
Thief: Adept – stealing inflicts 10 seconds poison, Master – Poison inflicts 4 seconds weakness, Grand – +10% damage when target has a condition.
Mesmer: Adept – 5 seconds vulnerability on interrupt, Master – Dazing inflicts 5 seconds vulnerability, Grand – +5% damage to inactive targets
Warrior: Adept – Damage foes at end of dodge roll, Master – Burst skills restore endurance, Grand – +3% Damage when endurance is not full.

In review, Rangers minor traits center around adding vulnerability at the beginning of a fight, and 25 point trait gives us a single guaranteed critical hit once per fight. In contrast Thieves gain access to 2 separate conditions for performing an act that they would perform once per fight generally and are not restricted to leaving combat in order to regain this ability, as well as application of vulnerability in conjunction with another condition they have nearly unlimited access to. Where Rangers receive a single guaranteed critical hit, thieves build on this by getting 10% damage boost for all targets carrying conditions. Mesmers gain the same 5 seconds of vulnerability at adept level, but rather than once in a fight they can apply it as often as they can interrupt. Warriors have damage at the end of a dodge roll, then a mechanism to allow them to dodge more often, plus a further damage bonus for dodging more often. These minor traits do not add up to any kind of balance – especially at the Grandmaster level.

Suggestions:
*Adept trait should apply vulnerability in conjunction with another condition or with an action that the Ranger normally performs – evades, interrupts etc on an internal cooldown.

  • Minor Master trait should add blindness or cripple whenever vulnerability is applied.
    *Move Piercing Arrows to the 25 point GM trait
  • Add Shortbow range increase to Eagle Eye
  • Replace Spotter and Piercing Arrows with some kind of boon stripping or condition removal option linked to Bow attacks
  • Replace Remorseless with a further option to cripple targets with Bow attacks.

Skirmishing:
Overall, Skirmishing trait line feels good, especially after the 6/25 patch – with the exception of Moment of Clarity, which really has no place in a Grandmaster section. By comparison, other classes gain up to 20% damage increases (mantra Mesmer), the ability to share attack buffs with allies (thief venomshare), or gain 4s quickness when attacking enemies at low health (warrior). A single attack with 50% additional damage doesn’t belong in the same sentence as those types of options and again does nothing to lend itself to endearing the Ranger class to groups.

Suggestion:
*Replace Moment of Clarity with an option that allows us to help our allies.
*Add the same 10% increased revive speed perk to Trappers Defense as was added to Healer’s Celerity.

Khayoss / Khayotica / Mistasia
Ehmry Bay – The Rally Bot Vortex [VOID]

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Wilderness Survival
Selectable traits in this tree are fairly well balanced and offer good choice.

The minor grandmaster trait, however, is extremely situational. Keeping health above 90% is difficult and makes this trait apply for very little of the time that you are actually fighting. By comparison, 3 classes get 5% of toughness added to power, 1 gets 10% of healing added to power, 2 stack might for 15 seconds on commonly occurring actions (stealth and blocking), and the last one gets 10% extra damage when endurance is full – all are much less situational and much more controllable by the player.

Empathetic Bond is also underwhelming as a grandmaster option. 3 conditions removed every 10 seconds is very stingy for 30 points spent in a tree. By comparison, necros strip 3 conditions for killing a foe at adept level, thieves drop 1 condition every 3 seconds in stealth at adept level, Mesmer removes conditions with every torch skill use at master level. At grandmaster level, the elementalist removes a condition whenever applying regeneration – both to themselves and allies.

Suggestions:
*To make us different, swap minor grandmaster trait for a trait that applies fury on interrupt, or to fit us into the mold, give us 5% of toughness to power.

  • Replace Empathetic Bond with something more group friendly… unfortunately removing a condition every time regeneration is applied is exactly the same as the elementalist, but that would play very well into Shout builds. Something with more group interaction and consistent application is warranted for something at the grandmaster level than 3 conditions every 10 seconds. As is, this belongs in a Master level at very highest.

Nature Magic:
The Spirit tree all needs to be re-thought and re-worked in conjunction to a new Spirit mechanic. Other than that, the changes included in the 6/25 patch were excellent.

Beastmastery:
I’m not going to tackle this tree at all because of my strong belief that pets are fundamentally a flawed system in their present state. If AI can be fixed and pets remain in their current form then this tree is probably close to perfect as it is. If they become something else or become optional then this tree requires re-work from the ground up centered around whatever the new direction is.

So that’s my take on what I’ve observed myself as well as what I’ve read from the feedback provided by many experienced rangers in the ranger forums here and on other sites.

I beg you to PLEASE listen to your community and do something to help us.

Khayoss / Khayotica / Mistasia
Ehmry Bay – The Rally Bot Vortex [VOID]

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Posted by: Xanthus.1278

Xanthus.1278

Awesome. Just Awesome.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

Wow… I thought this was long and well thought out when I thought it was only one post long. I will come back to edit my post once I finish the other parts to comment comprehensively. I will, however, start with the first post here.

I’m not arguing against anything you have to say here, I’m simply throwing in an explaination. It is not intended to imply there isn’t a problem, but the reason for those first two problems with pets are both because pets use NPC AI. Your pet is no more or less capable of dealing with these issues than any mob in the game. Who hasn’t made use of strange pathing foibles of a Mob to kite it? Pets have the same flaw. It’s possible they could upgrade Pets, but it is likely that to do that would cause all NPCs to have more effective AI. Again this isn’t necessarily a bad thing, but there are major design decisions that would have to be heavily changed before the game itself could deal with that.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Xanthus.1278

Well pets are useless now, cuz they die way too quick so you can’t make a build on them, Thats the main problem i think.

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Posted by: Oidmetala.8426

Oidmetala.8426

copy, paste like wished

how i whould love ranger class:

generally:
-ranger have only a pet when he use the beastmastery trait line, ranger should have other f1-f4 skills.
-this f1-f4 skills should depend on which weapon sets ranger use, this whould give the ranger more active skill use (most classes have more skills then a ranger can use)
-when ranger run beastmastery traits he should become a pet.
pets should reworked and give a beastmaster ranger full pet controll.
maybe he should have a trait in beastmastery 10 which give the signet of the wild (or maybe create a new signet) the effect that the ranger have a pet when he start to use this signet.
when the ranger activate signet of wild he become the pet controll on 1234 buttons, something like engi kit with no cooldown to swap fast between pet skills and weapon skills…

the f1-f4 skills should something like this

longbow:
f1: stealth for the ranger, the next arrow from behind make more dmg, depending on
range
f2: the next 5 seconds the ranger have multishoot (5 arrows) nice combo with bow 2 :P
f3: ranger block or dodge the next attack
f4: scout, the ranger can see where are the enemy players running around and see invis
players

and when anet whould remove spirits and give ranger firefield or icefield instead of spirits, then there whould be rly nice ice and fire arrow combos…

for other weapon sets i have no idea atm for f1-f4
but should be different skills depending on weapon sets

so back to traits, skills
-much useless traits need a improve or remove and add new traits.
-spirits need a full redesign
-also some shouts need a full resign
-longbow, longsword and secondhand axe need some skill reworks in my mind

to the traits:

at first all pet traits in the not beastmastery trait lines should go to beastmastery and become a improve, but much of them can just be removed there are the most realy useless of them
(beastmasters bond, malicious training, carnivorous appetite, agility training, companions might, pets prowess, expertise training, concentration training, enlargement)

traits in the beastmastery traitline need rework, depening on what kind of pets ranger whant to run (support, dmg, stun/knockdown)
also there are 3 traits just can be removed or need hard rework.
instinctual bond, stability training, masters bond

useless traits in my mind:

-marksmanship:
remorseless, beastmasters bond, predators instinct, malicious bond, steady focus
some of them totaly crap some need hard improve…

-skirmishing:
trap potency is totaly wrong in a crit trait!!!!
trappers expertise is also total wrong in a crit trait…

quick draw: is not rly strong trait because shortbow cooldowns 20% better is not
much enoug to make it interesting

honed axes: no ranger use axes for make crit dmg atm, its ok when you improve dps
of ranger and let him make much dmg with axe 4 and 5…

carnivorous appetite: just a beastmastery trait for my dreams

agility training: just a beastmaster trait

trappers defense: this skill put spike trap when i rez… not rly powerful and useless…

pets prowess: beastmaster trait

-wildness survival:
bark skin: never a ranger use it as grandmaster trait because there is the empathic
bond

expertise training: beastmaster trait

healers celerity: just bad joke why i need swiftness when i start to rez my mates?!

soften the fall: pls remove this trait, no ranger will use that

-naturemagic:
well all spirit traits should just reworked in my mind.
also the 4 spirit skills should be reworked full… just bad joke of skills

concentration training: beastmastery trait

cirlce of life: aha a healingspring when i die… ok, rly usefull

enlargement: beastmastery build

all the beastmastery traits in the non beastmaster traits just need hard improve and go to beastmastery trait line

-beastmastery:
well should have traits make the ranger able to choose he go
support, dmg or knock down/stun pet use

yes its much unrealistic wishes, but in my mind
ranger just need something like a full rework.
and with this, the old beastmaster whould work like always
and the bow rangers whould maybe have nice dps builds

at least, sry for bad english

edit:
i read your ideas Khayoss
rly great!

Team Erotic Solitude Legends [ESL]
Spirit Ranger Yilvina Darnus
Bunker Guardian Morwenna Darnus

(edited by Oidmetala.8426)

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Posted by: Gabby.3205

Gabby.3205

This is simply the best analyses that I’ve seen regarding the Ranger.
Amazing, simply amazing. Oh how I wish that the devs would read this and take this into consideration…
I just want to be able to run dungeons and to really be useful for my party with my main character, and you addressed to every problem that I have. Thanks for taking your time to write this wonderful post!

Also… a lot of npcs can dodge. Every single bandit in Queensdale can dodge. Why can’t our pets dodge?

Tarnished Coast
Astrid Strongheart, Norn Ranger.
“I wish juvenile wolves were bigger”

(edited by Gabby.3205)

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Posted by: Kal Spiro.9745

Kal Spiro.9745

Alright, I’ve finished and I reitterate, wow. This is probably the best thread I’ve seen yet on trying to help Rangers. As is certainly expected of me, I have to say, Pets are our mechanic and should be our mechanic. I have absolutely no interest in seeing pets removed for any reason. I certainly don’t want to see a new mechanic as some sort of clone of a different class. The thing I love about this game is that none of the classes have related unique mechanics because they are actually unique.

That said, if something could be done to fix some of the issue people are having with pets without removing them, then fine. My favorite recommendation so far has been the ability to apply custom scripts to our pets alla Dragon Age: Origin. This would allow them to have better AI than NPCs without impacting NPCs and also allow each Ranger to more effectively personalize their pets.

Weapons: I use Longbow and Greatsword and while I’m certainly not averse to changes to Longbow I have no interest in losing Barrage. I can definately understand the problems you’re having with it, and it is fairly situational. But no more than say Elementalist/Fire/Stakitten which works almost the same but without the added cripple. Not necessarily a great example, but there it is.

Skills and Traits: I totally support every thing you have to say here.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
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Posted by: Dante.1508

Dante.1508

Great job OP, i hope somebody with some brains reads that.

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Posted by: WingzofIsis.4809

WingzofIsis.4809

Please ANet consider these ideas. The Rangers really need some love!

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Posted by: Reisinger.4203

Reisinger.4203

Can ANet please hire this guy? This is what the game needs – developers who understand a profession in multiple scenarios, rather than “fixing something that ain’t broke”.

Great analysis and suggestions.

GW2 PvP League Season 3 Tribute: https://www.youtube.com/watch?v=VeKVJ1krPmU

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Posted by: AlphaK.9486

AlphaK.9486

Alternate Sword Skill 1 Ease of Use Suggestion

I think the way the sword locks you into combat makes it very user unfriendly in PVE dungeons so I want to offer a suggestion that I think will help fix that while still retaining the functionality.

1. Allow the user to move/dodge during kick. (Seems kind of pointless to lock character movement here)

2. If you are moving at the time pounce activates, you do the animation and hit but retain control of your character while still being able to move. (No leap forward). If you are not moving at the time pounce activates, you will do the pounce as normal. (Basically as it works now in the game).

This will allow us to retain the leap functionality of pounce while giving us much needed control and reducing user unfriendliness.

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Posted by: jubskie.3152

jubskie.3152

Good job, Khayoss. You analyzed the entire class and gave really good suggestions. This is definitely the kind of feedback that ANet needs!

I hope they find the time to read this, and hopefully act on it

Some thoughts:

1. Pets don’t jump down ledges because they literally can’t. If you ever transformed into an enemy using a tonic, you’ll notice most of them don’t have a jump animation. Also, if pets can jump down ledges, that would enable enemies to knock our pets off ledges.
2. I really like barrage the way it is, except for the root. Being allowed to move while channelling it would be enough for me.

Extraordinary Gentlemen [EXG] Desolation
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Posted by: McWolfy.5924

McWolfy.5924

just wohwhee! nice writing

my opinion: merge the longbow range trait with the recharge. new trait: ranger can shoot backward.
why: if we want to play ranged, we need to equick cc skills, because we need to stay ranged. but we dont have any working. run n shoot is an old archer tactic.

pet alternatives: minipet like pets: nobody can harm them, and they cant deal dmg. they provide stacking buffs for the ranger(+x% dmg whole time), or party buffs(x/y % dmg). spirits can be the same

pet alternative2: attument like modes. pet mode(good old style) or survive(speed, toughness, remove condi every x sec…), sniper mode (move slower, more dmg, crit, crit dmg) buff mode( buff depend on your weapon example)

after it, the devs just need to setup the right amount of % and finaly we can be an universal profession. not a thief, or a guardian, but we change roles faster and help where needed.

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Posted by: Taushullu.6180

Taushullu.6180

Little late for the party but here I am, delivering delicious copypasta from ranger forums!

After the latest patch it finally came to me; If they can’t do it, i must do it myself! After hours of hard work and wikisurfing it’s finally done. Ladies and gentlemen, may i present you, THE REAL RANGER TRAITS! Hope you enjoy (laughing)!

Few notes before we start:

Don’t pay too much attention on numbers given below. I’m no balance team. Most of the stuff is just plain OP or UP. This is just how I picture the ranger traits should look like. My DREAM TRAITS you could call them. Feel free to share your own dream traits or opinions or whatever below. Moving on…

Shortbow has 1200 range and Longbow 1500 range by default.

Why, you ask! Because it feels more like a RANGER that way. And also:

Signet passives affect ranger only. Signet actives affect both ranger and pet.

WHY!? Because i hate the current signets. Please continue!


Marksmanship:

Adept Minor Trait – Sundering Strike: Apply 5 stacks of vulnerability for 5 seconds when you strike a foe. This effect recharges every 60 seconds or when you reset combat.
Master Minor Trait – Alpha Training: Your pets have Sundering Strike.
Grandmaster Minor Trait – Precise Strike: You and your pet deal 5% more damage to vulnerable foes.

  1. Steady Focus: Damage increased by 10% when endurance is full.
  2. Keen Edge: Use Sharpening Stone when your foes health reaches 50%. (45 second cooldown)
  3. Spotter: Increases precision of nearby allies by up to 150 points.
  4. Beastmasters Bond: Gain fury and 3 stacks of might for 9 seconds when your pet’s health reaches 50%. Your pet gains retaliation for 5 seconds. (60 seconds cooldown or pet swap)
  5. Predator’s instinct: Apply cripple and weakness to foes you hit when they are below 25% health (15 second cooldown).
  6. Signet of the Beastmaster: Passive effects of signets also affect your pet.
  7. Signet Mastery: Signets recharge 20% faster. Activating a signet grants 3 stacks of might for 15 seconds.
  8. Piercing Arrows: All arrows pierce targets. Arrows cause 3 seconds of vulnerability.
  9. Beastmasters Might: You and your pet have 50% chance to grant 5 seconds of might to each other when you attack.
  10. Favourable Winds: Projectile speed increased by 15%. Damage increased by 10% when hitting foes further than 1200 units away, 5% damage increase otherwise.
  11. Primal Echoes: Active effects of signets also affect nearby allies. This effect’s duration/intensity is halved on allies.
  12. Remorseless: Regain Sundering Strikes when you kill a foe or every 20 seconds.

Skrimishing:

Adept Minor Trait – Tail Wind: Gain swiftness when swapping weapons in combat.
Master Minor Trait – Furious Grip: Gain fury when swapping weapons in combat.
Grandmaster Minor Trait – Hunter’s Tactics: Deal 10% more damage while flanking.

  1. Sharpened Edges: 66% chance to cause 1s of bleeding on critical hits.
  2. Trapper’s Defense: Create a spike trap when your health reaches 50%. (60 second cooldown)
  3. Primal Reflexes: You gain 5s of vigor and swiftness when you are struck by a critical hit. (15 second cooldown)
  4. Beastial Fury: You and your pet gain 2 seconds of fury and quickness when you take more than 20% damage in a single strike. (20 second cooldown)
  5. Natural Stride: You and your pet move 10% faster when affected by swiftness.
  6. Edge of Extinction: Increases damage by 33% while downed. Your pet gains quickness for 5 seconds.
  7. Trapper’s Expertise: Trap skills are 50% larger and use ground targeting.
  8. Honed Axes: Your axes do 15% more critical damage. (per axe, dual axes -> 30%)
  9. Predatory Season: You and your pet apply 2 seconds of fury and swiftness to you and nearby allies on critical hits. (10 second cooldown)
  10. Quick Draw: Shortbow and longbow skills recharge 20% faster.
  11. Trap Potency: Conditions caused by traps last twice as long. Traps skills recharge 20% faster.
  12. Moment of Clarity: Gain an attack of opportunity for you and your pet on interrupting a foe. Interrupted skill is disabled for +5 seconds. (5 seconds cooldown)

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Posted by: Taushullu.6180

Taushullu.6180

Wilderness Survival:

Adept Minor Trait – Natural Vigor: Increases endurance regeneration by 50%.
Master Minor Trait – Companion´s Defense: You and your pet gain 2 seconds of protection when you dodge roll.
Grandmaster Minor Trait – Peak Strength: Deal 10% extra damage when your health is above 90%.

  1. Soften the Fall: Create Muddy Terrain when you take falling damage. You take 50% less damage from falling.
  2. Symbiotic Bond: You and your pet convert a condition into a random boon when afftected by incoming disables (stun, daze, knockback, knockdown, sink, float, fear, launch). (30 second cooldown)
  3. Toxicity: Apply 5 seconds of weakness when you apply poison. (15 second cooldown)
  4. Vigorous Renewal: Gain vigor when using a heal skill.
  5. Dust cloak: Blind nearby foes for 5 seconds at the end of a dodge roll. (15 second cooldown)
  6. Wilderness Knowledge: Survival skills recharge 20% faster.
  7. Off-Hand Training: Offhand skills have a longer range and 20% quicker recharge.
  8. Oakheart Salve: Gain regeneration for 5s when you suffer from bleeding, poison, burning. (20 second cooldown)
  9. Hide In Plain Sight: Applies camouflage to you and nearby allies when your health reaches 25%. (60 second cooldown)
  10. Martial Mastery: Sword, greatsword, and spear skills recharge 20% faster.
  11. Empathetic Bond: Remove 2 conditions from you and your pet every 10 seconds.
  12. Bark Skin: You and your pet take 30% less damage when under 25% health.

Nature Magic:

Adept Minor Trait – Rejuvenation: Gain regeneration when your health reaches 75%.
Master Minor Trait – Fortifying Bond: Any boon you get is shared with your pet.
Grandmaster Minor Trait – Bountiful Hunter: You and your pet deal 5% more damage while you have a boon.

  1. Circle of Life: Creates healing spring when you revive someone (30 second cooldown). Increases revive speed by 10%.
  2. Otyugh’s Cry: Activated pet skills (F2) grant a random boon to you and allies near your pet.
  3. Nature’s Bounty: Regeneration you apply lasts 33% longer.
  4. Vigorous Spirits: Spirits have twice as much health. Spirit bonuses have a 35% better chance of providing their benefits.
  5. Spirits Unbound: Spirits can move and follow you.
  6. Nature’s Protection: Receive protection for 5 seconds when you take more than 10% damage in a single strike. (30 second cooldown)
  7. Tranquillity: Activated skills of spirits apply 5 seconds of stability and regeneration to allies within spirit’s range.
  8. Evasive Purity: Dodging removes blind, poison, weakness and chill from you (10 second cooldown).
  9. Two-Handed Training: Greatsword and spear damage is increased by 5%. Blocking removes a condition from you and your allies. (15 second cooldown)
  10. Frozen Soil: Freeze nearby foes for 5 seconds when you suffer from cripple, chill or immobilize. (20 second cooldown)
  11. Symbiosis: Convert a condition into a random boon to you and your nearby allies. (5 second cooldown)
  12. Nature’s Vengeance: Activated skills of spirits create a combo field (fire, ice, poison, lightning or water) in addition to spirit’s usual effect. Activated skills are larger and trigger when the spirit is killed.

Beastmastery:

Adept Minor Trait – Zephyr’s Speed: You and your pet gain 2 seconds of quickness when you swap pets.
Master Minor Trait – Loud Whistle: Pet swapping recharges 20% faster.
Grandmaster Minor Trait – Master’s Bond: Your pet has a bond with you that increases its attributes based of your trait lines.

  1. Speed Training: Pets recharge their skills 20% faster. Pet skills (F2) recharge 20% faster.
  2. Call of Haste: Pets move and attack 25% faster.
  3. Call of Protection: Pets gain 3 stacks of defiant and have 20% damage reduction.
  4. Commanding Voice: Shouts recharge 20% faster. Pets gain 5 seconds of swiftness when activating a shout.
  5. Feral Aggression: Pets do 30% more damage on critical hits.
  6. Mighty Swap: Pets gain fury and 3 stacks of might for 10 seconds when they are activated.
  7. Compassion Training: Pets heal for more. Boons applied by your pets last longer.
  8. Malicious Training: Increases duration for conditions applied by your pets. Pets deal extra condition damage.
  9. Rending Attacks: Pets have 33% chance to strip boons on critical hits with their basic attacks.
  10. Predatory Bond: Pets heal you on successful attacks.
  11. Serpent’s Quickness: Quickness you apply lasts 50% longer.
  12. Natural Healing: Your pets have natural health regeneration. Shouts heal nearby allies.

I could comment on some points but after writing all this i just can’t.
edit: few things commented here below

Discuss!

tl;dr: I didn’t like the current ranger traits so i remade them.

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Posted by: Taushullu.6180

Taushullu.6180

Now that I have some time, I’d like to bring up few points about the choices i made.

  • On a high level I tried to both separate and still at the same time tie together the two pieces that are the ranger and the pet. What this means is that strictly pet related traits such as Pet’s Prowess (which translates to Feral Aggression because GW1 > anything else) is put in the Beastmastery tree. At the same time pet related traits still exist outside Beastmastery but which work in synergy with the ranger providing different kinds of effects. This connects us nicely to the next topic that is…
  • …Master’s Bond which now acts as a Minor Grandmaster Trait. With Master’s bond I try to further strengthen the synergy between ranger and the pet by allowing the pet to gain stat points from rangers traitlines. For example with the traitcomp 30/10/0/0/30 pet would gain 300 healing power, 300 power, 30% condition duration, 100 precision and 10% critical damage from rangers stats as a bonus to already existing 300 base bonus from the beastmastery line. “OP!” I hear someone scream? Well as Anet seems to be so keen to nerf pet’s damage output I’ve been HEAVILY relying on that untraited pet is max 20% of the total ranger+pet damage output. This is why so many of the traits in Beastmastery have such extreme effects. In my perfect gameworld full gc beastmaster would have it’s damage split 50/50 with ranger and the pet. But moving on to last big change…
  • …which is support. This game and especially ranger as a class is truly so very lacking on viable support builds. So I tried to shove it everywhere I could because I feel that this game needs a shift towards supporting traits. @starlessk This is why you see so much boons/heals/effects shared with nearby allies.

I hope this clarifies some parts which would otherwise seem INCREDIBLY OP. OP ranger? there’s no such thing… :P

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Posted by: Tywele.7812

Tywele.7812

Please ANet look into these suggestions and do something with them!

The word “ranger” does not originate from the
word “range” but from “to range”.

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Posted by: brently.7946

brently.7946

I agree with most of what you said, before the traits section since that’s when I started nodding off. However some of your suggestions seem to be off base.

As a ranger, I agree there needs to be some improvements. Spirits are useless in most circumstances, our class name is ranger, yet have some crazy range restrictions.

I love pets, but hate them because they don’t like to listen. Often I find my pet completely ignores my f2 press, even after it completes its current skill. In pve it is not such a big deal, but in PvP when it’s so hard to trap someone into their noticeable skill it makes all of the difference. Would also be nice to see a pet to induce the new condition Torment. Overall though, if you think about it, our pets are better than Necro minions and the recharge to switch them out is faster than their recharge to create a new minion after one dies. Granted, they can have more than one in their skill bar and active at a time. That would be a cool feature, give a skill to rangers to have two pets active for a set time. Not the crappy spirit wolf or hell hounds, but another actual pet.

However, some things I did not agree with like comparing one of our regular skills with a thief’s elite. Of course their elite is going to be better, it’s an elite.

I would also like to say I have never had an issue with finding a group. I have heard some random people talking about how the ranger class is useless, but it has never affected my gaming in any way (that I’ve noticed). I enjoy how it is set up to be self sufficient in most cases instead of having so many team targeted skills; the only team I need is my pet and myself. And I love it when my team is all down and I’m the last one standing to finish a fight. But that could be because I enjoy PvP as well as PvE and pvp habits follow me to PvE. However; like stated earlier there could be so many improvements to pets, range, and spirits since spirits are pointless and they could give us something we could actually use. Then I don’t think I would have anything major enough to take the time to go to a forum to complain.

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Posted by: Khayoss.2019

Khayoss.2019

I appreciate all the comments and further suggestions you guys are adding in here. Funny enough I actually most appreciate those that are disagreeing because they are doing it in a clear and logical way, while providing better and alternate suggestions.

I would love nothing more than to see the pet stay an integral part of the class, don’t get me wrong, but if its never going to be any better than it is now then I just feel that it would be better replaced with a different system that isn’t as hampered. I understand that it shares AI with mobs, and that’s part of the problem, but that’s what I just don’t get… Decade old games didn’t have the same issues that we have here. Its not a problem without obvious solutions. Even if they fudged it by increasing the attack box of melee attacks to like 300 range just to make up for the sloppy mechanic that would be a vast improvement! If they didn’t make pets stop moving to perform their attacks that again would solve a huge problem! What I don’t get is why they haven’t – unless they can’t. And if they can’t, then they have to be open to some,other solutions and so do we.

I also am a lone wolf by nature a PvP junkie – WvW actually – and I really get the people that want to be self sufficient. That is the common mentality of a pet class. But group dynamics are just so important in so many settings – you aren’t going to bust up a 50 man zerg solo – that not giving us at least some limited options in that respect is harsh. As I mentioned, thief is like the ultimate roamer, but they are also an integral part of a zerg buster because of their venomshare. Blast finishers, smoke combos and stealth options. They have that lone wolf edge without excluding them from being part of that skill amplification group dynamic. I just don’t see why Rangers can’t get similar treatment. Not similar skills, just have that type of option open.

Keep the comments and suggestions coming guys, hopefully if we do we can finally get some attention.

Khayoss / Khayotica / Mistasia
Ehmry Bay – The Rally Bot Vortex [VOID]

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Posted by: Kal Spiro.9745

Kal Spiro.9745

I definately agree on group dynamics. I’m a Signet Ranger with Troll Unguent and Rampage as One, pretty much the definition of solo play. I would totally support changes to the traits, though, that allowed for buffing the group. I loved the one idea for a Grandmaster Marksman trait that granted signet boons to nearby allies, even at half duration. Being able to make the whole party invulnerable for couple seconds every X would be invaluable.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: McWolfy.5924

McWolfy.5924

the signet share is not a good idea. image 5 immortal rangers in a party… no way…

WSR→Piken→Deso→Piken→FSP→Deso
Just the WvW
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Posted by: Lothair.8942

Lothair.8942

There are many changes here that are fantastic and some that are downright overpowered!

One of the major gripes with me is Pet AI and pathing – after almost a year they still can’t get it right it’s completely annoying. They need to fix this major piece of the class prior to anything else. If we’re forced to use a pet, then make that pet at least work properly!

On my wishlist of things I would love to have:

Bloodhound: Your pet gains the ability to track it’s targeted enemy through stealth and continue to follow and attack.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

the signet share is not a good idea. image 5 immortal rangers in a party… no way…

So? They would be invulnerable for about 10 seconds every minute or so, that would take a massive amount of coordination to be able to avoid relevant damage consistently, and even then probably not possible. If they could do it, then I say go for it.

The more Rangers you add with that spec the harder it becomes to effectively coordinate it to gain a reasonable benefit.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: McWolfy.5924

McWolfy.5924

6 secs/ ranger. 5 rangers= 30 secs… if they nerf the duration it become useless without other 4 rangers and team speak. except they make something like with the hide, if u was invu for x sec, u cant be for another x.

WSR→Piken→Deso→Piken→FSP→Deso
Just the WvW
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Posted by: Kal Spiro.9745

Kal Spiro.9745

6 secs/ ranger. 5 rangers= 30 secs… if they nerf the duration it become useless without other 4 rangers and team speak. except they make something like with the hide, if u was invu for x sec, u cant be for another x.

That measn you did not read the description. Half duration to allies.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: Gabby.3205

Gabby.3205

On my wishlist of things I would love to have:

Bloodhound: Your pet gains the ability to track it’s targeted enemy through stealth and continue to follow and attack.

I’m pretty sure they would never do that because thieves would say it is too overpowered. I would love that, since last time I’ve been alone against a thief in WvW it took forever for the battle to end, since he kept disappearing all the time but he couldn’t do enough damage to me to come anywhere close of killing me. I eventually killed him, but it took way too long and it was really boring and frustrating.
What I’m saying is that the trait/skill you are suggesting would be great for PvP, but we are already good at PvP (that’s my opinion). What we need right now is to get better got PvE.
It’s like the opposite of warrior: Awesome for PvE, not so good for PvP (or maybe it is just me).

Tarnished Coast
Astrid Strongheart, Norn Ranger.
“I wish juvenile wolves were bigger”

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Posted by: Olterin Fire.5960

Olterin Fire.5960

On the first pass of reading, the OP(s) seem to nicely address the issues that Rangers have. However, I’ll need some more time to think this through and maybe add to it.

In the meantime, as far as pets go, I think the BM traitline suggestions I read in Taushullu’s post make a whole lot of sense and with some tweaks to other traits, could provide what (some) rangers may need – the potential for less reliance on their pet and more on their weapons (on the other hand, also the potential to really specialize in the pet).

In the famous words … “I’ll be back” (to this thread with some more ideas/feedback).

WIthout light, there can be no darkness. Without darkness, there can be no light.

Sword Of Justice – Gunnar’s Hold

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Posted by: Avigrus.2871

Avigrus.2871

Just fix the short bow range already…. there was no reason to nerf that.

80 Necro (5), 80 Guard (4), 80 Mesmer (3)
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)

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Posted by: DeWolfe.2174

DeWolfe.2174

Very good list! I just had a thought, what if we had a 6th trait line? With line 5 and 6 being an “Or”. As in you can only apply points into one or the other. Separating between Beast Mastery and a new trait line for those wanting to Run Pet-less? Maybe putting points into Beast Mastery could be the trigger to activate or disable Pet’s completely?

idk… random thought I just had.

[AwM] of Jade Quarry.

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Posted by: Khayoss.2019

Khayoss.2019

I think if they did end up making pets optional that would be a really great way to approach it, thanks for taking the time to read.

Someone else I was talking to from my server board who does not play a ranger also suggested that pets should list their abilities when you target them the same as mobs do. I can’t see a downside to doing that, if you know a mob knocks down before you fight it you might as well know your opponents dog will do it too.

Khayoss / Khayotica / Mistasia
Ehmry Bay – The Rally Bot Vortex [VOID]

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Posted by: Skady.5916

Skady.5916

Thank you good sir!

A man of knowledge lives by acting, not by thinking about acting.
-Carlos Castaneda
Skady Valda

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Posted by: Sargon.3712

Sargon.3712

These suggestions are amazing. I like the original ideas by Khayoss and Taushullu’s trait suggestions (some seem like they could be OP but like you said, numbers could be tweaked). I hope that they respond here and go for a big fix for the ranger class instead of little fixes that don’t do enough.

Once again, amazing ideas and I love how clearly they are presented. Thank you!

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Posted by: Adminir.8140

Adminir.8140

Great suggestions! This is the exact type of stuff Anet needs to be reading!

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Posted by: Terkov.4138

Terkov.4138

No LB? It’s not like last update made it fully working weapon in all aspects of game :o (actually, it’s still far from optimal everywhere, but WvW).

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Posted by: Dante.1763

Dante.1763

holy crap, this list has by far been the most well thought idea to fix rangers in awhile!

hopefully Anet sees this and takes these into consideration.

The pvp community reminds me of what Obi-kittenenobi describes Mos Eisley as from star wars.

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Posted by: Fey Zeal.7032

Fey Zeal.7032

I believe skill balance feels ignored across many classes especially in PvE. They need a larger skill balance team or a second one that focuses PvE.

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Posted by: Einlanzer.1627

Einlanzer.1627

Shortbow: Thief pistol 1 has the same range, cast time and base damage, but applies bleed from any direction and for 1 second longer than ranger shortbow (4s thief vs 3s ranger).

I just want to point out that this is very, very inaccurate. Thief Pistol #1 has a much slower attack rate than Crossfire does and is one of the gimpiest autoattacks in the game. Crossfire is perhaps slightly weaker if you’re prevented from applying any bleeds, but significantly stronger if you can, even occasionally. Just to give you an idea of the difference in cast speed, Crossfire can maintain 8 stacks at baseline while Vital Shot can only hit 5. This also means it does considerably less direct damage.

-Long Ranged Shot (1 skill) is the only weapon skill that has minimum range restrictions. In PvE encounters where a mobs focus can be controlled either by proper use of a pet or by a partner, range restrictions can be accommodated. In PvP settings, this limitation pigeon holes the longbow into situational use.

Mesmer Greatsword has the same mechanic. It’s meant as an abstraction for how Longbows are meant for long distance and therefore awkward at close range, and I sort of like it.

I’m not raining on your parade, your post was well written and well thought out, just trying to be informative.

(edited by Einlanzer.1627)

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Posted by: Dante.1763

Dante.1763

Mesmer Greatsword has the same mechanic. It’s meant as an abstraction for how Longbows are meant for long distance and therefore awkward at close range, and I sort of like it.

I’m not raining on your parade, your post was well written and well thought out, just trying to be informative.

wouldnt a longbow do more damage at close range than at far range? i mean to me it seems that the wound would be more gruesome the closer the target is, plus you will be more accurate the closer a target is..therefore allowing easier targeting of weakpoints(the eyes,crotch,shoulders,knees etc)?

The pvp community reminds me of what Obi-kittenenobi describes Mos Eisley as from star wars.

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Posted by: GuyWithTroll.5197

GuyWithTroll.5197

Pets are a traditional aspect of the hunter class, so removing them altogether is out.

I agree they are not OP or noob friendly in this game like they are in most other games, but that isn’t necessarily wrong.

I have a feeling that they will continue to balance out the classes, but IMO they should add more skills to EACH class first and then worry about balancing.

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Posted by: GuyWithTroll.5197

GuyWithTroll.5197

Mesmer Greatsword has the same mechanic. It’s meant as an abstraction for how Longbows are meant for long distance and therefore awkward at close range, and I sort of like it.

I’m not raining on your parade, your post was well written and well thought out, just trying to be informative.

wouldnt a longbow do more damage at close range than at far range? i mean to me it seems that the wound would be more gruesome the closer the target is, plus you will be more accurate the closer a target is..therefore allowing easier targeting of weakpoints(the eyes,crotch,shoulders,knees etc)?

No. The arrow builds up momentum as it flies through the air, so a hit from 10 yards might penetrate the skin, whereas a hit from 30 yards is likely to pass through the body (assuming the arrow doesn’t hit a bone or become lodged in the chest cavity). It is really just simple physics.

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Posted by: Dante.1763

Dante.1763

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No. The arrow builds up momentum as it flies through the air, so a hit from 10 yards might penetrate the skin, whereas a hit from 30 yards is likely to pass through the body (assuming the arrow doesn’t hit a bone or become lodged in the chest cavity). It is really just simple physics.

aw okay, thought it might work the opposite…given that projectiles slow down as they travel further. but eh, i really am not good with science…

either way i think it should be removed or at least lessened, in general PvE i have noticed that everything ignores my pet and comes right for my….basically making the longbow worthless, and the shortbow a darn good weapon

The pvp community reminds me of what Obi-kittenenobi describes Mos Eisley as from star wars.

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Great posts OP! I’d especially like to highlight the part on combo fields…

I still don’t know how they entirely work exactly. I mean I get the premise behind it, but during the battle (especially WvW) when the commander calls particular combo fields.. more often than not, i’m at a loss.

I’ve read up on it, but still it doesn’t make a lot of sense to me when looking at my main class.. the Ranger. I attribute this to.. well, we just don’t have access to anything useful in a group setting (aside from healing spring). Because of these physical projectile finishers and not knowing how they work.. all I do is pew pew pew.. and pew pew some more. Whether or not these projectile finishers are working is another story. Of course, in all the time i’ve spent in WvW, I have yet to ever see a commander mention anything about projectile finishers.

It would be nice if our class had access to different ones across the board, so at least we can feel we are contributing.

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Posted by: Cofee.5380

Cofee.5380

Signed, the fact that my ranger does about 30% of the damage my warrior in the same gear does is just absurd, considering they’re both damage classes. Not that Anet has any interest in fixing the ranger because all they’ve done is nerf the already UP class from the beginning. This makes my ranger neigh-unplayable because that’s always sitting in the back of my mind whenever i play and it’s becoming nearly impossible for me to even log in anymore.