OoS
A whittling ranger becomes viable by forcing his opponent to whittle
end self rooting of the skirmisher
Barrage and whirling defense should be made mobile. A sustain damage skirmisher certainly doesn’t self root as a defensive technique and running and shooting arcing arrows to a radius is alot easier than putting an arrow through the eye for a crit hit. Free the ranger let us run. I’m willing to risk losing damage if I strafe out of range (My bad there is a skill cap)
We’re skirmishers = mobility/not suicidal or fratricidal defense/sustained damage..
By fratricidal defense I mean pets should clean/consume/lick away conditions not transfer our conditions to themselves. The self sacrificing body blocks I get.
Quite honestly i would just take the ability to stow in combat, no buffs to the ranger needed. A boss does an AOE circle, i stow the pet, it passes i unstow it and its back to doing damage. Same for WvW, unstow cast f2, stow continue smashing.
It adds micro and another level of skill, why I am not able to do this is beyond me.
So you guys want to nerf burst, but rangel stay as an 1v1 class. There is no 1v1 situations and warriors, guardians will rule. They have good sustained dmg and heavy armors to survive.
So the question is how do we enhance our defense and in which lines right? And if burst is a problem due to power creep they should clearly know protection won’t cut it as vitality health pool creep is not a problem.
Like those ideas but healing spring as survival. takes survival skills to find a spring right. Plus aren’t traps triggered by enemies….
Troll ungeunt sounds like some salve so I agree survival makes sense but not all heals need a cd reduction. Heal as one could be improved and needs it over TU is all.
Good concepts
It does make sense too that Healing Spring could be a survival skill. There are a few reasons why I went with trap instead though:::
- Healing Spring was a ‘Trap’ in Guild Wars 1, and benefited from the same skill that other traps did (bu it triggered automatically, not from enemies) :::
On the lower cooldown thing, almost every skill type has a trait that reduces cooldown, so if you change healing skills to be of an actual skill type instead of just plain healing, it would make sense for it to also benefit from the traits that reduce cooldown.
I do admit that numbers have to be played with by the devs (like any other balance change)
I feel that the active time on TU should be reduce from 10s to like 6s but keep the same amount of healing. That would improve that skill and give ranger more survivability against burst. Kind of like why you reduced healing spring.
Like someone in this thread mentioned it should clear a condition each pulse or every other pulse ( so 3 conditions in total or 6).
The guy above mes ideas of synthesizing the heals with traits (Like ele, mes, thief and Warrior, guard heals) would be a good step.
I mean i really put most of my ideas in the other ranger thread and in the ranger subforum over the past year.
Hey everyone,
Before things get out of hand, I want to address the aspect idea so we can move on. First of all, it’s a great idea, but there are many current issues with the profession that need to be addressed first. Our priorities to make the pet a more viable option will likely remain higher than giving an option to “permastow” the pet.
We recognize there are a number of issues with the pet AI and general functionality, so that is something that will come first. Rangers are first and foremost a pet class, but they are also great skirmishers and some of the best sustained long range damage.
I don’t want you to think we’re going to ignore the idea or the feedback around the pet, but it could very well be the case that fixing some of the major nagging issues with the pet would make it a more desirable aspect of the Ranger.
That said, if you would like to consider discussing the aspect idea, I ask that you start a thread outside of the CDI to brainstorm.
Thanks so much for all the great, constructive feedback everyone! Let’s keep it coming!
The problem is that the nagging issues with the pet can’t be fixed unless you drastically alter AI, Boss encounters and map design, which you’re also not prepared to do.
So if you’re not prepared to fix the problems and you’re not prepared to give us a solution that would bypass the problems, what are you prepared to do?
In other words, rangers will remain broken because of some bizarre determination that Rangers absolutely, unquestioningly must permenantly have an active pet no matter what, even though they didn’t in GW1 and don’t in any other game, any kind of lore, story, film, anything, because…. reasons.
The last year and a half of band-aid ‘fixes’ to pets, including health, damage and toughness buffs, has resulted in zero increase in pet utility in these certain game encounters and modes, most of which are the endgame content. Buffing pets, I think, has been proven to be a failure. If they can’t survive, they can’t be used, no matter what skills you give them. If they can’t hit moving targets, they can’t do damage, no matter what skills or buffs you give them.
Buffing pets any further would risk overpowering them throughout the rest of the game, which would result in debuffing the ranger itself ie making them even less attractive in endgame scenarios where the pet is perma-dead or unable to hit anything.
Other options?
Buff the ranger back to 100% damage output, then rebalance against the pet. But if you do that, what’s the point in having a pet?
It’s all very well talking about putting the “pet issue” on the back burner and solving the problems that make the class unnatractive but the pet IS the problem that makes Rangers unnatractive.
They are also prepare to change the whole description and philosophy of the class but not the pet?
They were also quite generous with the nerfs: pet damage nuked, zephyr swap, EB,… But buffs? nooooo , power creep yo!
I like the sustained damage idea and most of it’s execution (“bursts” that are infact timed damage increments and not single, easy to avoid damage spikes).
What needs to be added is means to counter defensive bursts from opponents like spiked heals or running for the hills when we got no way to kill them off fast. For first we have poison, for second we need TORMENT. That’s one very effective escape punishing condition.
Also as suggested in my revamp is the proposition making attack of opportunity a time lasting damage buff that activates on non-crits, would give PvE rangers a unique advantage of structure destroyers and good damage dealers on crit immune bosses, as well as means of damage dealing for non berserker builds.
The Ranger isn’t expected to do burst damage. By sustained, we mean that the Ranger should excel at surviving (resilient) through burst while still doing enough damage over time to take the opponent down.
This is the exact same Dev-philosophy spread all over the Necro forums, only using the buzzword “attrition” instead of “resilient” and “sustained damage.”
So which profession is supposed to be the attrition class? Ranger or Necro? Or both? At the moment, neither does the job well, if at all. It’s becoming increasingly clear that the game by its very nature does not support the “vision” for the class. It seems to me better to change the vision than attempt to force the profession into a preconceived expectation that’s incompatible with the game mechanics, as it were.
Also, the vocabulary sounds suspiciously PvP-centric, once again betraying a frustrating bias toward one particular game mode.
I think you’re being a bit disingenuous by saying that neither the Necro nor the Ranger do a good job executing what they were built for. The reality is, they do fill those roles quite well, the problem with the Ranger is, there isn’t enough options for sustained damage/survivability. The best builds have always emphasized the pet whilst the Ranger hangs back and plays the distraction. This should not be the case. The case should be that the Ranger can have builds that focus on his ability to deal damage.
So far the Ranger only has condition builds in that angle, it’s time they got some power builds and AoE damage.Not really trying to bring the Necro up in the Ranger thread. Only trying to point out that, no matter how often the Devs may repeat their “vision” for a class, the game itself tends to render that vision pointless.
I would love to see the Devs willingly address the incompatibility issues between their vision and game mechanics. And that’s fundamental to the discussion here—pet class and all. Even if PvP affords a better mechanic for an attrition-style Ranger to succeed, PvE will never.
The vision for the Ranger is great. And it’d work well. But only if the game rewarded the kind of gameplay that the Ranger presently excels at. Or if the game mechanics allowed pets to work. Or if the game mechanics didn’t turn ConD into a joke in PvE. Or if Defiant+TKO’s didn’t render all but spike DPS useless in PvE.
TL;DR – Sticking ardently to a pre-beta “vision” for the class may very well cause more harm than good.
This, this and thrice THIS ^^
The Ranger isn’t expected to do burst damage. By sustained, we mean that the Ranger should excel at surviving (resilient) through burst while still doing enough damage over time to take the opponent down.
This is the exact same Dev-philosophy spread all over the Necro forums, only using the buzzword “attrition” instead of “resilient” and “sustained damage.”
So which profession is supposed to be the attrition class? Ranger or Necro? Or both? At the moment, neither does the job well, if at all. It’s becoming increasingly clear that the game by its very nature does not support the “vision” for the class. It seems to me better to change the vision than attempt to force the profession into a preconceived expectation that’s incompatible with the game mechanics, as it were.
Also, the vocabulary sounds suspiciously PvP-centric, once again betraying a frustrating bias toward one particular game mode.
Not really trying to bring the Necro up in the Ranger thread. Only trying to point out that, no matter how often the Devs may repeat their “vision” for a class, the game itself tends to render that vision pointless.
I would love to see the Devs willingly address the incompatibility issues between their vision and game mechanics. And that’s fundamental to the discussion here—pet class and all. Even if PvP affords a better mechanic for an attrition-style Ranger to succeed, PvE will never.
The vision for the Ranger is great. And it’d work well. But only if the game rewarded the kind of gameplay that the Ranger presently excels at. Or if the game mechanics allowed pets to work. Or if the game mechanics didn’t turn ConD into a joke in PvE. Or if Defiant+TKO’s didn’t render all but spike DPS useless in PvE.
TL;DR – Sticking ardently to a pre-beta “vision” for the class may very well cause more harm than good.
Quoted for truth.
Attrition is probably one of the most misunderstood buzzwords of GW2.
It seems to refer to damage output- sustained damage over time without significant spikes or burst. The game simply does not support this, as others have pointed out.
The core of PvP is anticipating and/or reacting to your opponents moves. With attrition style damage, you have very few options other then defensive ones. This makes “attrition” indistinguishable from “tank”.
PvE is even worse. Thanks to Defiant, there are only two modes of PvE play: DPSing and Dead. So I’ll just ignore PvE for now.
Unless you want Ranger to be the ultimate damage mitigation or tank class, you need to get out of the attrition mindset. I suggest shifting them to a Control type role instead; the game lacks a clear controller and there might actually be a use for it. Instead of reacting defensively to avoid damage (by soaking it or evades), a Controller can act offensively to prevent it.
(edited by Rhyse.8179)
Yes, like I said about the sustained vs burst, it’s not necessarily fully functional in the game. This is one of those things that we would have to balance with bringing other classes down a bit as far as damage output. Burst damage needs to have risk involved, and we know that right now many classes don’t have that associated risk.
It’s been almost two years and we are barely better off than we were at launch. Gauging by how long it’s taking for you guys to balance down the juggernaut of a class you made the Warrior into can we reasonably expect this retool of the entire combat system and 7 other classes to take less than another two years? Three years? If the updates are going to slow down even further are we really expected to sit around and be dead last in WvW and poor in the PvE content for that whole time?
It’s annoying as hell to try to kill things as fast as I can in the new LA zone while face tanking the damage because the sword glues me to the mob, only to watch some Warrior in zerk with higher base health and armor than me instagib the foe with one application of 100blades and take no damage the whole time, or had any damage taken passively regened by Healing Signet. He’s already moved on to another mob before I’ve even finished mine. That isn’t fun and isn’t something that should happen in a game that has such obvious class ability overlap.
And forgive me if I seem skeptical, but it seems highly illogical to nerf 7 other classes than to buff just one. I get the “power creep” idea but how is the ranger becoming on par with other power classes going to suddenly break everything? That makes no sense at all. This would apply in were we actually capable of supreme survival but practically anyone who has put in the time on the class can tell you that it simply isn’t true. We have good healing ability, but only through heavy stat and skill investment, flushing our already pitiable DPS down the toilet to achieve it without conditions. Our inability to handle said condition spam is practically legendary to the point that going up against a roaming Engineer or other condition tank on a power build is basically suicide. Our “sustained damage” can’t break their tank and we can’t survive their condition dps that we have limited ability to remove.
If it’s the dodges that supposedly give us our survival then I posit that the thief is already a better evade tank since they have more of them and even they don’t need them with their stealth spam protecting them and ability to burst a target down in record time with minimal risk.
(edited by Substance E.4852)
Proposal: Traps
Problem?: the need of 30 trait points and two traits to make them funtional.
Solution?: traps should have the higher possible radious by default.
Spike trap should do a flat damage on trigger.(hybrid trap)
Frost Trap should last longer and pulse damage.(hybrid trap)
Bring back Smoke trap , somek field pulse damage.(power trap)
Fire trap ,same as now.(cond trap).
Poison trap ,ad a poison field,(cond trap).
A trap is something that you set up ,not throw,so no more throwing traps.
Two new traits :
·Trapper focus :lower recharge ,traps remove boons when trigger.(master)
·Potent traps: added efects to traps(grand master).
spike trap knockdowns
smoke trap daze
poison trap aplies 3 stacks of torment
frozen trap aplies vulnerability on pulse.
flame trap aplies 3 stacks of confusion.
- 90% of the time, we don’t have what it takes to overwhelm the enemy with DoT because there is too much counterplay to it currently.
- What I am saying, Ranger needs alot of work, not just on the DoT part, but also on the Resilient part. We need to be able to react and bounce back after taking high damage, or getting poked with alot of conditions. While our heals are quite good at that, nothing else is right now.
Not to nitpick, but your using that word wrong.
Counterplay only describe a situation where a mechanic is fun to use and be used on, and open up new options for both.
I think the word you were looking for was ‘counters’.
There are too many counters to DoT. Which I agree with incidentally.
Also, I think the Ranger is one of the most resilient professions out there. I just got finished doing WvW where I had at least 5 guys chasing me on low health during this battle we had, and they just could not for the life of them kill me.
We have so many evades and a lot of regeneration skills and traits, and Bark Skin is awesome. I know people love Empathetic Bond, but man is Bark Skin good. Tank mode.
I just use Melandru’s Runes and Lemongrass, conditions begone.
But yeah, we could stand to have a couple more active condition removals.
But besides that, we have the tools there if you want to use them.
If you elect not to, well that’s your fault.
Proposal :Signets
Problem?: Rangers are the only proffesion that needs to trait (and no less than 30 points)the signets to be able to use their active portion.
Solution?:This is simple ,make rangers and their furry friends use the active part of the signets without the need to trait them like any other profession.
·Compress signets trait into one : lower cooldown remove conditions on use.
·Change functionality of signet of renewal.
Signet of renewal is now a healing skill: On pasive remove one condition from you
and your pet,active remove three conditions.
My vision about the ranger:
As the master of the wild we should use our knowledge about the nature. This includes the “traps, spirits and other dirty tricks”. If you attack a ranger you never know what trick they have up in the sleeve. A ranger will not be afraid to use everything to win including cowardly “dodges” or a well placed “kick” between the legs. Yet if you use “poisons” or any other uncomfortable things on them the shake them of because “you cannot live in a forest if a spider’s bite kills you can you?”
Following a ranger should be always a risk. What he has? Traps? Spirits? Is this ground safe or it’s quicksand? Is he using poison?
Goal of Proposal:
Make the ranger the ultimate annoy factor in the game by making the spirits INVULNERABLE and INVISIBLE and move the trap skills a bit around. So the foe never knows what a ranger is up to. Such way the ranger can provide some utility for wvw-zergs. In small scale fight they will be a formidable opponent.
Just imagine: You see the enemy team stack around a ranger… What is there? Healing spirit to keep them up? Or Frost spirit to burst you down if you move closer?
Proposal functionality:
Traps and spirits must be much stronger by default. They must provide at least one more “utility” to overwhelm the opponent:
Flame trap: Blind
Spike trap: Torment
Frost trap: Knock down
Viper’s Nest: Confusion
Make the spirits invulnerable and invisible. Limit them so we can only have one spirit at one time only. Such way the enemy never knows what is he against and this gives the ranger a bit more time to whittle down.
Associated risks:
The "one spirit out only "can limit some “zoo” builds. The heal from the Spirit combined with regen bunker build could be unstoppable. So the healing amount of the Nature’s Spirit must be a bit lower. It’s an elite skill anyway.
What do you think?
- 90% of the time, we don’t have what it takes to overwhelm the enemy with DoT because there is too much counterplay to it currently.
- What I am saying, Ranger needs alot of work, not just on the DoT part, but also on the Resilient part. We need to be able to react and bounce back after taking high damage, or getting poked with alot of conditions. While our heals are quite good at that, nothing else is right now.
Not to nitpick, but your using that word wrong.
Counterplay only describe a situation where a mechanic is fun to use and be used on, and open up new options for both.
I think the word you were looking for was ‘counters’.
There are too many counters to DoT. Which I agree with incidentally.Also, I think the Ranger is one of the most resilient professions out there. I just got finished doing WvW where I had at least 5 guys chasing me on low health during this battle we had, and they just could not for the life of them kill me.
We have so many evades and a lot of regeneration skills and traits, and Bark Skin is awesome. I know people love Empathetic Bond, but man is Bark Skin good. Tank mode.I just use Melandru’s Runes and Lemongrass, conditions begone.
But yeah, we could stand to have a couple more active condition removals.But besides that, we have the tools there if you want to use them.
If you elect not to, well that’s your fault.
Every class can use Melandru and lemongrass soup and most do in WvW. The ability to do so doesn’t mean we have good survivability or resistance to conditions.
Proposal :Survival skills
Problem?: Not one ,other than sharpening stone been lackluster,muddy terrain is ok ,and qz could use and slightly lower cooldown.
Solution?:remove sharpening stone from survival (will explain why later on).
.Lighting reflexes should remove impairing effects.
·Bring back Camouflage : stunbreak ,gain stealh,remove one condition gain regeneration.
Some one post that healing spring should be under survival as an utility skill ,and i like that ,it will open some interesting support builds for the ranger.
(edited by barabajaga.7652)
- 90% of the time, we don’t have what it takes to overwhelm the enemy with DoT because there is too much counterplay to it currently.
- What I am saying, Ranger needs alot of work, not just on the DoT part, but also on the Resilient part. We need to be able to react and bounce back after taking high damage, or getting poked with alot of conditions. While our heals are quite good at that, nothing else is right now.
Not to nitpick, but your using that word wrong.
Counterplay only describe a situation where a mechanic is fun to use and be used on, and open up new options for both.
I think the word you were looking for was ‘counters’.
There are too many counters to DoT. Which I agree with incidentally.Also, I think the Ranger is one of the most resilient professions out there. I just got finished doing WvW where I had at least 5 guys chasing me on low health during this battle we had, and they just could not for the life of them kill me.
We have so many evades and a lot of regeneration skills and traits, and Bark Skin is awesome. I know people love Empathetic Bond, but man is Bark Skin good. Tank mode.I just use Melandru’s Runes and Lemongrass, conditions begone.
But yeah, we could stand to have a couple more active condition removals.But besides that, we have the tools there if you want to use them.
If you elect not to, well that’s your fault.Every class can use Melandru and lemongrass soup and most do in WvW. The ability to do so doesn’t mean we have good survivability or resistance to conditions.
And besides our problems with condition removal, what exactly are our so called problems with survivability?
Proposal: Long bow
Problem?: well it is lacking in the pew pew department.
Solution?:
Remove opening strike from traits,long bow should be the weapon to stack vulnerability and take advantage of it.
1.Long range shot: ad one stack of vulnerability
2.Hunters shot : damage ,ad 10 stacks on vulnerability your pet next atack ads 5 stacks of vulnerability.
3.Point blank shot: knockback,your pet next attack snares target.
4:Barrage: old gw1 functionality damage target and 4 adjacent targets.(low cooldown spammable aoe)
5.Power shot:damage in function of vulnerability stacks:
0-10 (pew)
15-20 (pew pew)
25(PEW PEW PEW)
The Ranger isn’t expected to do burst damage. By sustained, we mean that the Ranger should excel at surviving (resilient) through burst while still doing enough damage over time to take the opponent down.
For example: One class could, in the span of 30 seconds, do 15k damage in say 5-10 seconds, but then their burst skills go on cooldown so they have to wait out the rest of the time before they can try again. A sustained class should be able to do that same amount of damage in that same amount of time, but the damage is more spread out (hence sustained). This can be better in certain situations, and allows for the sustained class to fill a hole in a team comp.
I’m not saying this is a perfect system or that it’s even fully functional in the game, I’m just trying to explain why doing burst shouldn’t necessarily be better than doing sustained damage. It depends on the situation.
Allie, thanks for this level of insight. Honestly, this type of information regarding the goals of the Dev team is what we need for a deep discussion of how to improve the class. Would you be willing to provide some additional insight to the design goals for the following?
PvE: As we all know, the current group PvE meta revolves around maximizing party DPS and active group defense (e.g. Aegis / reflects). What does the development team see as unique about the Ranger that would make groups want to take one? To contrast:
- Warrior – good offensive group buffs through banners / shouts
- Guard – good defensive group buffs (e.g. Aegis) and reflects
- Ele – lots of combo field / finisher potential, amazing boon stacking
- Mesmer – Time Warp & reflects
WvW Zerg: What does the Dev team see as the Ranger’s main role in a WvW Zerg situation? Rangers have a lack of AoE potential, and sustained single target damage is unlikely to make a large impact on a large scale PvP encounter, especially when the opposing team can quickly res any players you eventually down. What do you want Rangers to bring to the table such that a WvW commander may actually want more rangers in the zerg?
WvW Small scale / roaming: Given the apparent attrition theme from your quotes, how do you see Rangers keeping an opponent locked in a fight with them? By way of example, I can never beat a well-played Thief on my Ranger unless they get too greedy and stick around to fight too long. If the Thief is smart, he will always disengage and reset when he starts losing the attrition battle. Currently, an attrition class has to play perfectly over the course of several resets to have a chance of winning, whereas a burst class (e.g. Thief / Mesmer / Warrior) can lay down a burst combo, then just run away if the going gets rough.
tPvP: Actually, the attrition theme works pretty well in the point defense PvP modes. That’s probably one of the main reasons Rangers are seen as best off in this specific game mode.
Hi Allie, BondageBill here presents a wonderful question who’s answer I think would improve the spirit of this CDI, as well as satisfy the curiosity of the ranger community. Please consider addressing it tomorrow
The problem is that the nagging issues with the pet can’t be fixed unless you drastically alter AI, Boss encounters and map design, which you’re also not prepared to do.
So if you’re not prepared to fix the problems and you’re not prepared to give us a solution that would bypass the problems, what are you prepared to do?In other words, rangers will remain broken because of some bizarre determination that Rangers absolutely, unquestioningly must permenantly have an active pet no matter what, even though they didn’t in GW1 and don’t in any other game, any kind of lore, story, film, anything, because…. reasons.
The last year and a half of band-aid ‘fixes’ to pets, including health, damage and toughness buffs, has resulted in zero increase in pet utility in these certain game encounters and modes, most of which are the endgame content. Buffing pets, I think, has been proven to be a failure. If they can’t survive, they can’t be used, no matter what skills you give them. If they can’t hit moving targets, they can’t do damage, no matter what skills or buffs you give them.
Buffing pets any further would risk overpowering them throughout the rest of the game, which would result in debuffing the ranger itself ie making them even less attractive in endgame scenarios where the pet is perma-dead or unable to hit anything.
Just make it so that even dead pets can continue to deal damage. Problems solved.
They definitely have to fix pets no matter what they do (even if they make them perma-stowable), so it’s pointless arguing that they can’t be.
Where I think EVERYONE agrees is that it’s absolutely pointless to even talk about the Ranger class without fixing pets first and foremost. If there’s absolutely nothing they can do to fix pets then Rangers are just done, and there’s absolutely nothing that could be done to fix them.
If it’s the dodges that supposedly give us our survival then I posit that the thief is already a better evade tank since they have more of them and even they don’t need them with their stealth spam protecting them and ability to burst a target down in record time with minimal risk.
Rangers have absolutely nothing on Thieves, Guardians, or Engis when it comes to dodging. My Thief can evade things all day long.
- 90% of the time, we don’t have what it takes to overwhelm the enemy with DoT because there is too much counterplay to it currently.
- What I am saying, Ranger needs alot of work, not just on the DoT part, but also on the Resilient part. We need to be able to react and bounce back after taking high damage, or getting poked with alot of conditions. While our heals are quite good at that, nothing else is right now.
Not to nitpick, but your using that word wrong.
Counterplay only describe a situation where a mechanic is fun to use and be used on, and open up new options for both.
I think the word you were looking for was ‘counters’.
There are too many counters to DoT. Which I agree with incidentally.Also, I think the Ranger is one of the most resilient professions out there. I just got finished doing WvW where I had at least 5 guys chasing me on low health during this battle we had, and they just could not for the life of them kill me.
We have so many evades and a lot of regeneration skills and traits, and Bark Skin is awesome. I know people love Empathetic Bond, but man is Bark Skin good. Tank mode.I just use Melandru’s Runes and Lemongrass, conditions begone.
But yeah, we could stand to have a couple more active condition removals.But besides that, we have the tools there if you want to use them.
If you elect not to, well that’s your fault.Every class can use Melandru and lemongrass soup and most do in WvW. The ability to do so doesn’t mean we have good survivability or resistance to conditions.
And besides our problems with condition removal, what exactly are our so called problems with survivability?
Well that’s obviously a huge part of it in the condition heavy meta. We also have weak access to stability making us prone to hard CC while also lacking burst in power builds meaning forgoing healing/tank to deal more damage is even more kitten ing in us than other classes that don’t have this problem.
Proposal :short bow
Problem?:shortbow is neither a good power nor a good condi weapon.
Solution? make it an skirmisher weapon of choice
1.crossfire:changed to function like thief bows auto.
2.Fortifying shot:shot at your target granting 3 stacks of might to your pet ,pet next atacks grants 3 stacks of might to the master.
3.quick shot:give swiftness to pet too,and also become a leap finisher.
4.Crippling shot:same ,next pet attack roots .
5.D-shot: damage and daze target,on succesful interruption damage is doubled and cooldown is lower to half the normal recharge.
One thing that rangers lack ,is migh stacking outside RaO,with the shortbow ,the warhorn ,a fire trap and smart usage of drake pets you could build some good might stacks for you and your pet.
Also the leap finisher on quick shot will be a nice addition.
- 90% of the time, we don’t have what it takes to overwhelm the enemy with DoT because there is too much counterplay to it currently.
- What I am saying, Ranger needs alot of work, not just on the DoT part, but also on the Resilient part. We need to be able to react and bounce back after taking high damage, or getting poked with alot of conditions. While our heals are quite good at that, nothing else is right now.
Not to nitpick, but your using that word wrong.
Counterplay only describe a situation where a mechanic is fun to use and be used on, and open up new options for both.
I think the word you were looking for was ‘counters’.
There are too many counters to DoT. Which I agree with incidentally.Also, I think the Ranger is one of the most resilient professions out there. I just got finished doing WvW where I had at least 5 guys chasing me on low health during this battle we had, and they just could not for the life of them kill me.
We have so many evades and a lot of regeneration skills and traits, and Bark Skin is awesome. I know people love Empathetic Bond, but man is Bark Skin good. Tank mode.I just use Melandru’s Runes and Lemongrass, conditions begone.
But yeah, we could stand to have a couple more active condition removals.But besides that, we have the tools there if you want to use them.
If you elect not to, well that’s your fault.Every class can use Melandru and lemongrass soup and most do in WvW. The ability to do so doesn’t mean we have good survivability or resistance to conditions.
And besides our problems with condition removal, what exactly are our so called problems with survivability?
Well that’s obviously a huge part of it in the condition heavy meta. We also have weak access to stability making us prone to hard CC while also lacking burst in power builds meaning forgoing healing/tank to deal more damage is even more kitten ing in us than other classes that don’t have this problem.
I think it’s more fair to say that we don’t have ready access to stun breaks, most being stuck on a 60 CD, half of which a tied to fairly terrible skills. And were not the only one with a lack of stability btw, Thieves also have only one source.
Our lack of burst really has nothing to do with this discussion of survivability.
Specific Game Mode
PvP
Proposal Overview
Remove many utility specific traits.
Goal of Proposal
There are just too many traits that uses utility skills. So it is hard to diversify without being subpar.
Proposal Functionality
One, remove Signet of the Beastmaster and Spirit Unbound. They are badly designed traits that players are forced to take in order to make the utility half-decent. Then replace them with more all-round traits. In other professions, many skills are half-decent even without traits, Rangers are the only class without skills that are half-decent by themselves.
Associated Risks
- 90% of the time, we don’t have what it takes to overwhelm the enemy with DoT because there is too much counterplay to it currently.
- What I am saying, Ranger needs alot of work, not just on the DoT part, but also on the Resilient part. We need to be able to react and bounce back after taking high damage, or getting poked with alot of conditions. While our heals are quite good at that, nothing else is right now.
Not to nitpick, but your using that word wrong.
Counterplay only describe a situation where a mechanic is fun to use and be used on, and open up new options for both.
I think the word you were looking for was ‘counters’.
There are too many counters to DoT. Which I agree with incidentally.Also, I think the Ranger is one of the most resilient professions out there. I just got finished doing WvW where I had at least 5 guys chasing me on low health during this battle we had, and they just could not for the life of them kill me.
We have so many evades and a lot of regeneration skills and traits, and Bark Skin is awesome. I know people love Empathetic Bond, but man is Bark Skin good. Tank mode.I just use Melandru’s Runes and Lemongrass, conditions begone.
But yeah, we could stand to have a couple more active condition removals.But besides that, we have the tools there if you want to use them.
If you elect not to, well that’s your fault.Every class can use Melandru and lemongrass soup and most do in WvW. The ability to do so doesn’t mean we have good survivability or resistance to conditions.
And besides our problems with condition removal, what exactly are our so called problems with survivability?
Well that’s obviously a huge part of it in the condition heavy meta. We also have weak access to stability making us prone to hard CC while also lacking burst in power builds meaning forgoing healing/tank to deal more damage is even more kitten ing in us than other classes that don’t have this problem.
I think it’s more fair to say that we don’t have ready access to stun breaks, most being stuck on a 60 CD, half of which a tied to fairly terrible skills. And were not the only one with a lack of stability btw, Thieves also have only one source.
Our lack of burst really has nothing to do with this discussion of survivability.
Thieves also have stealth. CC only works when you actually hit them with it.
Stability and stun breaks are two different things. I’m not going to use a stun break after someone launches or pulls me but I will use it on a long knock down or ‘stun’.
It’s really cute how the developers give us all these CDIs to placate us, keep us playing the game, hopefully paying their salaries with gem purchases, while not intending on really fixing anything due to “design philosophy”. I’m more surprised at myself actually: I really though this specific CDI was worth reading and contributing to. Shame on me!
The amount of real developer feedback (yeah, perhaps Allie is currently absolutely swamped with work) in this thread is really disheartening. I know buzzwords when I see them; hell I use them myself sometimes when I want to bullkitten a client. Carefully worded feedback filled with catchphrases and vagueness is really going to go a long way to fulfilling the “spirit” of this CDI. Just like crowd-sourcing for fixes the team are incapable of coming up with themselves, since they don’t seem to have a clue.
I’m really sorry if this post seems negative (and will probably earn a “Delete and Infract” from a clueless/zealous moderator), but a late starting CDI, with virtually no acknowledgement of, or dialogue about the feedback solicited (by ArenaNet I may add) just smacks of more developer lip-service at this point (one and a half years after launch).
I really love this game. I just wish it wasn’t such a chore to play it, or even believe it would get better for some classes I play, most days.
Proposal:Torch
Problem?:the minimal radius of bonfire.
Solution?:Bonfire should have the max radius possible without the need to trait into off hand trainning.
Ad a new trait:
Cleanse Fire :torch skills remove conditions on use.
It’s not just the damage though. If they (Anet) wanted rangers to be archers, then simply matching the damage wouldn’t be enough in PvE.
Melee/range weapons are balanced between risk and reward. There’s little risk with attacking from a distance. However, due to this, players have found another way of mitigating that risk while keeping that reward: by stacking, you can keep yourself and your team safe while also providing max damage.
This is one of the reasons why ranged weapons should work like ranged weapons. The current system does not allow ranged professions to attack from a vantage point (enemies turn invulnerable), and thus the game eliminates the low risk factor that should come with wielding a ranged weapon. What is the point of having a bow, if the game forces you to be on the same floor as your opponent? You might as well be wielding a melee weapon then.
Specific Game Mode
PvX
Proposal Overview
Allow pet F2 skills to activate automatically on cooldown.
Goal of Proposal
There are some attacks that are pretty much useful to activate the moment they’re available. In the heat of battle however, it’s easy to overlook them. Combined with the fact that the skill doesn’t always trigger when clicked, automating it would be very helpful.
Proposal Functionality
Basically, ctrl right click on it like an auto attack to toggle automation.
Associated Risks
None that I can see. Automation has pros and cons (the con being that it could be timed better if controlled manually). Could be tricky to program though.
Specific Game Mode
PvX
Proposal Overview
Improve shortbow and longbow
Goal of Proposal
More AoE option on longbow since Barrage has a somewhat high cooldown and improve condition application on shortbow because flanking in 1vs1 is not that easy.
Proposal Functionality
Longbow and Shortbow get a chain attack on 1st skill:
Longbow:
-1st chain: no change
-2nd chain: same as above
-3rd attack: Glass Arrow => arrow shatters on the first target and deal damages to nearby 5 foes (arrow still pierces with trait but the shatter occurs only on the 1st victim).
Shortbow:
-1st chain: same as always
-2nd chain: same as above but remove the position restriction
-3rd chain: slightly more powerful shot that could inflict torment or something else
Associated Risks
Shortbow becoming more powerful with condition damage builds but the positionnal restriction seem weird to begin with.
Shouldn’t change things for longbow, same damages on a single target.
(edited by arkealia.2713)
I’ll confess I haven’t read every post in this thread. These discussions get so long, I can’t imagine keeping up without it being a full-time job.
If this idea has been suggested already, I apologize…
What about allowing the player (through an F-key ability) to swap control between their character and their pet? Obviously with some sort of associated cooldown. You would be able to switch into the pet, the character would be left standing still and auto-attacking or something (basically become a “turret” like engi’s have…attacking the player’s current target). Tether the movement of the pet to a maximum range from the ranger character, and allow the player to directly “drive” the pet and use all of its skills manually. Allow the player to swap back to their character manually at any time, perhaps with a short stun applied. If the pet dies while directly controlled, the player would be returned to controlling their character (and stunned for a bit longer), and a longer cooldown would be imposed on the ability.
I think this would open up and entirely new wealth of game play that could be great fun in all game modes, and might even fix some of the issues with pet functionality in an indirect way.
I love the idea from earlier in the thread about being able to stow a pet and gain an aspect of the pet family…increasing damage and providing other benefits to self/party. I don’t think allowing permanent stowing of the pet would stop people from using pets, there are still many situations where they are very useful, it would simply provide an option for those situations and builds where a pet is a serious problem right now.
At the same time, I think pets need to be fixed. The ultimate contradiction that has always existed with the ranger profession – Pets are supposedly integral and vital to the class design, but are too hard to make work properly. You can’t say those two things and have any kind of productive discussion about fixing the ranger. You obviously designed ranger around a pet that functions properly. So…either the ranger’s design needs to change on a fundamental level (as many have suggested), the pet needs to be fixed, or both.
(edited by Fozzik.1742)
Game Mode
PvX
Proposal Overview
Make Hunters call a targeted AoE skill
Goal of Proposal
To provide the Ranger with additional AoE options.
Proposal Functionality
Hunters call will have a 240 radius and will call birds to attack everything within that area
Reasoning: The devs might say that the Ranger is a single target focus fire class but the question definitely is; what happened to everyone can do everything in their own special way? There is such a thing as sustained AoE damage, I think that has to be given as an option to Rangers.
With the change the warhorn could then be used in combination with Longbow or the Axe for AoE damage.
If this change were implemented alongside the other changes I suggested, I think the ranger would go from passable in AoE to good enough. Especially in PvE.
Associated risk
Combined with Ramapage as one. The might stacks would climb really fast.
Over the last weeks I’ve been writing down in notepad (best Windows program ever XDDD) lots of small ideas/tweaks easy to implement I think would help to improve the Ranger class without changing its core mechanics. Some of them have been posted in the forums or in this thread, but after 22 pages I’m not sure where I got the ideas from, so sorry if it looks like I’m just reposting something another player has already written here. Also, sorry if it looks like I’m trying to flood the thread. I’ll try to keep it as brief as possible:
Specific Game Mode
PvP and WvW
Proposal Overview
Add more “punch” to Serpent Strike.
Goal of Proposal
Improve this skill against players.
Proposal Functionality
Right now Serpent Strike is a slow and telegraphed skill that misses a lot against players (while works fine against NPC’s), and it’s mostly used as a free evade. Doubling the damage it deals, it would reward landing the hit against previously crippled/chilled/inmobilized foes.
Associated Risks
It may add more DPS for an already good power weapon. CD could be increased to compensate.
————————————————————————————-
Specific Game Mode
PvP and WvW
Proposal Overview
Hornet Sting should evade for the whole duration of the skill.
Goal of Proposal
Improve Hornet Sting as an evasive skill.
Proposal Functionality
Right now, Hornet Sting is only usable as an evasive skill against NPC’s (predictable by nature) or some telegraphed skills. Giving evade to the skill for it’s whole duration would help against faster player attacks.
Associated Risks
It would make Sword/Dagger already better at evading and kitting. CD should be increased to compensate.
Specific Game Mode
All.
Proposal Overview
Barrage and Whirling Defense shouldn’t root player.
Goal of Proposal
Give the Ranger the mobility it’s supposed to have by removing the “rooting” from some of its weapon skills.
Proposal Functionality
Giving the Ranger the capability of moving while using Barrage and Whirling Defense would help improve its utility for kitting (Barrage) of defense (Whirling Defense). A player should be able to move while casting these skills. This would improve Barrage as a CC weapon against large groups, and Whirling Defense as a tool to protect teammates while advancing (or retreating).
Associated Risks
Would require to rework some animations. A group of Rangers alternating Whirling Defense and having traited for Off-hand Training could negate ranged attacks for a long time.
————————————————————————————-
Specific Game Mode
All.
Proposal Overview
Hunter’s Call applies blind.
Goal of Proposal
Improve the usefulness of Hunter’s Call, a skill used only for give your pet a lot of might while using RaO. Also, give the player an “on-demand” blind not dependent of pet’s AI.
Proposal Functionality
Reduce the number of times Hunte’s Call hits to 8 while keeping duration and damage. Each hit applies 1 second blind.
Associated Risks
A pair of Rangers with Off-hand Training and dual-ravens could shut-down an enemy player’s attack for a long time.
Specific Game Mode
All.
Proposal Overview
Add a juvenile Nightmare Hound for Rangers to charm.
Goal of Proposal
Give Rangers access to Torment. Also, give Rangers a cool looking pet.
Proposal Functionality
Juvenile Nightmare Hound would be a new tamable canine pet. It’s F2 skill would be something like: “Tormenting Howl, 600 range, kitten Torment stacks”.
Associated Risks
Condition Bunker Rangers would gain access to another condition for added pressure. Should be balanced carefully.
————————————————————————————-
Specific Game Mode
All.
Proposal Overview
Master’s Bond doesn’t reset when changing/stowing pet.
Goal of Proposal
There are 3 goals: 1-Make better use of Master’s Bond, because right now the game mechanics promote switching pet. 2-Promote keeping the pet alive. 3-Don’t punish the player for crossing a pond.
Proposal Functionality
Master’s Bond would be considered a buff applied to the Ranger, even if it buffs the Ranger’s pet. This way, it isn’t reseted when you swich/stow the pet.
Associated Risks
The trait would need to be nerfed a little bit as it would be too easy now to gain the stacks (limit it to 20 stacks).
Specific Game Mode
All.
Proposal Overview
Rapid Fire gives fury.
Goal of Proposal
Improve Longbow and Power Rangers.
Proposal Functionality
For a few days, thanks to a bug that gave lots of fury when using Longbow, this weapon became popular and much more useful. My proposal is to give Rapid fire 7 seconds of fury on cast. This would make Rapid Fire hit harder (right now is very poor as a burst skill) and also leave some fury left for a couple of powerful hits with the longbow or another power weapon.
Associated Risks
It would be easier to stack fury an gain perma-fury.
————————————————————————————-
Specific Game Mode
All.
Proposal Overview
Tail Wind and Furious Grip should be affected by boon duration.
Associated Risks
A ranger with hight Boon Duration and Warhorn could gain perma-fury and perma-swiftness more than now easily.
Specific Game Mode
All
Proposal Overview
Heal as One revives pet.
Goal of Proposal
Make Heal as One more useful for both veteran and new players.
Proposal Functionality
If pet is dead when casting Heal as One, the skill revives it a 33% health.
Associated Risks
Combined with Loud Whistle, it would be easy for a “Ranger-only” party to constantly use the pets for tanking while keeping themselves at range.
————————————————————————————-
Specific Game Mode
All
Proposal Overview
Add more conditions to shortbow.
Goal of Proposal
Give a clear differentiation between Longbow (long-range power weapon) and shortbow (long-range condition weapon). Also, promote more dynamic game-play without relying only in shortbow’s AA.
Proposal Functionality
Right now, shorbow is as effective as longbow as a power weapon. The following changes would discourage it’s use as an AA machinegun power weapon and favor applying different conditions depending on the situation.
- Crossfire damage reduced by 25%. Always applies Bleed.
- Poison volley also applies Weakness.
- Quick shot also applies Confusion.
- Crippling shot also applies Torment.
Associated Risks
Should be carefully balanced as the current ranger sPvP meta already favours conditions.
Specific Game Mode
WvW
Proposal Overview
Eagle Eye should improve Shortbow and increase its range.
Goal of Proposal
Punish fleeing enemies as it’s very easy right now to escape out of a Ranger’s range if Longbow it’s not equipped.
Proposal Functionality
Eagle Eye should affect Shortbow. To compensate, make it a Grandmaster trait.
Associated Risks
Longbow could be even less used as it would be a worse power weapon than Shortbow.
————————————————————————————-
Specific Game Mode
All.
Proposal Overview
Signet actives affect Ranger by default.
Goal of Proposal
Making signets useful without requiring huge trait investment.
Proposal Functionality
Signet actives affect Ranger by default. If Signet of the Beastmaster is traited, actives also affect pets. Signet of the Beastmaster moves down as a Master trait.
Associated Risks
Should require careful balancing, because this affects many builds a lot. Signet actives Could be tonned down a little bit.
Specific Game Mode
All.
Proposal Overview
Redesign Winter’s Bite to make it AOE ground targeted and Blast finisher.
Goal of Proposal
Ranger is in dire need of weapon AOE’s and Blast Finishers. This could help with both problems.
Proposal Functionality
Now, Winter’s Bite is an AOE ground target skill and also a Blast finisher. CD is increased to 18 seconds to compensate.
Associated Risks
Nobody would use Frost Trap unless it’s also improved somehow.
————————————————————————————-
Specific Game Mode
PvE
Proposal Overview
Pets stay stowed if suffering fall damage.
Goal of Proposal
While doing jump puzzles, is bothersome to stow the pet each time you suffer fall damage. This would fix this issue.
Associated Risks
None.
Specific Game Mode
PvE and WvW
Proposal Overview
Resurrect dead pets on F3.
Goal of Proposal
Right now, pets easly die in some PvE events, dungeons and WvW Zerging because the love to be showered with AOE’s. Giving the ranger the ability to resurrect them without the long cooldown associated, would help them in those areas.
Proposal Functionality
If the press is dead and the Ranger presses F3, the pet moves close to the Ranger and it’s quickly resurrected. Only available if both pets are dead and you are on the 1 minute cooldown. Also, successfully resurrecting the pet puts the cooldown again at 1 minute.
Associated Risks
The tame it takes to resurrect should be carefully considered: too fast and there is no penality for killing your pet if you don’t manage it correctly; too slow and it makes no point and it’s better to wait for the 1 minute cooldown.
————————————————————————————-
Specific Game Mode
sPvP and WvW
Proposal Overview
Lighting Reflexes and Evasive Purity removes Immobilization.
Goal of Proposal
Improve Ranger’s condition removal against Immobilization, a condition used a lot in the current meta.
Associated Risks
It would make more difficult to pin down a Ranger.
Specific Game Mode
sPvP and WvW
Proposal Overview
Hunter’s Shot stealths pet.
Goal of Proposal
Improve the use of Hunter’s Shot as an escape skill.
Proposal Functionality
Right now, this skill only stealths the Ranger, not the pet, and if you are trying to run away or reposition yourself and your pet is on passive, the enemy players are able to guess your position looking at the pet. If Hunter’s Shot would stealth the pet, this problem would disappear.
Associated Risks
Would also improve the pet’s damage output
————————————————————————————-
Specific Game Mode
All
Proposal Overview
Add some kind of animation to pets when they appear/disappear.
Goal of Proposal
Improve Ranger’s “Cool Factor”. Make players more aware of pets and it’s switching.
Proposal Functionality
When a pet appears or disappears, it should have a distinct animation so teammates and enemy players are aware of the change in their surroundings.
Associated Risks
Would make less viable the “surprise knockdown” of canines.
Specific Game Mode
All
Proposal Overview
Add evasion to Swoop.
Goal of Proposal
Add an “on-demand” evade to Greatsword to use as gap-closer or escape skill.
Proposal Functionality
Swoop would evade for the duration of the skill.
Associated Risks
Would combo too well with Hilt Bash → Maul and other “Hit’n Run” burst tactics.
————————————————————————————-
Specific Game Mode
sPvP and WvW
Proposal Overview
Increase mele pets attacks range to 240.
Goal of Proposal
Improve DPS for mele pets against moving players.
Associated Risks
Huge DPS increase for burst pets.
Specific Game Mode
All
Proposal Overview
Swap Trap traits with others from Wilderness Survival.
Goal of Proposal
Rearrange some traits to improve their benefits.
Proposal Functionality
Swap Shared Anguish, Martial Mastery and Hide in Plain Sight with Trapper’s Defense, Trapper’s Expertise and Trap Potency.
Associated Risks
Could make tank-trappers too effective.
————————————————————————————-
Specific Game Mode
All
Proposal Overview
Change Hide in Plain Sight to give Stealth, not Camouflage.
Goal of Proposal
Get rid of camouflage. Give Rangers more synergy between traits (Remorseless).
Associated Risks
None.
And that’s all folks, sorry for flooding this thread with my messages :p
I hope it gives you (players and Devs) some useful ideas.
The ranger had to have an ability to invoke an instant hit with a giant raw damage , such as the skills f1 warrior rifle, ax , hammer . The rapid fire is a skill that has a good cumulative damage, but has other skills with single hit that causes much more damage than all hits of the rapid fire, but to be channeling becomes bad for a few questions, first because the full invocation skill becomes very long , after all are four-and half seconds, second because it can be interrupted, third because it is easily obstructed by the slopes of the map room, fourth because the final damage does not pay much and fifth , because it is single target .
If the rapid fire was instant cast with the same damage, and no chaneling for four seconds and half, and barrage (skill 5) had accumulated damage in the style of skill 5 staff attunment fire of the elementalist ( Meteor ) , ranger would be balanced with the other classes . And for pvp , it would be nice if the skill of 5 longbow cause daze in each hit ( or at least had a 30 % hit to cause the daze ) , it is a skill that leaves the ranger very vulnerable and it’s also a chaneling , which makes it even more ineffective.
With the new elite who announced ( signet ) the power ranger for pvp will get a little better because you can have the effect of signet of the beastmaster trait without having 30 in the first line , it could be invested 30 points in wilderness survival to have more resistance to the trait condition 11 ( emphatic bond) and also have a bit of armor with the bonus of 300 toughness , and can use other useful traits , traits such as 3 , 4 and 9 of that same line . Or it could continue investing 30 points in the first line , but may change the trait 11 ( signet of the beastmaster ) for other more useful , such as the traits 1 , 2 , 6 , 7 and 8.
Will be a little better , but if the rapid fire and barrage skills continue the way they are , the power ranger still worse than the other classes that use the power build .
Sorry if the text is not very consistent , because I used google translator .
While I’m not opposed to the idea of the ranger as a ‘whittling’/sustained damage class in theory, I have to admit I’m very concerned about how it will work in practice: firstly, because the meta is so heavily biased towards burst (and melee), and it seems logical that it would be far simpler to change the ranger than to change the meta (since the meta is influenced by the design of things but to some extent ‘forms’ on its own.)
And secondly, because I’m imagining that the news that ‘everyone is getting nerfed to make rangers feel a bit better’ will go down like…well, the Hindenburg. Nerfs are pretty much never popular, even when they are fair and needed. While that may put things back in line with the developers’ vision, it seems like a fairly risky move to potentially anger the majority of the player base while appeasing a minority who are already somewhat disgruntled.
As a ranger, I would obviously appreciate any big fixes that can be done to the class, but without knowing how resource allocation works for dev time it’s hard to know how ‘worth it’ any of this would be from Anet’s perspective. It’s the same thing with the pet AI, really; it’s acknowledged all round that it’s not really working as intended, but to overhaul it would be very labor-intensive, and not judged to be worth the investment for the game’s overall health.
I guess what I’m asking is, at what point do we stop and say, ‘This isn’t our ideal, and was not part of our vision for rangers, but it’s the only realistic way to make them viable and balanced right now’?
And secondly, because I’m imagining that the news that ‘everyone is getting nerfed to make rangers feel a bit better’ will go down like…well, the Hindenburg.
I can’t wait!!
I think that we all agree that right now, considering all the gap-closers, escape habilities, teleports and stealths, the game rewards powerful bursts and Hit’n Run tactics.
That’s why sustained damage is not very effective.
It would be nice to see the Devs opinion on this matter.
And secondly, because I’m imagining that the news that ‘everyone is getting nerfed to make rangers feel a bit better’ will go down like…well, the Hindenburg.
As much as I’d love to see that happen because people are usually so rational I have to agree with what Laurel said.
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