Removing mechanics because they are useless?!

Removing mechanics because they are useless?!

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Posted by: Firelysm.4967

Firelysm.4967

Removing Trapper ranger play style by deleting trait “ground targeting throw-able traps” literally destroyed the game play of trapper ranger, because game got quicker, and other builds simply out damage them before you can do anything if you play trapper ranger. But you wonder why this happened? They have decided that we don’t need some traits, so they removed ground targeting in order to clear traits for more useful stuff!

While we keep traits that are seriously useless in the game and are taking only space:
*- “falling damage” what for it’s simply waste of an choice..
*- “Strider’s Defence” same here, what for? like does any1 randomly swing to get 25% chance to break projectile if you even have luck to time the projectile, and then u still face 25% RNG.. if u break the projectile LOL.. can we just rework or remove this one ?

Making optional throw-able traps is a must to deliver diversity to the game, can we remove one of above and get us trapper ground targeting back?

Removing of this trait really destroyed play style, because you can simply only use it defensively. And if you are by any chance needing to defend yourself, you have nothing to do so, because they will simply “dodge walk” your traps and avoid damage and cripple to locate you if you are playing trapper. And if you chase your traps are 100% time useless because you can’t do anything with them.

Why would you remove this awesome mechanics, and break the only ranger fun play style that is not Longbow? Anet please bring it back! We don’t need this two traits above, and please consider bringing throw-able traps back as optional!

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

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Posted by: Kreejaffa.3682

Kreejaffa.3682

Actually, those reduction of falling damage traits are extremely helpful on all classes.

Kreejaffa [Ferguson’s Crossing]
Leader of Looking For Gandalf [LFG]
Worst Commander of Ferguson’s Crossing (Self Proclaimed)

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Falling damage reduced should happen automatically if out of combat. Same for 25/33% increased speed.

The traits and skills that reduce fall damage or add speed should be for when under attack by enemies.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

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Posted by: Eponet.4829

Eponet.4829

Removing Trapper ranger play style by deleting trait “ground targeting throw-able traps” literally destroyed the game play of trapper ranger, because game got quicker, and other builds simply out damage them before you can do anything if you play trapper ranger. But you wonder why this happened? They have decided that we don’t need some traits, so they removed ground targeting in order to clear traits for more useful stuff!

While we keep traits that are seriously useless in the game and are taking only space:
*- “falling damage” what for it’s simply waste of an choice..
*- “Strider’s Defence” same here, what for? like does any1 randomly swing to get 25% chance to break projectile if you even have luck to time the projectile, and then u still face 25% RNG.. if u break the projectile LOL.. can we just rework or remove this one ?

Making optional throw-able traps is a must to deliver diversity to the game, can we remove one of above and get us trapper ground targeting back?

Removing of this trait really destroyed play style, because you can simply only use it defensively. And if you are by any chance needing to defend yourself, you have nothing to do so, because they will simply “dodge walk” your traps and avoid damage and cripple to locate you if you are playing trapper. And if you chase your traps are 100% time useless because you can’t do anything with them.

Why would you remove this awesome mechanics, and break the only ranger fun play style that is not Longbow? Anet please bring it back! We don’t need this two traits above, and please consider bringing throw-able traps back as optional!

I figured the main point of Strider’s Defense was the cooldown reduction on sword 2 and 3, which are both evades, and the 20% chance to destroy projectiles was just a bonus.

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Posted by: Firelysm.4967

Firelysm.4967

Removing Trapper ranger play style by deleting trait “ground targeting throw-able traps” literally destroyed the game play of trapper ranger, because game got quicker, and other builds simply out damage them before you can do anything if you play trapper ranger. But you wonder why this happened? They have decided that we don’t need some traits, so they removed ground targeting in order to clear traits for more useful stuff!

While we keep traits that are seriously useless in the game and are taking only space:
*- “falling damage” what for it’s simply waste of an choice..
*- “Strider’s Defence” same here, what for? like does any1 randomly swing to get 25% chance to break projectile if you even have luck to time the projectile, and then u still face 25% RNG.. if u break the projectile LOL.. can we just rework or remove this one ?

Making optional throw-able traps is a must to deliver diversity to the game, can we remove one of above and get us trapper ground targeting back?

Removing of this trait really destroyed play style, because you can simply only use it defensively. And if you are by any chance needing to defend yourself, you have nothing to do so, because they will simply “dodge walk” your traps and avoid damage and cripple to locate you if you are playing trapper. And if you chase your traps are 100% time useless because you can’t do anything with them.

Why would you remove this awesome mechanics, and break the only ranger fun play style that is not Longbow? Anet please bring it back! We don’t need this two traits above, and please consider bringing throw-able traps back as optional!

I figured the main point of Strider’s Defense was the cooldown reduction on sword 2 and 3, which are both evades, and the 20% chance to destroy projectiles was just a bonus.

Why would one use sword on ranger to defend himself, what on earth is this logic? You died 3 hit and does Anet really expect us to play with that RNG to just block 25% chance of projectile on auto ? If it would be reflect then this would be viable, but now? No way. and 20% cd on sword is not needed. it’s basically pointless, i would rather have off hand axe reduction…

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

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Posted by: Firelysm.4967

Firelysm.4967

Falling damage reduced should happen automatically if out of combat. Same for 25/33% increased speed.

The traits and skills that reduce fall damage or add speed should be for when under attack by enemies.

This.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

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Posted by: Firelysm.4967

Firelysm.4967

Actually, those reduction of falling damage traits are extremely helpful on all classes.

How is it useful? Every jump that is intentional is survivable on the first place, fall damage is extended only for 1/10 of the jump which is minimalistic and takes a trait slot that could be more useful for other stuff.

How is this useful ? If you exploit PvE? maybe? If you wanna necro spectral walk ? maybe.. But the main reason this exists is because they did lack of the ideas of new traits. And now we are stuck with it.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

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Posted by: missdeni.2740

missdeni.2740

Falling damage reduced should happen automatically if out of combat. Same for 25/33% increased speed.

The traits and skills that reduce fall damage or add speed should be for when under attack by enemies.

Hmm, I don’t think that should be a thing. Why take less damage when in combat, cause someone is hitting you? Why take more damage when not in combat? Cause you decided to jump off a cliff without mobs chasing you? I don’t see the logic in that and why in the first place would you jump off somewhere when in combat in the first place? Honestly I like those falling traits, even if they could be replaced for something more useful. Moral of the story – don’t jump off cliffs/vistas/JPs unless you have somebody to res you, or you know just waypoint.

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Posted by: Eponet.4829

Eponet.4829

Removing Trapper ranger play style by deleting trait “ground targeting throw-able traps” literally destroyed the game play of trapper ranger, because game got quicker, and other builds simply out damage them before you can do anything if you play trapper ranger. But you wonder why this happened? They have decided that we don’t need some traits, so they removed ground targeting in order to clear traits for more useful stuff!

While we keep traits that are seriously useless in the game and are taking only space:
*- “falling damage” what for it’s simply waste of an choice..
*- “Strider’s Defence” same here, what for? like does any1 randomly swing to get 25% chance to break projectile if you even have luck to time the projectile, and then u still face 25% RNG.. if u break the projectile LOL.. can we just rework or remove this one ?

Making optional throw-able traps is a must to deliver diversity to the game, can we remove one of above and get us trapper ground targeting back?

Removing of this trait really destroyed play style, because you can simply only use it defensively. And if you are by any chance needing to defend yourself, you have nothing to do so, because they will simply “dodge walk” your traps and avoid damage and cripple to locate you if you are playing trapper. And if you chase your traps are 100% time useless because you can’t do anything with them.

Why would you remove this awesome mechanics, and break the only ranger fun play style that is not Longbow? Anet please bring it back! We don’t need this two traits above, and please consider bringing throw-able traps back as optional!

I figured the main point of Strider’s Defense was the cooldown reduction on sword 2 and 3, which are both evades, and the 20% chance to destroy projectiles was just a bonus.

Why would one use sword on ranger to defend himself, what on earth is this logic? You died 3 hit and does Anet really expect us to play with that RNG to just block 25% chance of projectile on auto ? If it would be reflect then this would be viable, but now? No way. and 20% cd on sword is not needed. it’s basically pointless, i would rather have off hand axe reduction…

It seems to work fine for sword/dagger thieves, and rangers have more base survability than them. You have traits that grant you protection on a dodge roll, and vigor when evading an attack, as well as a pet that continues to harrass your opponent all the while, and can bring crowd control to disable your opponents for a couple of seconds.

If you’re dying in three hits as a ranger, they’re either going to be incredibly telegraphed and you’re playing poorly, or you’re just building without survability in mind. Try a marauder’s or celestial amulet. If you just build for glass cannon longbow gameplay, don’t be surprised that longbow is your only effective weapon.

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Posted by: MeGaZlo.9516

MeGaZlo.9516

Removing Trapper ranger play style by deleting trait “ground targeting throw-able traps” literally destroyed the game play of trapper ranger, because game got quicker, and other builds simply out damage them before you can do anything if you play trapper ranger. But you wonder why this happened? They have decided that we don’t need some traits, so they removed ground targeting in order to clear traits for more useful stuff!

While we keep traits that are seriously useless in the game and are taking only space:
*- “falling damage” what for it’s simply waste of an choice..
*- “Strider’s Defence” same here, what for? like does any1 randomly swing to get 25% chance to break projectile if you even have luck to time the projectile, and then u still face 25% RNG.. if u break the projectile LOL.. can we just rework or remove this one ?

Making optional throw-able traps is a must to deliver diversity to the game, can we remove one of above and get us trapper ground targeting back?

Removing of this trait really destroyed play style, because you can simply only use it defensively. And if you are by any chance needing to defend yourself, you have nothing to do so, because they will simply “dodge walk” your traps and avoid damage and cripple to locate you if you are playing trapper. And if you chase your traps are 100% time useless because you can’t do anything with them.

Why would you remove this awesome mechanics, and break the only ranger fun play style that is not Longbow? Anet please bring it back! We don’t need this two traits above, and please consider bringing throw-able traps back as optional!

I agree about the traps and one viable build.
But the rest is complete nonsense, obviously from a man who don’t know how to play this class right and does not know its capabilities.

It is strange that you forgot to mention the spirits. I never saw that someone used them after the patch. At least somewhere. Unlike traps, by the way. It seems that developers have finally killed spirit abilities category.

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Posted by: Arobain.8274

Arobain.8274

Removing Trapper ranger play style by deleting trait “ground targeting throw-able traps” literally destroyed the game play of trapper ranger, because game got quicker, and other builds simply out damage them before you can do anything if you play trapper ranger. But you wonder why this happened? They have decided that we don’t need some traits, so they removed ground targeting in order to clear traits for more useful stuff!

While we keep traits that are seriously useless in the game and are taking only space:
*- “falling damage” what for it’s simply waste of an choice..
*- “Strider’s Defence” same here, what for? like does any1 randomly swing to get 25% chance to break projectile if you even have luck to time the projectile, and then u still face 25% RNG.. if u break the projectile LOL.. can we just rework or remove this one ?

Making optional throw-able traps is a must to deliver diversity to the game, can we remove one of above and get us trapper ground targeting back?

Removing of this trait really destroyed play style, because you can simply only use it defensively. And if you are by any chance needing to defend yourself, you have nothing to do so, because they will simply “dodge walk” your traps and avoid damage and cripple to locate you if you are playing trapper. And if you chase your traps are 100% time useless because you can’t do anything with them.

Why would you remove this awesome mechanics, and break the only ranger fun play style that is not Longbow? Anet please bring it back! We don’t need this two traits above, and please consider bringing throw-able traps back as optional!

right just because you disagree with it, that means everybody else does, some of us actually enjoy the changes, i am a lvl 80 ranger, and traps are still kitten easy to use, easy to kill players with, etc, so how about you get off your high horse and actually try it with a few matches, tweak your build, and get used to it, also, sword mainhand isn’t useless, maybe for you because you have no trait building intelligence and go full zerker and expect not to die in 3 hits, the world doesn’t revolve around you, grow up

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Posted by: Vayne.8563

Vayne.8563

Falling damage traits are massively useful in WvW and also useful for anyone doing some jumping puzzles. I have mine on a lot of the time.

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Posted by: Hyper Cutter.9376

Hyper Cutter.9376

I do wish they’d make the fall damage reduction baseline, since most of the traits are in really awkward places these days.

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Falling damage reduced should happen automatically if out of combat. Same for 25/33% increased speed.

The traits and skills that reduce fall damage or add speed should be for when under attack by enemies.

I disagree completely:

  • We already have increased movement speed out of combat.
  • Why should combat cause your falling damage to increase?

I would like to see falling damage reduction moved into gear, though — we have the Wintersday runes; I’d prefer not to have to be in a specific trait line for something that is primarily useful for jumping (puzzles or goofing around). In combat, its value has a tiny tactical niche at best.

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: Basandra Skye.4031

Basandra Skye.4031

In combat, its value has a tiny tactical niche at best.

Unless your sole goal in combat is to goad an enemy zerg to follow you off a cliff that requires fall damage reduction to have a chance at surviving

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Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

I don’t think putting fall damage only gear would be a good idea. The inherent stats are fixed, and the upgrades can’t be combined, so you’ll be stuck with whatever stats may come with it.

  • The speed increase is negligible. You still move faster under swiftness while out of combat.
  • If you want a lore reason, being pushed off a cliff or jumping while under enemy pressure is always more dangerous than jumping by yourself and while out of open conflict. There’s lots of games in which you can see this. For example, in the Assassin’s Creed series, if the character jumps themselves, they roll and take less damage or even no damage from a greater fall, but they will often desynchronize if they are pushed or jump badly because they are hit by an attack near the edge.

Traits affect combat mechanics. Walking around is not combat. Why should people have to alter their builds just to get a bit of speed when walking around? People should set their builds based on what they are going to expect during combat.

And so, while out of combat, everyone should move at the fastest speed and take reduced fall damage so they don’t have to depend on swiftness and maiming their builds to catch up with the rest of the players.

Enter combat, and then you need the traits. Of course, this would have to include the entirety of WvW and PvP, since you can’t have people moving faster without sacrificing anything in a competitive area where getting faster to places may mean victory. That limits untraited out of combat fall damage reduction and full speed to PvE, where there’s no reason not to let people catch up with others without having to alter their builds for that.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

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Posted by: phys.7689

phys.7689

Removing Trapper ranger play style by deleting trait “ground targeting throw-able traps” literally destroyed the game play of trapper ranger, because game got quicker, and other builds simply out damage them before you can do anything if you play trapper ranger. But you wonder why this happened? They have decided that we don’t need some traits, so they removed ground targeting in order to clear traits for more useful stuff!

While we keep traits that are seriously useless in the game and are taking only space:
*- “falling damage” what for it’s simply waste of an choice..
*- “Strider’s Defence” same here, what for? like does any1 randomly swing to get 25% chance to break projectile if you even have luck to time the projectile, and then u still face 25% RNG.. if u break the projectile LOL.. can we just rework or remove this one ?

Making optional throw-able traps is a must to deliver diversity to the game, can we remove one of above and get us trapper ground targeting back?

Removing of this trait really destroyed play style, because you can simply only use it defensively. And if you are by any chance needing to defend yourself, you have nothing to do so, because they will simply “dodge walk” your traps and avoid damage and cripple to locate you if you are playing trapper. And if you chase your traps are 100% time useless because you can’t do anything with them.

Why would you remove this awesome mechanics, and break the only ranger fun play style that is not Longbow? Anet please bring it back! We don’t need this two traits above, and please consider bringing throw-able traps back as optional!

they had to delete traits and certain playstyles for the new specialization system. They want less playstyles, and possibilities per class.

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Posted by: Morfedel.4165

Morfedel.4165

In combat, its value has a tiny tactical niche at best.

Unless your sole goal in combat is to goad an enemy zerg to follow you off a cliff that requires fall damage reduction to have a chance at surviving

Don’t laugh, I actually had that happen – in Obsidian jp, when you could repeat it per character and get lots of siege plans. There was a fight going on, it was me against two enemies, in the dark room at the end, I’d been waiting on a friend to get closer to portal him in, when they ambushed me.

I went over the edge and had the half damage trait and survived, by a fingernail since I was already damaged. For some reason instead of firing at me from above, they followed me… and died! LOL

But admittedly this was a rare moment; I’ve seen/heard of these things happening a few other times, but they are memorable for being rare

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Posted by: Morfedel.4165

Morfedel.4165

BTW I think half damage traits are going to be much much more valuable with the upcoming new wvw borderlands.

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Posted by: Evans.6347

Evans.6347

…most of the traits are in really awkward places these days.

Ikr? I was messing around a JP with my thief and I couldn’t find it for the life of me. It’s a bloody grandmaster trait! Grandmaster!

Granted, that doesn’t mean much anymore, but that really threw me off.

Joy to the world, ignorance is bliss

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Posted by: Morfedel.4165

Morfedel.4165

…most of the traits are in really awkward places these days.

Ikr? I was messing around a JP with my thief and I couldn’t find it for the life of me. It’s a bloody grandmaster trait! Grandmaster!

Granted, that doesn’t mean much anymore, but that really threw me off.

The thief trait does a bit more than most. Mesmer, for instance, creates a chaos storm at point of impact. Most profession falling traits does something on impact.

The thief’s however does a bit more. Regardless of whether you fall or not, you also blind whenever you gain stealth. So, yeah, it’s not entirely surprising its a grandmaster. Maybe it should have been master? But certainly not adept like most others.

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Posted by: roachsrealm.9284

roachsrealm.9284

are we playing the same game? I just went into traps on my ranger and they are amazing. you should be up in the action. traps cripple. whats the point if you arent up there keeping everything next to you?

ranger’s arent engineers.

Smitten Mittens (The Gothic Embrace [Goth], Fort Aspenwood)

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I don’t think putting fall damage only gear would be a good idea. The inherent stats are fixed, and the upgrades can’t be combined, so you’ll be stuck with whatever stats may come with it.

We already have the runes. How often do you need fall damage reduction? Only for jumping/map-breaking, hardly ever for combat, and hardly ever for bog-standard exploration. You can easily have a cheap set with falling damage runes to swap into.

  • The speed increase is negligible. You still move faster under swiftness while out of combat.

Yes, you move faster with swiftness out of combat than you do with swiftness in combat. I think that supports my point that we already have plenty of speed outside of combat.

The difference isn’t negligible to all the folks who post on the forums requesting that ANet end the “reduction” that happens when in combat.

  • If you want a lore reason, being pushed off a cliff or jumping while under enemy pressure is always more dangerous than jumping by yourself and while out of open conflict. There’s lots of games in which you can see this. For example, in the Assassin’s Creed series, if the character jumps themselves, they roll and take less damage or even no damage from a greater fall, but they will often desynchronize if they are pushed or jump badly because they are hit by an attack near the edge.

Lore reasons are easy to come by. I’m saying that the gameplay would be improved by removing fall-damage-reduction from traits.

Traits affect combat mechanics. Walking around is not combat. Why should people have to alter their builds just to get a bit of speed when walking around? People should set their builds based on what they are going to expect during combat.

Mobility is a huge part of combat. Plus, you are arguing about that falling damage reduction should remain in traits, even though that isn’t really a meaningful part of combat.

And so, while out of combat, everyone should move at the fastest speed and take reduced fall damage so they don’t have to depend on swiftness and maiming their builds to catch up with the rest of the players.

The current OOC movement speed is plenty fast. Even kitten as a mesmer, I have never had any trouble keeping up with the rest of the players. People fall behind much more often because they aren’t paying attention and not because their profession lacks specific traits.

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

There are other general mechanics that serve no purpose and should be removed.

1. Unique on Ascended Rings/Accessories.
This mechanics serves no purpose, other than causing new players to go “oh crap i bought another of the same ring again and cant equip both”. This mechanic alone has caused hundreds of players to contact customer support to switch their second ring to the complementary one…Basically, this mechanic exists only to give customer support some extra work and make them have good customer service(number of cases solved).

2. Aquabreathers.
Another mechanic that serves no purpose and is left forgotten. They cant even implement an Ascended Aquabreather into the game. The only purpose of this is to force players to have 5 less AR and less stats while underwater, and to buy a 7th rune.

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Posted by: runeblade.7514

runeblade.7514

Hi

Give this build a try.

http://intothemists.com/calc/?build=-JV-73;0wEVy-t2gEF-0;9F5E;1Z_a;0256148237;4TwW6U;1l6Uwl6Uw1A

Place all three traps onto the heavy golem first to see the damage potential. If you’re interested, I’ll write some details on how I play this build.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant