Dragon Hunter's 'Hunter's Ward'

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Posted by: Shilajit.9023

Shilajit.9023

Can we get a nerf on Long bow 5 [Hunter’s Ward] please?
3 Hunter’s Ward can remove stability from almost whole zerg of 25 players .
it is insanely strong.
1 dodge out of Hunter’s Ward removed ~4 stack of stability .
I know it doesn’t really matter in pve but in wvw it is way too strong &

with 1200 range they can stay at safe distance while removing the stability

of a whole zerg only with 3 Hunter’s Ward.

Changes should be made
1. put an icd of 1 sec per player.
2.reduce the range to 900
this way it can not remove whole bunch of stability from all target that

passes through it but many Hunter’s Ward can remove 1 stack of stability

per player that passes through it.
also you don’t actually have to do any dramatic changes on the skill if man
power is concerned.

One more thing, the radius of the skill is actually larger than how it shows up so we need a fix on that as well.

Selling salts to the Salty people.
Only Gankdara Ele

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

The cast time on hunters ward is 2 and a half seconds & the cool down is 45 seconds.

Given how much AOE condition removal zergs have if it traps you your likely not continuing to move after it starts & do not have swiftness.

This means that it punishes smaller groups much harder then it does larger zergs.

All that being said I had an idea for it back before HOT launch that I would have much rather it had been.

Hunter’s Ward: Fire multiple arrows in a cone striking up to 5 enemies.
Enemies that are struck are immobilized (2-3 seconds) and burned (2 stacks for 4 seconds)
Cast time of 1/2 second, cool down of 25 seconds. Physical damage would be moderate.

Depending on how wide the cone is it could be quite nice, the cast time is lower then hunters ward as is so it can be used to catch enemies then either get in close or get range & the burning helps to cover the immobilize.

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Posted by: Booms.2594

Booms.2594

Maybe they should change wvw from zerging with as many people as possible so you don’t have to think before nerfing

gerdian

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Posted by: Aeolus.3615

Aeolus.3615

or add another gimmick to counter it, how about a new banner?

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

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Posted by: CutesySylveon.8290

CutesySylveon.8290

It just adds to the ridiculous amount of cc floating around. I’d be fine with it if you could only be affected by the cage once rather than being stuck in it for 6 sec if you can’t port or have a lot of stab handy. C’mon, 6 sec of restraint? I can’t even think of any immobilize skills that last for that long.

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Posted by: Darknicrofia.2604

Darknicrofia.2604

engineer slick shoes destroys more stacks of stab than hunter’s ward

Darknicrofia Sage – Bad Gerdian, Merciless Legend, Platinum NA Solo Que

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Posted by: CutesySylveon.8290

CutesySylveon.8290

Slick shoes trails the engi rather than trapping someone in a small zone, and if you don’t run back into the slick shoes you won’t be knocked back down. If the engi runs around you then evade out after first knockdown, but you can’t evade out of hunters ward.

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Posted by: Saiyan.1704

Saiyan.1704

Yall are forgetting that there’s a Huge animation for Hunter’s Ward…. unlike Ranger’s pet’s silent 10k burst attack or that little black acid spot Engi’s can place on the ground for huge aoe damages… or that invulnerable 6k Sword#2 Revs have…

Considering DH is already more difficult to play in higher levels as oppose to other classes… ..only thing I would change on LB#5 would be that a good timed Dodge right before Hunter’s Ward procs would “dodge” the ward itself, placing the player out of the trap. But again… Guardian doesn’t need a nerf unless other classes are getting one too

=/

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

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Posted by: CutesySylveon.8290

CutesySylveon.8290

I could care less about the damage, it’s the insane cc aspect of it that I think is stupid. Reduce the cages to affect only once or cut the duration in half, then you can reduce the cast time and buff the damage, but the baby boom of cc spam has got to stop.

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Posted by: Salamander.2504

Salamander.2504

…only thing I would change on LB#5 would be that a good timed Dodge right before Hunter’s Ward procs would “dodge” the ward itself, placing the player out of the trap…

+1 to this. It makes no sense that the ward can’t be dodged.

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Posted by: Darknicrofia.2604

Darknicrofia.2604

you couldn’t dodge through staff or hammer ward, why should you be able to dodge through LB ward?

don’t stand in the aoe radius by the time the skill finishes channeling, simple as that. the skill is only a problem in pirate ship meta wvw, which is a game mode/play style nothing’s balance should revolve around.

Darknicrofia Sage – Bad Gerdian, Merciless Legend, Platinum NA Solo Que

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Posted by: Salamander.2504

Salamander.2504

you couldn’t dodge through staff or hammer ward, why should you be able to dodge through LB ward?

don’t stand in the aoe radius by the time the skill finishes channeling, simple as that. the skill is only a problem in pirate ship meta wvw, which is a game mode/play style nothing’s balance should revolve around.

I don’t mean dodge through the ward once it’s landed, I’m talking about dodging the final hit of the skill.

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Posted by: Darknicrofia.2604

Darknicrofia.2604

the skill places a ward on everything caught in its aoe radius in the final hit, even if you dodge the last hit you’re still in its radius.

Darknicrofia Sage – Bad Gerdian, Merciless Legend, Platinum NA Solo Que

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Posted by: DeceiverX.8361

DeceiverX.8361

It’d be nice if it just acted as a stun like Static Field instead of forcing the enemy player back into the center. This way it still punishes big groups pretty harshly, but doesn’t make it literally impossible to leave for players without stability access like necro or thief, which still get knocked down even if teleporting out of the ward after leaving, or prevents any teleport mechanics not as a stunbreak to instantly fail regardless like Infil Arrow, Steal, Infil Return, etc.

(edited by DeceiverX.8361)

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Posted by: Salamander.2504

Salamander.2504

the skill places a ward on everything caught in its aoe radius in the final hit, even if you dodge the last hit you’re still in its radius.

Yeah, and I’m suggesting that a well-timed dodge should dodge the ward, even within the radius. Just like how a dodge works with any AOE skill.

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Posted by: DeeSystm.1256

DeeSystm.1256

It should just form one ring, which changes in size for 1-5 people caught in it, up to a size slightly large than a static field at 5 people. This way it’s still a nice large cc field but at the same time you can’t loose 6+ stacks of stab if you accidentally wander into that kitten.

“I came to play.” me
r4420k+ blazetrain

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Posted by: Indure.5410

Indure.5410

It should just form one ring, which changes in size for 1-5 people caught in it, up to a size slightly large than a static field at 5 people. This way it’s still a nice large cc field but at the same time you can’t loose 6+ stacks of stab if you accidentally wander into that kitten.

It’s not a nice large CC field, it is a nice large CC circle which poses no problems for anyone trapped inside it because they would have enough room to freely dodge around. Hunter’s Ward doesn’t need changes, stability in WvW needs changes.

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Posted by: CutesySylveon.8290

CutesySylveon.8290

So you think a small circle that you cannot move at all in for 6 sec is fair? A large circle would be much more reasonable since you can actually defend yourself and not get pushed back every time you move. Freely dodging around would give the counter play it needs like how stun breaking is for any other cc.

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Posted by: Indure.5410

Indure.5410

So you think a small circle that you cannot move at all in for 6 sec is fair? A large circle would be much more reasonable since you can actually defend yourself and not get pushed back every time you move. Freely dodging around would give the counter play it needs like how stun breaking is for any other cc.

Its counter play is stability, or the insane amount of invulnerability in this game. Also most teleports work to varying degrees. It is further balanced around having an almost 3s cast time where the guardian can’t move and is easily interrupted. It also has a kitten cooldown, which makes it the longest weapon related cooldown for a guardian and the 2nd longest cooldown for a weapon in the game.

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Posted by: CutesySylveon.8290

CutesySylveon.8290

Stab is not the counter to this unless you have a lot of it, and invulns like endure pain are still stopped dead by this. And what about classes that don’t have access to a lot of stab or ports, like base necro? Guess they’re just boned out of luck.

These kind of skills shouldn’t be in the game to begin with and if you really want to compare, Chilled to the Bone has a base 90 sec CD, 2 seconds of stun, chill and it’s AoE, a long wind-up animation that makes it easily evaded and it’s an elite. It can be stun broken like any other cc and the chill can be cleansed by normal means, both things every class has viable access to for any situation. So hush about long CD and cast time making it ‘fair’ and trying to justify a clearly not well thought out skill adding to more problems in the game.
And FYI, I’m a necro main and I do not approve of CttB either.

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Posted by: Hexalot.8194

Hexalot.8194

It should just form one ring, which changes in size for 1-5 people caught in it, up to a size slightly large than a static field at 5 people. This way it’s still a nice large cc field but at the same time you can’t loose 6+ stacks of stab if you accidentally wander into that kitten.

It’s not a nice large CC field, it is a nice large CC circle which poses no problems for anyone trapped inside it because they would have enough room to freely dodge around. Hunter’s Ward doesn’t need changes, stability in WvW needs changes.

Well you “may” be in luck. Among the leaked patch notes (on reddit) was the change to stab where you can now lose a maximum of only one stack per second. So if you’ve got 3 stacks on you, you’re guaranteed unimpeded movement for at least 3 seconds… regardless of how much CC is thrown at you.

(edited by Hexalot.8194)

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Posted by: Salamander.2504

Salamander.2504

It should just form one ring, which changes in size for 1-5 people caught in it, up to a size slightly large than a static field at 5 people. This way it’s still a nice large cc field but at the same time you can’t loose 6+ stacks of stab if you accidentally wander into that kitten.

It’s not a nice large CC field, it is a nice large CC circle which poses no problems for anyone trapped inside it because they would have enough room to freely dodge around. Hunter’s Ward doesn’t need changes, stability in WvW needs changes.

Well you “may” be in luck. Among the leaked patch notes (on reddit) was the change to stab where you can now lose a maximum of only one stack per second. So if you’ve got 3 stacks on you, you’re guaranteed unimpeded movement for at least 3 seconds… regardless of how much CC is thrown at you.

Can you link the reddit post?

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Posted by: Hexalot.8194

Hexalot.8194

It should just form one ring, which changes in size for 1-5 people caught in it, up to a size slightly large than a static field at 5 people. This way it’s still a nice large cc field but at the same time you can’t loose 6+ stacks of stab if you accidentally wander into that kitten.

It’s not a nice large CC field, it is a nice large CC circle which poses no problems for anyone trapped inside it because they would have enough room to freely dodge around. Hunter’s Ward doesn’t need changes, stability in WvW needs changes.

Well you “may” be in luck. Among the leaked patch notes (on reddit) was the change to stab where you can now lose a maximum of only one stack per second. So if you’ve got 3 stacks on you, you’re guaranteed unimpeded movement for at least 3 seconds… regardless of how much CC is thrown at you.

Can you link the reddit post?

https://www.reddit.com/r/Guildwars2/comments/4edyrf/leaked_wvw_patch_notes/

Some say they sound legit… others are more skeptical. Take it however you want.

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Posted by: Ghotistyx.6942

Ghotistyx.6942

A few grains of salt make leeks taste good.

Fishsticks