A Mega Ranger Balance and Improvement List

A Mega Ranger Balance and Improvement List

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Posted by: Glitchfull.5826

Glitchfull.5826

Pets:

  • Speed up all animations and cast times of pets by 40-50%
  • Give pets another 150 buff to all stats for the time being
  • Remove “Guard!” from the Ranger’s utility slot and add it to the pet toolbar. Remove the CD, protection, and stealth.
  • Only allow the pet to go 1200 distance away from the Ranger unless they are commanded to guard. Which they will then be only be allowed to attack 1200 from the designated guard location. After pets are sent to guard they will either passively wait there or aggressively attack depending on what mode they are set in.
  • Reduce AoE damage by 40-60% on pets, reduce condition damage by 20-30% on pets, and reduce the duration of all CC and movement impairing effects by 50% on pets.
  • Allow pets to prevent capture point progress from the enemy as long as the pet is not in a downed state.
  • On pet swap add a debuff to the pet that does not allow the pet to prevent capture-point progress for 5-15 seconds after pet swapping while in combat.

Ranger:

  • Allow for more control over the ranger sword auto attacks to give movement while attacking and not locking the Ranger down.
  • Increase trap trip radius to 240.
  • Reduce Spike Trap CD to 30 seconds.
  • Reduce Frost Trap CD to 20-25 seconds.
  • Reduce “Sic’Em!” CD to 20 sec or reduce the damage and movement speed to 20% and reduce the CD to 10-15 seconds.
  • Change “Sic’Em!” to cast on the pet’s target if it is 1200 or more distance away.
  • Reduce “Protect Me!” CD to 30-40 seconds and require the pet to be 1200 or less distance away for the Ranger for the effect to apply.
  • Reduce the CD of “Search and Rescue” to 40-60 seconds and allow players to CC the pet to stop the ability, but reducing the CD of the skill by 20-40% if the pet is interrupted.
  • Make “Search and Rescue” cast on the pet’s nearest downed ally if it is 1200 or more distance away while still retaining a 20-40% CD reduction on the skill if interrupted and preventing the skill from going on CD if there is no target to be revived near it.
  • Allow all spirits to follow the ranger.
  • Make spirits immune to all damage or increase their defense by about 40-60%.
  • Increase all spirit’s effect radius to 1200.
  • Reduce Water Spirit interval to 5 seconds.
  • Reduce the effect recharge of the Sun Spirit to 3 seconds.
  • Reduce Stone Spirit effect recharge to 8 seconds.
  • Increase Frost Spirit bonus damage to 20%.
  • Reduce Sharpening Stone CD to 15-20 seconds.
  • Reduce Lightning Reflexes to 30 seconds and remove all movement imparing effects.
  • Increase Signet of the Wild duration to 10 seconds.

Traits:

  • Apply Opening Strike when stealthed.
  • Increase Predator’s Onslaught to 15-20% increased damage
  • Increase Sharpened Edge damage by 50-80% and possibly adding an internal CD if damage is increased by a lot.
  • Increase Light on your Feet damage increase to 20%
  • Make Most Dangerous Game Health Treshold to 60-75%
  • Increase Oakheart Salve damage reduction to 10%
  • Decrease Refined Toxins health threshold to 60-75%
  • Change Shared Anquish to only proc if the pet is 1200 or less distance away.
  • Apply Poison Master to the player as well as the pet.
  • Increase Bountiful Hunter damage increase to 2-3%
  • Increase Nature’s Vengeance regen, vigor, and swiftness application duration to 2 seconds.
  • Increase Nature’s Vengeance might application duration to 4-5 seconds.
  • Add stat increases to ferocity, healing power, and condition damage.
  • Increase stat increase of Pack Alpha to 200-250
  • Only apply might to pet from Companion’s Might if the pet is 1200 or less distance away.
  • Change Loud Whistle to only apply to pet if it is 1200 or less distance away.
  • Increase Wiliting Strike weakness application to 6 seconds.

Misc.

  • Begin removing unnecasary reflection from the game such as mesmer reflection. Keep reactionary reflects such as traited shield blocks to make reflect more of a skill based effect and not an effect that just happens.

(edited by Glitchfull.5826)

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Posted by: Wondrouswall.7169

Wondrouswall.7169

A few stuff on that list, sure. A lot of stuff on that list, no.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

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Posted by: Tragic Positive.9356

Tragic Positive.9356

A few stuff on that list, sure. A lot of stuff on that list, no.

Tagging along. This comment holds all what I could have ever wanted to say.
<sip>

“Observe, learn and counter.”

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Posted by: Vendetta.1958

Vendetta.1958

Most of the stuff on that list would make ranger, especially Condi, extremely overpowered

Veypa Windclaw
Fanciest Charr OCX
Mreow – [HD]

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Posted by: HotHit.6783

HotHit.6783

  • Remove “Guard!” from the Ranger’s utility slot and add it to the pet toolbar. Remove the CD, protection, and stealth.
  • Only allow the pet to go 1200 distance away from the Ranger unless they are commanded to guard. Which they will then be only be allowed to attack 1200 from the designated guard location. After pets are sent to guard they will either passively wait there or aggressively attack depending on what mode they are set in.
  • Change “Sic’Em!” to cast on the pet’s target if it is 1200 or more distance away.
  • Reduce “Protect Me!” CD to 30-40 seconds and require the pet to be 1200 or less distance away for the Ranger for the effect to apply.
  • Make “Search and Rescue” cast on the pet’s nearest downed ally if it is 1200 or more distance away while still retaining a 20-40% CD reduction on the skill if interrupted and preventing the skill from going on CD if there is no target to be revived near it.
  • Change Shared Anquish to only proc if the pet is 1200 or less distance away.
  • Only apply might to pet from Companion’s Might if the pet is 1200 or less distance away.
  • Change Loud Whistle to only apply to pet if it is 1200 or less distance away.

Leash range already causes issues occasionally, making it shorter than normal longbow attack range is doing nobody any favours. While your guard idea is interesting and I’ve theorised similar systems, this isn’t the sort of thing that deserves a few bullet points on a larger list. It’s more akin to Druid profession mechanic speculation.
Shout skills changing minorly in functionality based on distance is confusing, especially when that distance is one pets often operate around. All shout skills removing the leash for their durations solves the same issue it seems you’re trying to work around with those changes. Unleashing your pet with sic ’em or sending them off to rescue an ally is perfectly in flavour with and plays positively with their relevant skills, protect me is the only outlier, but your pet blocking attacks for you from the other side of the map is part of the reason they have a leash in the first place.
Traits not working correctly if you and your pet are fighting at Longbow range is not a good idea.

  • Reduce AoE damage by 40-60% on pets, reduce condition damage by 20-30% on pets, and reduce the duration of all CC and movement impairing effects by 50% on pets.

I’m not really sure why people keep fighting for this sort of thing. If the issue is pets standing in chaos storms and meteor showers even when told to heel, that’s an issue with pet behaviour, not damage. If it’s because pets dying from conditions you can’t see causes problems, making them visible is a better alternative to players ignoring pets. If you want to just not have to exist with a pet, ask for the pet to not get pooped out automatically while you’re in combat. Making it so pets have damage reduction against everything except backstabs and Necro scepter’s physical damage is not a solution.

  • Allow for more control over the ranger sword auto attacks to give movement while attacking and not locking the Ranger down.

The game engine doesn’t have a solution to the problem. The sword leaps forward, leap/dash skills move you in a set path. If you know of a solution, the programmers would love to hear it. But if I saw this in patch notes I’d be very confused as to what it actually meant.

  • Increase trap trip radius to 240.

Ironically, this would nerf traps and cause them function in a way the trapper doesn’t intend. Against a single target, they would simply need to backpeddle slightly to get out the AoE. Against groups, only a single target could be hit by the initial burst. The radii right now are at a nice sweet spot, linked to the size of capture points.

  • Reduce the CD of “Search and Rescue” to 40-60 seconds and allow players to CC the pet to stop the ability, but reducing the CD of the skill by 20-40% if the pet is interrupted.

Search and Rescue is an awesome Ranger skill and deserves buffs, like these, that create powerful PvP moments where players see the pet as more than this thing that claws at them when a Ranger’s nearby.

  • Allow all spirits to follow the ranger.

Like throwing traps, spirits unbound was removed so that spirit gameplay could be made interesting. While saying that spirits are in that spot is a lie, claiming spirits unbound was always an upgrade in all situations is also a lie.

  • Increase all spirit’s effect radius to 1200.

For passive effects, that’s only an issue with Spirit of Nature. If you mean their sacrifice effects, that is completely ridiculous.

  • Apply Opening Strike when stealthed.

A functionality lost from the old remorseless that works perfect for opening strikes thematically. I suppose with only one inherent source of stealth it’s a little awkward, but even so, I’d like to see it back.

  • Add stat increases to ferocity, healing power, and condition damage.

These all exist through traits. The underwhelming ability to choose a pet for its support/healing aspects or its condition damage aspects is another issue entirely that would drastically improve Ranger builds if solved.

  • Speed up all {pet} animations and cast times of pets by 40-50%
  • Give pets another 150 buff to all stats for the time being
  • Apply Poison Master to the player as well as the pet.
  • Increase Bountiful Hunter damage increase to 2-3%
  • Increase Nature’s Vengeance regen, vigor, and swiftness application duration to 2 seconds.
  • Reduce Water Spirit interval to 5 seconds.
  • Reduce the effect recharge of the Sun Spirit to 3 seconds.
  • Reduce Stone Spirit effect recharge to 8 seconds.
  • Increase Frost Spirit bonus damage to 20%.
  • Reduce Sharpening Stone CD to 15-20 seconds.
  • Reduce Lightning Reflexes to 30 seconds and remove all movement imparing effects.
  • Increase Signet of the Wild duration to 10 seconds.
  • Increase Predator’s Onslaught to 15-20% increased damage
  • Increase Sharpened Edge damage by 50-80% and possibly adding an internal CD if damage is increased by a lot.
  • Increase Light on your Feet damage increase to 20%
  • Make Most Dangerous Game Health Treshold to 60-75%
  • Increase Oakheart Salve damage reduction to 10%
  • Decrease Refined Toxins health threshold to 60-75%
  • Increase Nature’s Vengeance might application duration to 4-5 seconds.
  • Reduce Spike Trap CD to 30 seconds.
  • Reduce Frost Trap CD to 20-25 seconds.
  • Reduce “Sic’Em!” CD to 20 sec or reduce the damage and movement speed to 20% and reduce the CD to 10-15 seconds.
  • Increase stat increase of Pack Alpha to 200-250
  • Increase Wiliting Strike weakness application to 6 seconds.

These are all just random buffs. Increasing numbers is fine, but increasing numbers doesn’t solve thematic problems. Most of these wouldn’t change my gameplay and I wouldn’t feel too much better about having most of them. If you have specific reasons for wanting each of these, then you should describe them, because I am simply reading them as buffs thrown in because you could or buffs that don’t allow for discussion at all.

  • Begin removing unnecasary reflection from the game such as mesmer reflection. Keep reactionary reflects such as traited shield blocks to make reflect more of a skill based effect and not an effect that just happens.
  • Allow pets to prevent capture point progress from the enemy as long as the pet is not in a downed state.
  • On pet swap add a debuff to the pet that does not allow the pet to prevent capture-point progress for 5-15 seconds after pet swapping while in combat.

Rewarding brainless Rangers who stand off to the side of points shooting people instead of actually learning to play PvP is not a good idea. It would be like letting people capture points while stealthed.

Never Fight Alone” – Sunspear Creed
There, it’s dead and it’s never coming back!” – Famous last words

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Posted by: Serdoc.7261

Serdoc.7261

As a Ranger player, I think most of these proposed changes are completely uncalled for and would make ranger far too powerful.

I’m not sure, can you, umm…. do that again? ROM – 2015
#allisvain

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

I really dislike all the reduced leash ranges, what is the point of that?

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Posted by: jewishjoyride.4693

jewishjoyride.4693

What you are asking for mostly is increases to our potential damage which is sort of the last thing we actually need at the moment. We do more than enough damage to participate in any game mode.

We could use some qol improvements. There’s still quite a few bugs for Anet to fix as well. Expand our ability to support allies a bit, seriously Anet can we be good at another boon aside from regen? And maybe a couple more ground targeted abilities.

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Posted by: Zatoichi.1049

Zatoichi.1049

these are mostly just numbers buffs. Numbers doesn’t get down to the core of what ranger needs.

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Posted by: Mokk.2397

Mokk.2397

I don’t believe the ranger requires a lot of rework.
But the biggest problem is healing in combat,always has.The pet skills are near useless because the range is way to low to have an effect .F2 on fern hound is alright as long as you can keep the thing near you on avoid combat . Unfortunately the pet will run off to attack something if you not holding it back.Harmonic cry won’t work in avoid combat and is always to far out of range in guard mode .Unless you run a healing build. Signet of the Wild is pointless to waste a utility slot on since the stability changes. You can run a healing build if you like to run around tickling people with a feather.There are no traits for direct healing on a ranger.The only class without.Call of the wild blast finisher doesn’t heal you only allies.Rejuvenation and Windborne notes gives minimal health renewal unless again you run a healing build.I wont waste any time talking about Spirit of Nature or any spirits for that matter.
The down skill Thunder Clap needs a longer duration of daze to be effective.Since other classes can stealth or move giving time to regen while people chase you around.
Theirs no trait for retaliation on a ranger.One would think that at least signet of stone would have that.Whirling defense is hopeless because you cant move while using it.
Mobility and stability has been greatly effected since the nerfing of Rampage as One.In my opinion I think the whole stability change is greatly unbalanced.
Lastly being a very minor issue I’d like to see the sword skills changed around so pounce is first.I mean really who pounces on something your already in slashing range of.

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Posted by: Frostfang.5109

Frostfang.5109

Whatabout No…. Beastmastery would be useless with those changes. Easy to see what kind of build u run…. Thera are MANY builds for rangers.

Kima & Co