Anet, address this! Off-hand radius/range
lol just dusted off my old lvl30 thief and noticed that Flanking Strike flings you around like the old traited Stalker’s Strike did despite Flanking having a listed range of 150 and Stalker’s current range of 250.
More range = you move less. GG Anet.
They’ll get to it eventually. We just have to keep bumping this thread.
It’s just annoying that they overlooked this in the first place.
And MDG…wtf seriously. They brought us into a burst meta and give us this crap as a GM…
Space Marine Z [GLTY]
This needs to stay on page one
https://www.youtube.com/tw1jaysin
http://www.twitch.tv/jaysin_x
Why not make it baseline? After all, we are the best at 1500 range dps!
There is no reason to make it baseline, but it must be in the different traits. OHT has always been here and rangers need it. What’s wrong with Anet ? Seriously.
Tchuu Tchuu Im A Train [TCHU] – Gandara
https://www.youtube.com/channel/UChUmRHtHLgPckvtrPImxK3A
There is no reason to make it baseline, but it must be in the different traits. OHT has always been here and rangers need it. What’s wrong with Anet ? Seriously.
There is every reason to make it baseline.
Even beside the fact that range increasing traits don’t exist anymore.
Yeah, I think just make the increased range baseline, you can use off hands without their CD traits and additional benefits, but they suck without additional range.
+1
/15chars
Really nice work. Nerf Trap Ground Targeting, Nerf ALL offhand Range and fields range also, Nerf Spirits. Nerf dagger. And buffed all other classes… GJ!
And why you give for Necromancers wells as passive and Ranger traps ground targeting was removed totally… even traited???
Still want my range back.
https://www.youtube.com/tw1jaysin
http://www.twitch.tv/jaysin_x
I want my wind-dome back on Whirling Defense. Why the reflect radius has to be half the size of the attack radius is beyond me. Comon’, Kui – You got this. Or just give us a Mortar Kit that fires bears. We’ll take either at this point!
Will update once Path of Fire releases.
Bonfire 20sec cooldown 240 radius basically useless without immoblilize
Dagger 4 basically never hit but anyway does onlly 100 dmg full berzerk crit!?! kitten?
Bonfire 20sec cooldown 240 radius basically useless without immoblilize
Dagger 4 basically never hit but anyway does onlly 100 dmg full berzerk crit!?! kitten?
lol it’s so low it might as well not even do damage.
Totally agree! Dagger is now terrible. No longer will you enter battle and do a quick ninja strike. Now you enter and do flop on the floor like a confused fish, but hayy, maybe the idea now is to confuse your opponent, as they stair at u flopping around confused. Hopefully they will fix this! The only fish like thing I want on my ranger is the underwater pets!
^this
Dagger 4 needs the range back. +1
Fanciest Charr OCX
Mreow – [HD]
woah for real, they stealth nerfed bonfire, great!
Did throw torch also get nerfed or was it always +2 burning stacks after the update? It seems very weak now.
I didn’t think the range loss would be that bad, I’ve always ran my off-hands with off-hand training. 12 “out of range” Crippling Talons in a row and I’m kind of kittened about it. I always used to use Crippling Talon for the 901-1200 range cripple. I’m sure that that projectile has no arc too, so the range loss is a lot more relevant for it.
We’re missing the awesome bonus particles from the larger bonfire now too.
“There, it’s dead and it’s never coming back!” – Famous last words
It has an arc, but it’s not as bad as the prepatch nontraited longbow.
I’ve submitted in game bug reports. I’m giving them the benefit of the doubt that this isn’t WAI.
Someone will notice us eventually..maybe..I hope.
I didn’t think the range loss would be that bad, I’ve always ran my off-hands with off-hand training. 12 “out of range” Crippling Talons in a row and I’m kind of kittened about it. I always used to use Crippling Talon for the 901-1200 range cripple. I’m sure that that projectile has no arc too, so the range loss is a lot more relevant for it.
We’re missing the awesome bonus particles from the larger bonfire now too.
Tell me about it, Off Hand axe went from my favorite off hand due to the 1200 range drag and the maelstrom that was whirling defense to a wimpy 900 range or so pull and a tiny little immobile, depressing bubble
As their mother, I have to grant them their wish. – Forever Fyonna
Putting this back on page 1…
Space Marine Z [GLTY]
S/D just doesn’t feel the same without the range, I used to be extremely mobile with SotH combined with S/D and the leap range on #2 becoming base doesn’t help this either.
Didn’t see anything about this in the patch notes… Can anyone confirm, no change?
Space Marine Z [GLTY]
Didn’t see anything about this in the patch notes… Can anyone confirm, no change?
Still as underwhelming as ever I’m afraid.
This patch is awful…
Space Marine Z [GLTY]
Something tells me this is intentional. I have no idea why since, what, two months ago they increased the radius of bonfire baseline?
I think its intentional due to the silence. This means if they are looking into it, they are looking in how to bring it back less powerful than before.
Also as others have said, it’s a catch-22. They could wrap it into Ambidexterity, however they don’t want to make traits increase weapon range. They could make it baseline, but someone over there things that’s OP (probably the dude who thought MDG is game breaking).
Well, if they do not add it back to the trait, the Torch needs to be buffed as it cannot compare at all to any of the other weapons that do burning damage or create fire fields. The radius increase on Bonfire should be baseline.
Yeah. If Off-Hand Training isn’t going to be made baseline, at least have Bonfire and Whirling Defense radius increased. Both of those skills are lacking without it.
Will update once Path of Fire releases.
I actually think that the range increase is what they do not want. You shouldn’t really be able to throw a torch, dagger or axe further than you can shoot your SB. Thematically.
Bonfire, Whirling Defense, Hunter’s Call, CoTW and Stalkers Strike all need radius/range increase as baseline.
Throwing projectiles I can see staying at 900. Unless LoYF added +300 to SB range.
How many comments does it take to get to the center of the Lollypop?
I actually think that the range increase is what they do not want. You shouldn’t really be able to throw a torch, dagger or axe further than you can shoot your SB. Thematically.
Bonfire, Whirling Defense, Hunter’s Call, CoTW and Stalkers Strike all need radius/range increase as baseline.
Throwing projectiles I can see staying at 900. Unless LoYF added +300 to SB range.
Thematically? That’s the best you’ve got?
/facepalm
I actually think that the range increase is what they do not want. You shouldn’t really be able to throw a torch, dagger or axe further than you can shoot your SB. Thematically.
Bonfire, Whirling Defense, Hunter’s Call, CoTW and Stalkers Strike all need radius/range increase as baseline.
Throwing projectiles I can see staying at 900. Unless LoYF added +300 to SB range.
Thematically? That’s the best you’ve got?
/facepalm
/facepalm? That’s the best you’ve got?
Speaking generally and trying to imagine ANet’s position on the matter, yes, thematically. Considering they just removed the ability to throw traps because it didn’t fit thematically, I was speculating that they don’t want us to be able to throw an axe/torch/dagger further than we can shoot a bow. Makes sense.
I actually think that the range increase is what they do not want. You shouldn’t really be able to throw a torch, dagger or axe further than you can shoot your SB. Thematically.
Bonfire, Whirling Defense, Hunter’s Call, CoTW and Stalkers Strike all need radius/range increase as baseline.
Throwing projectiles I can see staying at 900. Unless LoYF added +300 to SB range.
Thematically? That’s the best you’ve got?
/facepalm
/facepalm? That’s the best you’ve got?
Speaking generally and trying to imagine ANet’s position on the matter, yes, thematically. Considering they just removed the ability to throw traps because it didn’t fit thematically, I was speculating that they don’t want us to be able to throw an axe/torch/dagger further than we can shoot a bow. Makes sense.
Well shortbow needs to be 1200 range and bleed every hit without having the flank requirement but that’s another story. We’re ranger raaange that would be thematical to be able to shoot further away than thieves with the same weapon just like we do with longbow against warriors.
Anyway we need at least the extra radius for Bonfire and Whirling Defense
Yes SB should be 1200. Not only should we do SB better than a thief, the thief has a frikkin teleport on its SB so can get out of range when pressured very easily. Ranger is just stuck at 900 unless it swaps to melee to escape.
I actually have no problem with sb range. I never did.
What it lacks now is condition cover (like vuln, chill, weakness), and burst potential (especially with keen edge trait gone).
Imo it needs an extra cover condition, a burn, or the flanking req removed.
Space Marine Z [GLTY]
Yeah. If Off-Hand Training isn’t going to be made baseline, at least have Bonfire and Whirling Defense radius increased. Both of those skills are lacking without it.
This x100. The reason why I bothered to post a thread in the first place.
Bonfire and Whirling Defense feel so lackluster with their current base radius, and they were both made with the old off-hand training in mind. Wouldn’t mind an increased range to Stalker’s Strike aswell though.
Yeah, Stalker’s Strike could use the range increase as well. I haven’t done any direct comparisons to Thieves’ Flanking Strike, but I’ve read from other posts it has a longer range. True?
Will update once Path of Fire releases.
I actually have no problem with sb range. I never did.
Out of topic I was saying this because some people said it wouldn’t make sense to throw a torch or dagger further away than a shortbow.
Shortbow actually is very bad and range increase would make sense (along with better conditions indeed).
Bonfire and Whirling Defense feel so lackluster with their current base radius, and they were both made with the old off-hand training in mind. Wouldn’t mind an increased range to Stalker’s Strike aswell though.
Stalker’s Strike also need a huge increase in damage just like Splitblade
I actually think that the range increase is what they do not want. You shouldn’t really be able to throw a torch, dagger or axe further than you can shoot your SB. Thematically.
Bonfire, Whirling Defense, Hunter’s Call, CoTW and Stalkers Strike all need radius/range increase as baseline.
Throwing projectiles I can see staying at 900. Unless LoYF added +300 to SB range.
Thematically? That’s the best you’ve got?
/facepalm
if you understood how anet thinks, then yes, thematically. What heim is saying correlates with the way anet thinks. Its the same reason they added an arming time to traps and took away the ability to throw them. It didn’t make sense on a flavor level. Anet has a history of favoring flavor over function with ranger
I actually think that the range increase is what they do not want. You shouldn’t really be able to throw a torch, dagger or axe further than you can shoot your SB. Thematically.
Bonfire, Whirling Defense, Hunter’s Call, CoTW and Stalkers Strike all need radius/range increase as baseline.
Throwing projectiles I can see staying at 900. Unless LoYF added +300 to SB range.
Thematically? That’s the best you’ve got?
/facepalm
/facepalm? That’s the best you’ve got?
Speaking generally and trying to imagine ANet’s position on the matter, yes, thematically. Considering they just removed the ability to throw traps because it didn’t fit thematically, I was speculating that they don’t want us to be able to throw an axe/torch/dagger further than we can shoot a bow. Makes sense.
Well shortbow needs to be 1200 range and bleed every hit without having the flank requirement but that’s another story. We’re ranger raaange that would be thematical to be able to shoot further away than thieves with the same weapon just like we do with longbow against warriors.
Anyway we need at least the extra radius for Bonfire and Whirling Defense
some say that sb needs to bleed from every angle. I believe that’s OP. with earth sigil and bleeding on crit, and pets bleeding attacks, in addition to krait rekd-tangle, we would have too strong of a hybrid bleed build.
sorry OT
(edited by Zatoichi.1049)
I actually have no problem with sb range. I never did.
What it lacks now is condition cover (like vuln, chill, weakness), and burst potential (especially with keen edge trait gone).
Imo it needs an extra cover condition, a burn, or the flanking req removed.
Crippling Shot remove pet bleeds and up Cripple to 5s & add Torment 2 stacks 5s from Ranger, Concussion Shot add Confusion 3 stacks 5s.
I actually think that the range increase is what they do not want. You shouldn’t really be able to throw a torch, dagger or axe further than you can shoot your SB. Thematically.
Bonfire, Whirling Defense, Hunter’s Call, CoTW and Stalkers Strike all need radius/range increase as baseline.
Throwing projectiles I can see staying at 900. Unless LoYF added +300 to SB range.
Thematically? That’s the best you’ve got?
/facepalm
/facepalm? That’s the best you’ve got?
Speaking generally and trying to imagine ANet’s position on the matter, yes, thematically. Considering they just removed the ability to throw traps because it didn’t fit thematically, I was speculating that they don’t want us to be able to throw an axe/torch/dagger further than we can shoot a bow. Makes sense.
Well shortbow needs to be 1200 range and bleed every hit without having the flank requirement but that’s another story. We’re ranger raaange that would be thematical to be able to shoot further away than thieves with the same weapon just like we do with longbow against warriors.
Anyway we need at least the extra radius for Bonfire and Whirling Defensesome say that sb needs to bleed from every angle. I believe that’s OP. with earth sigil and bleeding on crit, and pets bleeding attacks, in addition to krait rekd-tangle, we would have too strong of a hybrid bleed build.
sorry OT
Hmm, I don’t think it is all that OP. Other classes get that much at least. Look at P/P engineer, they got Chemical Rounds to increase condi duration by 50%, then you can throw food and crystal on to hit 100% duration right off the bat. Every skill applies a condition. Necro gets 100% condi duration from 1 trait.
SB is the only condi AA weapon with a conditional application.
I agree with Heimskarl. I’m 100% fine with them trying to aim for a tad of realism / thematic sense and not letting us throw daggers and axes further than we can shoot a bow. And yes, that does seem to be the way that Anet is moving lately as well, with them reducing the range of stuff like grenades.
And that would still apply even if Shortbow was 1200 range, honestly. Shooting a bow should be a longer range than throwing a weapon, so if SB was 1200 then I still think the others should be 900 to match being shorter range.
The radius of Bonfire, Whirling Defense, and Call of the Wild, as well as the lunge distance of Stalker’s Strike? Those should definitely have been made baseline. Without a doubt. The range increase was a huge reason to take Offhand Training when considering any and all of those skills, and since apparently traits changing range = bad now, they need to be rolled into the core functionality.
And Hunter’s Call should be 1200 range baseline since its actually NOT a thrown weapon and does actually make sense to have longer range (heck, I’d actually like to see it become a debuff to where you only have a range limit when you first cast it, and after that no matter what range you move to it always hits, since that would make sense). And that would help the skill and Warhorn in general differentiate itself from other OH weapons a bit.
Yeah, Stalker’s Strike could use the range increase as well. I haven’t done any direct comparisons to Thieves’ Flanking Strike, but I’ve read from other posts it has a longer range. True?
Flanking Strike has the exact animation of the old traited Stalker’s Strike but is listed as 150 range vs Stalker’s 250.
some say that sb needs to bleed from every angle. I believe that’s OP. with earth sigil and bleeding on crit, and pets bleeding attacks, in addition to krait rekd-tangle, we would have too strong of a hybrid bleed build.
orly? Necromancers have Bleed from 1st two attacks from scepter from any angel and 3th attack apply poison, and you know what? it’s BASE bleed duration 40% longer than rangers flanking attack, and you know what? They have trait to increase bleed duration for 20% and 1 more trait to increase all con duration for 100% !
SO NEcromancers autoattacks will apply 10sec bleed from each autoattack with no flanking strikes.
Warrior apply 10-11 sec bleed from each autoattack(no flanking)
And Ranger will apply 3sec bleed, ONLY if made flanking strike…
ShortBOw are 100% OP condition weapon!
Guards have 1200 range on throw torch by the way
I actually think that the range increase is what they do not want. You shouldn’t really be able to throw a torch, dagger or axe further than you can shoot your SB. Thematically.
Bonfire, Whirling Defense, Hunter’s Call, CoTW and Stalkers Strike all need radius/range increase as baseline.
Throwing projectiles I can see staying at 900. Unless LoYF added +300 to SB range.
Thematically? That’s the best you’ve got?
/facepalm
/facepalm? That’s the best you’ve got?
Speaking generally and trying to imagine ANet’s position on the matter, yes, thematically. Considering they just removed the ability to throw traps because it didn’t fit thematically, I was speculating that they don’t want us to be able to throw an axe/torch/dagger further than we can shoot a bow. Makes sense.
Well shortbow needs to be 1200 range and bleed every hit without having the flank requirement but that’s another story. We’re ranger raaange that would be thematical to be able to shoot further away than thieves with the same weapon just like we do with longbow against warriors.
Anyway we need at least the extra radius for Bonfire and Whirling Defense
rang·er
?r?nj?r/Submit
noun
noun: ranger; plural noun: rangers
1. a keeper of a park, forest, or area of countryside.
2. a member of a body of armed men, in particular.
a mounted soldier.
3. a person or thing that wanders or ranges over a particular area or domain.
“rangers of the mountains”
The traditional definition of “Ranger” actually has 100% nothing do do with “ranged” combat… including the definition put down by classic fantasy i.e. Tolkein. The rangers mostly fought with swords, though they were also skilled with bows.
I can’t play ranger anymore, feeling disgusted everytime I log with that character.
God, this last patch has been so ugly. Whatever. I’m… appalled. I can’t do anything for my party now. The spirit is always on cd; I can’t reflect anymore; the burst got nerfed.. yeah whatever whine whine more whine I’m gonna whine someplace else because this will NOT be addressed by anet, they spit on rangers
They could make it baseline, but someone over there things that’s OP (probably the dude who thought MDG is game breaking).
The same guy that thinks steady focus is so massively powerful and used that it should be maste.r… hey, why not make it GM? Whoìs with me?
Whatever, I need to get drunk or delete my ranger to get out of this misery the patch put me it. Absolutely revolting.
some say that sb needs to bleed from every angle. I believe that’s OP. with earth sigil and bleeding on crit, and pets bleeding attacks, in addition to krait rekd-tangle, we would have too strong of a hybrid bleed build.
orly? Necromancers have Bleed from 1st two attacks from scepter from any angel and 3th attack apply poison, and you know what? it’s BASE bleed duration 40% longer than rangers flanking attack, and you know what? They have trait to increase bleed duration for 20% and 1 more trait to increase all con duration for 100% !
SO NEcromancers autoattacks will apply 10sec bleed from each autoattack with no flanking strikes.
Warrior apply 10-11 sec bleed from each autoattack(no flanking)
And Ranger will apply 3sec bleed, ONLY if made flanking strike…ShortBOw are 100% OP condition weapon!
Just a small correction, necro’s 100% duration condi trait (which also grants 150 con dmg) only work’s on scepter skills, and its bugged atm and only Works with AA.
But ye agreed SB condi application seems very weak. Though it has a very fast attack speed so removing the flanking req might be too good?
I would rather have the duration on the bleed from the AA increased by 50-100% and make 3-5 better, much better. And higher base dmg!
Quick shot needs a higher distance jumped 600 atleast and higher base dmg for hybrid use.
Crippling shot is just bad need a total makeover and way higher base dmg
Concussion Shot is a nice fast interrupt, but 25 sec cd for a 1 sec daze? Just no, needs more love and higher base