Another topic about ranger suggestions!

Another topic about ranger suggestions!

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Posted by: runeblade.7514

runeblade.7514

Skill suggestions:

  • Screaming shot- Replaces Concussion shot. Ranger will screech to inflict an area daze around themselves and shoot an arrow that will stun a target. Scream Range 180, projectile range 900. The reason for this is so that shortbow rangers can protect themselves from gankers at a moment notice. If a warrior or thief suddenly pop out of nowhere, Rangers can use screaming shot to daze the thief or warrior and escape to safety.
  • Barrage- Doesn’t self root the ranger anymore. This change is to give longbow more versatility. Barrage has two purposes: AoE damage on enemies and to use as a barrier against incoming enemy. With self-root gone, Barrage will gain two more utilities: To chase and to flee. Rangers can use barrage on escape routes to deny enemies from escaping smoothly and to slow pursuing enemies.

Pets

  • Any pets with cone AoE such as Black Moa, Pink Moa, Salamander Drakes, Reef Drake, ice drake and any other pets should be able to turn around to track the target while rooted. So the enemy cannot just sidestep to avoid the cone AoE. They have to interrupt it or get out of range. For example, the salamander drake starts to use its fire breath, the enemy moves to the right to get out of the way but the salamander drake turns so that the fire breath hits the target. If the enemy steps back, the salamander drake cannot move forward therefore the fire breath is out of range.
  • Most pets F2 skill should be a channeling spell and instant. For example, the Fern Hound F2’s animation, regenerate, takes 1.25 to complete. Fern hound’s Regenerate gives an instant 1k heal and 1k regeneration for 10 seconds. When the Ranger activates the Fern hound’s regenerate, it will give 1k instant heal and 1.25 second regeneration at start of the press of the button. At the end of the 1.25 second, the Fern hound gives an additional 9 seconds of regeneration. This will make pets feel more responsive while still encourage interrupt as counter play. A special few are exempt from this suggestion, like Wolf and Krytan Warhound because of their strong CC, and then there are leaps/pounces/mauls/ that cannot be instant.
  • Porcine pets F2 skill should change into the respective item when activated like the thief’s steal skill. In addition, Porcine pets F2 skill should be less random.
  • Bird pets should shadow step when activating the F2 skill. In addition, Raven blind needs to be instant to make stomping easier and to make defense against spikes more reliable.
  • Hawk’s new F2 skill- Crippling slash, Hawk apply cripple to an enemy.
5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: Shirk.6421

Shirk.6421

The cone effects seem so logical but the problem is that our pets are treated as environmental creatures. The moas, raptors and drakes attacks are the easiest to avoid, if they would also follow the player, especially a new one, the frustration of a 3 seconds daze or heavy damage from everyone of these mobs would be high. They have to seperate the AI of pets and environmental creatures like in every other game.

Another topic about ranger suggestions!

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Posted by: runeblade.7514

runeblade.7514

The cone effects seem so logical but the problem is that our pets are treated as environmental creatures. The moas, raptors and drakes attacks are the easiest to avoid, if they would also follow the player, especially a new one, the frustration of a 3 seconds daze or heavy damage from everyone of these mobs would be high.

I am fine with a nerf to damage if it meant it will hit reliably. I rather have 4k damage than 0 damage. However, there are still counterplays such as moving backwards to account for.

They have to seperate the AI of pets and environmental creatures like in every other game.

Why should AI be separated when it is a animation issue? I am sure that F2 skills is player activated.

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

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Posted by: Shirk.6421

Shirk.6421

Why should AI be separated when it is a animation issue? I am sure that F2 skills is player activated.

Because if it would rotate to the player as pet, it would also do as mob in PvE and that’s what’s definitely not wanted.

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Posted by: runeblade.7514

runeblade.7514

Why should AI be separated when it is a animation issue? I am sure that F2 skills is player activated.

Because if it would rotate to the player as pet, it would also do as mob in PvE and that’s what’s definitely not wanted.

I still don’t completely understand what you mean. I don’t understand why this is a real problem.

But, Ctrl +C, Ctrl + V and change a bit of code on the player activated skill.

Done.

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

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Posted by: Shirk.6421

Shirk.6421

Man that’s not that easy. Devs already said that they don’t want to “fix” the pet AI right now because it’s similar to the AI of enviromental creatures. If our pets follow the direction of the players with, for example, the daze breath, the mobs will also do so. Just imagine 2 or 3 daze breathing raptors attack you, you can dodge-roll out but the attack follows you and as soon as the roll ended, you’re going to be dazed and have no chance to really get around the attack. It would be very frustrating, especially for new players. The drakes, etc were also designed to be simple dodgable as I heared. And that’s exactly the problem with the effectivity as pet…

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Posted by: runeblade.7514

runeblade.7514

I don’t understand…

Why should PvE mobs be a problem for pets?

Separate them.

Ctrl +C, Ctrl + V and change a bit of code on the player activated skill.

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

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Posted by: Xukavi.4320

Xukavi.4320

To make it simpler to understand, having a pet is exactly like having a PvE mob on your side. They act and think the same way as PvE mobs. When they designed the pets they basically took the PvE equivalent of pets and gave you some commands to use their skill and to have them attack or go back.

Elyas Wolfbane – Ranger, Xukavi – Thief

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Posted by: runeblade.7514

runeblade.7514

You did not answer the question: Why should PvE mobs be a problem for pets?

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

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Posted by: Xukavi.4320

Xukavi.4320

The problem is that PvE mobs and pet AI are one and the same. For example, your suggestion on having cone skills follow players. Imagine if PvE mobs followed you with those cone skills, there wouldn’t be any way to avoid dmg (other than a dodge or a block) thru mobility. Since pet’s AI is shared with PvE mobs’s AI they’d have to split or do an overhaul with with how the AI works which is the problem in the first place that the devs have admitted to having. It’ll take too much time and work so they’re trying to band aid the problem

Elyas Wolfbane – Ranger, Xukavi – Thief

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Posted by: runeblade.7514

runeblade.7514

The problem is that PvE mobs and pet AI are one and the same. For example, your suggestion on having cone skills follow players. Imagine if PvE mobs followed you with those cone skills, there wouldn’t be any way to avoid dmg (other than a dodge or a block) thru mobility. Since pet’s AI is shared with PvE mobs’s AI they’d have to split or do an overhaul with with how the AI works which is the problem in the first place that the devs have admitted to having. It’ll take too much time and work so they’re trying to band aid the problem

So why should they be the same?

It is simple, it shouldn’t.

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

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Posted by: Soilder.3607

Soilder.3607

The problem is that PvE mobs and pet AI are one and the same. For example, your suggestion on having cone skills follow players. Imagine if PvE mobs followed you with those cone skills, there wouldn’t be any way to avoid dmg (other than a dodge or a block) thru mobility. Since pet’s AI is shared with PvE mobs’s AI they’d have to split or do an overhaul with with how the AI works which is the problem in the first place that the devs have admitted to having. It’ll take too much time and work so they’re trying to band aid the problem

PvE in this game is faceroll easy, so maybe that’d be a good thing.

Stormbluff Isle

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Posted by: Xukavi.4320

Xukavi.4320

@runeblade: I’m not arguing that it should, I’m stating that that’s how it works atm. Imo it’s a flaw in the design of the game and it shouldn’t work that way.

@Soilder: Sure PvE is faceroll easy but with a game that supposedly emphasizes on mobility and action gameplay, having something like that doesn’t really bode well. I’d rather they just reduce the activation time of their skills so we’d have to be quick to try and dodge the skills.

Elyas Wolfbane – Ranger, Xukavi – Thief