This thread will contain constructive criticism about the Ranger changes that need to be reconsidered. As a low-to-mid tier class in every single environment we need to avoid getting nerfed at this important time of changes.
This thread is a highly recommended for developers of A-net to read through as a suggestion list to correct their decisions that are clearly causing a frustration within a large community of Rangers.
I tried to do my best to gather all the issues at 1 place.
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The thread will include:
- traps
- spirits (important)
damage modifiers (important) - condition cleanse
- survivability
- support options
- random traits from every line (important)
- result of the changes
—Traps
Traps got nerfed in arming time and got their condition durations buffed just like every single condition in the game so far. Overall nerf with the only outcome of Destroying the Rune of the Trapper for Spike Trap and now even Ice Trap (damage added to pulses).
Moreover, the definition of traps is even more ignored since no one cares about stepping in them – everyone will just want to walk out. We still have them as condition bombs that we no longer can throw from a safe distance, the 2 sec cripple is not even funny as a compensation.
- The Trap changes are a nerf we didn’t deserve. No one was using them before, no one will use them now.
~ Consider giving traps a defining mechanic that will make people want to avoid them such as 1sec. Daze, Root, Knockdown, Fear, 1 Boon strip. We already have options to cripple or chill the enemy
—Spirits
They got a whole rework, but whoever designed them forgot the main point of the Spirit Ranger. It’s Support. To do this efficiently – we sacrifice every utility slot – being unable to support ourselves. Moreover, the support comes in 2 ways – defensive in terms of mitigation and recovery and offensive – in terms of damage and control.
What PvE says – the spirits are ruined. Frost Spotter now lacks “Frost”. If you can’t move your spirit and the cooldown increased – it clearly means your Frost Spirit won’t be even at 50% of the dungeon assuming he can’t follow you.
What PvP says – the main reason for Spirit Ranger was his multi-rally button. That was the only reason the Spirit Ranger had a place in PvP teams – and now we got stripped of the “multi” part and got stuck only with the unreliable activate button that can be interrupted.
Spirits were nerfed for it’s main competitive purpose for PvP where spirits die to AoE and conditions that we have no awareness of – meaning that Active Part of the skill is not available for the most part. If you decide to use it – you may as well consider spirits an active abilities on 30 second cooldown without passives because you have to blow them immediately. Spirit Rangers are Team Supports where their mechanic die on sight.
~Consider giving us back the “trigger on death” mechanic by default and reconsider death of Elite Spirit upon activation as well as reducing it’s cooldown by noticeable amount (30-50%)
—Damage modifiers
Rangers were at a decent place in PvE environment including dungeon runs. Now that Frost Spirit is annihilated (explained above) for PvE, we need something to compensate this loss. Strangely enough – the only thing we received was a straight damage nerf in terms of missing damage modifiers.
Rangers lack Direct Damage spikes which logically asks for other mechanics in return. If we lack damage spikes – we should have unique support on a massive scale, but we don’t. Or we should have immense utility that would make you want a Ranger, but we don’t. If we have nothing of the above – we should have the highest passive spike-less damage output – but we don’t, since classes that deal damage in burst form have even higher DPS by doing that.
- By taking out Ranger damage modifiers – the only damage Rangers deal is way too low even if everything is invested into damage. That being said – while this game is about killing targets – classes that can’t do anything but kill stuff should be rewarded by doing so. Warriors can run Phalanx, Rangers can only deal damage, thus we need to deal a lot of it even if passively. We do not want the damage back. We need the damage back.
~Consider giving us back the damage modifiers at whichever place you feel like it. Bountiful hunter giving 5% baseline and 1% for every bonus boon is one of the options
Edit: I made the maths behind. I am terribly sorry for my mistake from earlier. With the Quick Draw we are going to possess damage spikes and our DPS went up a teeny bit.
Thank you A-net, we love you.
(edited by Tragic Positive.9356)