December 10th Ranger changes
If you reduce ranger’s endurance reg this would prolly be the bigest troll and fail 2013.pls dont do this,its enought hard at the moment for rangers to keep up in pvp if you do this ranger is busted. my opinion.
Ranger of Legacy of MARA [MARA]
Gunnar’s Hold.
Less vigor. Les Endurance regeneration. It’s coming. Get over it.
The Berserker>Everything crowd have made their point that the game BREAKS when you can dodge everything.
It was a wildly powerful effect that cost 5 Points. I won’t go so far as to say its obviously bad design, but it was clearly design from before they knew just how thoroughly dodging would trivialize content.
One of two things will happen and BOTH of them are good things.
Either we’ll adapt.
Or we’ll be so savagely annihilated that maybe they’ll have to actually take a look at the Ranger class and expend some brain-sweat on fixing any of the six OTHER gapping holes we labor under to get the class back on its feet after loosing this crutch.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Just got around to watching the PvP livestream from a couple days ago and something stood out to me. When discussing the engineer’s new heal, A.E.D., they stated that falling damage would still kill the engineer if A.E.D. is active. So there’s a difference between falling damage and combat damage. Now, if falling damage won’t trigger an engineer’s A.E.D., why must falling damage make my pet come out from stow?
Just got around to watching the PvP livestream from a couple days ago and something stood out to me. When discussing the engineer’s new heal, A.E.D., they stated that falling damage would still kill the engineer if A.E.D. is active. So there’s a difference between falling damage and combat damage. Now, if falling damage won’t trigger an engineer’s A.E.D., why must falling damage make my pet come out from stow?
Or maybe they just made it so that falling damage deliberately doesn’t trigger the skill?
You folks still posting in this thread? lol.
Might get better results talking to a lamp.
Some ranger discussion.
Main-hand sword
I just want to clarify for good that main hand sword is currently working as intended. All movement skills cannot be interrupted by dodging and this is currently intentional. It has a very specific play style, and I would like it to remain. I understand that rangers want a one handed melee option that is more mobile, but that will have to wait, as I know there are a mix of players who also like how this weapon plays and I do not want to take away one of the more unique playstyles that we have and replace it with something that is fairly common.Thanks,
Jon
I’m yet to meet a ranger that would prefer the way it currently plays over how for example the guardian sword works in PVE. Making this optional via a trait would solve this for the most of us.
(edited by Sina.9208)
You folks still posting in this thread? lol.
Might get better results talking to a lamp.
haha – love this. Lamps at least have genies that grant wishes, if we rubbed Jon Peters lamp he would only get further turned on at his Guardian (Hammer Monkey) fixation
“We also brought up some Marksmanship and a Skirmishing trait to make power specs more appealing. We feel like rangers also currently have too much endurance regeneration through traits.”
“Long Range Shot. Increased the damage at 500 range by 20%.
Long Range Shot. Increased the damage at 500-1000 range by 15%.
Marksmanship V – Predator’s Instinct. Increased the threshold from 25% to 50%. Increased the Cripple Duration from 2s to 10s. Increased the cooldown from 15s to 30s.
Marksmanship VI – Beastmaster’s Bond. Decreased the cooldown from 90s to 60s.
Skirmishing XII – Moment of Clarity. Stun Duration increased from 50% to 100%.”
Neither of the “few” marksmanship traits boost ranger damage or make power rangers more appealing. In order to take those, we lose out on precious damage buffs, while other classes can do more damage and apply the same boons/condition without traiting.
The Skirmishing trait is interesting, but still not particularly useful. With only 2 stuns/dazes available, one of which is on shortbow, the 100% duration increase never really applies often. With the attack of opportunity based on interrupt as well, this trait is not worth taking due to how rare the effect procs.
Endurance regen from Natural Vigor. This was a huge slap in the face to power rangers. Steady Focus is a considerable amount of our damage output, and the nerf to Natural Vigor means that Steady Focus has even more down time than before.
I don’t understand Anet’s reasoning behind these changes. They claim to want to improve build diversity, but buff the already strong-in-pvp spirit/bunker rangers and nerf power rangers.
This is really ridiculous. My friend, an engineer, recently leveled to 80, got a set of exotic armor and weapons with boon duration runes. Using green trinkets, they had comparable damage with grenades in an aoe to my longbow’s single target, with more conditions, and more boons (essentially permanent swiftness, might, fury, and vigor. ), and two weapon sigils instead of one.
(I use all berserker ascended gear with ruby orbs slotted, 30/25/5/10 traits)
Don’t get me wrong, I have fun playing ranger. It’s just really, really, really disheartening when I see this happen.
Suggestions for improvement?
Change traits to be less pet focused.
Due to the largely unpredictable nature of pet AI, it is often a waste of a trait to use a major trait that affects the pet. A large overall of such traits to be either more player centric or affect both the pet and the player would make them more appealing.
Change signets to also affect the player by default and remove Signet of the Beastmaster.
Again, this is related to pets. There are some nice signet related traits in the marksmanship line, but they aren’t very appealing. Requiring a Grandmaster trait to make signets somewhat useful is very limiting.
Give something other than spirits and spotter that is totally unique to rangers.
Necromancers do pets better, Engineers do 1500 range better, and pretty much every other class does damage and team support better. Let us at least be faster than other classes or shoot a longbow farther than an engineer can throw a grenade. Something to balance out the lack of power/utility that comes with trying to use a power ranger build.
Because despite saying that you want to increase build diversity, build diversity has simply narrowed. And it’s frustrating.
Just be glad you’re not a Thief.
Ranger: second worst class in the game.
I like my thief… The class mechanics actually work
Remember this thread, y’all?
Why the necromancy?
I was bored waiting for a call
I am in the same boat as LB changes are cool to see but still meh. Ranger’s problem still stem from these major issue.
- Ranger has to trait 30 for condition removal and has little ways to remove conditions.
- Ranger has to trait 30 into most lines just to make Utilities worth putting on their skill bar.
- Pet attacks root them in place, making pet damage akin to a weapon sigil that procs 33% of the time.
- The “Master Archer” class is still lackluster at range in PvP because people gap close almost instantly and render the range builds useless.
- Pet F2 skills are qued behind a pets pathing AI it seems, either that or they are just plain buggy.
I do like the Unbound Spirits being moved and while I am happy Longbow got tweaked it’s still not where it needs to be.
Good Necro:D. What the poster above stated, agree 100%
Changes are meh. LB auto gets little love on lesser ranges and that’s okay. But for the rest, nothing really appealing to me.
Predator Instinct may look good on paper but… Honestly, 10 second cripple on 30 sec cd isn’t that great choice, especially when you have Malicious Training in the same line. MT is far greater if you use spiders/dog because of godlike long immobilizes. 10 second cripple will be cleansed in 2-3 seconds and you’re left with nothing. 4 second cripple on 10 second cooldown may be really good, but in current state…meh.We still lack at core. No movement imparing effects quick cleanse, no active condition removal, no changes to make pets more tile and controlable, both bows are still meh in depth and viability.
Not really impressed
Close to 1000 posts and still, “Meh” is what we got