Discussion: "Most Dangerous Game" GM Trait

Discussion: "Most Dangerous Game" GM Trait

in Ranger

Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Bazillions of other ideas for this bad trait throughout this thread → https://forum-en.gw2archive.eu/forum/professions/ranger/MDG-needs-more-thought/first

Discussion: "Most Dangerous Game" GM Trait

in Ranger

Posted by: Jericho.4598

Jericho.4598

Thanks for directing me.

Rangers. We inherit the wild.

Discussion: "Most Dangerous Game" GM Trait

in Ranger

Posted by: Razor.9872

Razor.9872

This trait needs to be better. It has the game’s logo, after all :P

NSPride <3

Discussion: "Most Dangerous Game" GM Trait

in Ranger

Posted by: Soilder.3607

Soilder.3607

Yea, another GM trait that needs polish. Please address this A-net. The intention was good, but staying under 50% is never a good thing.

Stormbluff Isle

Discussion: "Most Dangerous Game" GM Trait

in Ranger

Posted by: Tragic Positive.9356

Tragic Positive.9356

Yea, another GM trait that needs polish. Please address this A-net. The intention was good, but staying under 50% is never a good thing.

It makes our community sad that adept trait Enlargement beats a grandmaster trait Most Dangerous Game in every single possible concept.
It provides better offense design, utility, heck it even helps you retreat thanks to the 50% movement speed boost (similar to Super Speed but weaker effect).
Did I mention it even has a synergy with another trait (Brutish Seals) that further synergize with the same trait as MDG (fortifying bond) but better (you can immediately heal up with full effect lasting for 8 seconds)?

I felt similarly disgusted by comparing these as at the time when I heard this:
https://youtu.be/WPqYpcteqac?t=13106

“Observe, learn and counter.”

Discussion: "Most Dangerous Game" GM Trait

in Ranger

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Yea, another GM trait that needs polish. Please address this A-net. The intention was good, but staying under 50% is never a good thing.

It makes our community sad that adept trait Enlargement beats a grandmaster trait Most Dangerous Game in every single possible concept.
It provides better offense design, utility, heck it even helps you retreat thanks to the 50% movement speed boost (similar to Super Speed but weaker effect).
Did I mention it even has a synergy with another trait (Brutish Seals) that further synergize with the same trait as MDG (fortifying bond) but better (you can immediately heal up with full effect lasting for 8 seconds)?

I felt similarly disgusted by comparing these as at the time when I heard this:
https://youtu.be/WPqYpcteqac?t=13106

that version of MDG would of been about the same the current one just taking might duration / boom duration of might could up that from 6seconds to 9seconds over 3 might per 3second interval would give use a average of 6 might over 6seconds totaling 9 might over 9seconds so it pretty much is still the 1 might per second it just does it in 3;s rather than 1 might at a time.

it realy should of stayed as a Adept and then merged Hidden barbs into Trappers expertise so all bleed sources gained 20% damage making Trappers expertise master.

adpet= MDG ( as in twitch 3 might(6seconds) , 3second intervals choose between this or Sharpen edges.
master = Hidden Traps (hidden barbs+trappers expertise) 20% more damage on bleeds in addition to other effects (increased trap duration ect) or simply Traps do 20% more damage and seperate it from sharpen edges so its not Over powered when MDG is in play.

doing this means we could have MDG + hidden traps(master) + (new Grandmaster) Trappers Expertise ( improved Traps)
Fire trap = now blinds
Frost trap= now applies Vun
Vipers nest = Applies cripple while inside the area as the snakes pin you down
Spike Trap = Now applies Launch (this is a little counter active its taken for Displacement and can make the other traps miss also adds other use for it outside of condition builds.
healing spring = now slowly Revives the downed 15% recovery per 3second interval (brings large Utility for regrouping) this removes the pigeon hole of a slow Nature spirit taking up a Elite slot.

this is what they should of done then we could of traited traps in two different ways or both , one trait Hidden traps focus on improving damage of the traps and the new trappers expertise applies Utiltiy uses to the traps while adding some group support.

doesn’t take away from the choice of traits its still hard to choose as doing full double traps traits leaves out Quickdraw,Striders(defence trait),spotter , sharpen edges and MDG fight for the same slot too as Primal Reflexes.

though the skirmishing line bring no Utility at all as it currently stands, and MDG as it currently stands is not GM level as it does not define a playstyle at all it just causes a risk to the user for little reward nor does it improve utility or effective damage.

i know the devs were scared about the pet Reciving too much might with the right weapon sets and gear you’d still Sacrifice a lot of personal Utility to keep the pet at 25might meaning you’d need more than just MDG to supply might it would have to go with companions might to maintain a decent amount of might and the Adept MDG kicks in for 2 intervals (the old version with 3 / 3Intvals) only 6seconds required for the pet to gain 12might which will drop off after 12seconds.

in this case survival builds could use Spike trap as its Launch > KD 1second in addition to entangle+2 other survival skills using Healing spring for group Utility slow resing provides group support and strong CC from the lone trap+entangle.

though if they did this i;‘d change the Trap animation to a Kneel effect and you’d have to be standing still to cast the trap 1/3 second then it arms 1/4 second later.

a spirit Ranger could even use the Trap utility trait HS slow res alternating between Nature spirit to help sustain hp on the downed making even the downed Tanky that is strong Utility support but is still very prone to Basic stomps.

(edited by Zenos Osgorma.2936)

Discussion: "Most Dangerous Game" GM Trait

in Ranger

Posted by: Tragic Positive.9356

Tragic Positive.9356

i know the devs were scared about the pet Reciving too much might

Yes, pet might end up with almost as much might as the Ranget itself <roll eyes>.
That’s why Nature’s Vengeance forces completely redundant synergy since it’s completely useless for anyone else your pet (they could have just made pet-unique buffs if that was the case).

Stripping Ranger of might and power due to PET is absurd.

“Observe, learn and counter.”

Discussion: "Most Dangerous Game" GM Trait

in Ranger

Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

i know the devs were scared about the pet Reciving too much might

Yes, pet might end up with almost as much might as the Ranget itself <roll eyes>.
That’s why Nature’s Vengeance forces completely redundant synergy since it’s completely useless for anyone else your pet (they could have just made pet-unique buffs if that was the case).

Stripping Ranger of might and power due to PET is absurd.

Especially when you consider that even if you can maintain 25 stacks of might on the pet permanently, it would be almost the same as a warrior or ele having 5-8 stacks for the total damage output. We all know how easily they can do that.