Dont understand
It is being discussed in like a million threads already.
It is being discussed in like a million threads already.
Yet Anet respond to ZERO of them…
They do not give a kitten about ranger that’s for sure.
They didn’t even care about the missing radius from off-hand, making condition spec even more useless since torch becomes useless because of it.
Why do you need condition ranger, when other classes can throw 20 stacks of burning in a blink that worth like 60 stacks of bleeding? (Oh yes, ranger can get that stack too, but requires foes to stand in one trap for 5 seconds, and not touching your spirit at all, and stay in the range of the spirit. Awesome)
(edited by Aomine.5012)
Do you see them addressing any of the bugs/traits/skills/oddities in other class subforums? No. Be patient.
Do you see them addressing any of the bugs/traits/skills/oddities in other class subforums? No. Be patient.
Well they actually mentioned Grenade Barrage bug and disabled that trait. Anet must laugh on you now
And there’s thread here in ranger section about bugs.
https://forum-en.gw2archive.eu/forum/professions/ranger/Fix-for-Taunt-coming-soon
They disabled 2 gamebreaking things, but have not addressed any skills/traits that needs to be reworked so uh.. Yeah? Your point is?
It’s like…. conditions are more affective but they removed the viability of doing it for Ranger.
So they made conditions more viable but removed the ability for traps to be thrown and spirits can’t follow you anymore.
What type of bullkitten logic are you trying to create.
Traps weren’t throwable in GW1, and Spirits couldn’t move in GW1. And except from wvw stealth trappers and the pre-nerfed spirits, that’s the last time I remember any of those two being actually really good.
So what about stop complaining about something they won’t revert and start suggesting improvements to their current functionalities in one of the already dozen of threads concerning traps/spirit? They clearly wanted to make these kind of utilities more like their GW1 counterparts, but their implementation is a tad underwhelming.
The problem with spirits isn’t that they can’t move, it’s that they removed the functionaity of spirits while barely changing other aspects of it (like the fact that in order to use the active portions of them, you need to place them in close to foes, which basically just kills them off in mere seconds, making the passive portion of it useless), while adding a lackluster GM trait. If Anet do their balancing properly, they should already notice that the current spirits sees no play outside the Frost Spirit for PvE content.
Throwing traps didn’t make much sense in the first place, but at the same time they somewhat failed to make them more impactful to make up for this. They should to be more frontloaded when triggered, and Spike Trap should have some of its increased cooldown shaved off.
Gw1-like?
Like stacking traps, optional pet, spirits that buff both team’s equally, etc etc.
Imho, they could just as well remove the active part of spirits, and buff the passive effects of them.
We should just get new skills instead of traps and spirits. They will never be balanced to a point where they will be helpful.
Gw1-like?
Like stacking traps, optional pet, spirits that buff both team’s equally, etc etc.
I should have known daring to say “more like” anything in GW1 would prompt this kind of moo point.