(edited by Orpheal.8263)
For Monday
Barrage has 12 pulses at five hits each. Not 12 hits. Increasing the pulses would only make it more impractical in WvW. Better to halve the pulses and double the damage and cripple application to increase it’s spike while combating retaliation overload without actually increasing the overall damage. 40hits x 350retal hurts a lot…
Shortbow
1) Crossfire
Range raised back to 1200. Damage increased from 134 to 165.
2) Poison Volley
Make it spread more like Frost Fan, reduce the Cooldown from 9 to 5
3) Quick Shot
Add to it a Haste Effect instead of Swiftness
4) Crippling Shot
Stays as it is.
5) Concussion Shot
Immobilizes foes now. if this Shot hits a foe with more than 50% Health, it removes also all of the targets Endurance.
Greatsword
1) Slash > Slice > Powerstab
Change it into:
Slash > Power Stab > Sweeping Tail
Sweeping Tail A wide cleaving sweeper attack with the greatsword, launching all nearby foes away from you.
2) Maul > changed to Tiger’s Fury
An overarcing attack, like Tiger’s Claws, knockdown the foe, causing Bleeding Stacks and letting you gain Fury on hit.
3) Swoop > renamed to Eagle Strike
Reduce Range to 900, raise the Power of the Strike from 327 to 380 and let it cause Vulnerability
4) Counterattack > renamed to Dryder’s Defense
Lets you block incoming attacks and counterattack them, dazing the foe and cause Blindness and Poison
Has as secondary skill the option of: Predatory Bond
Predatory Bond Shout
Lets your Pet charge at you foe crippling it. You Pet will gain Predatory Bond also, letting its next 3 Attacks heal you.
5) Hilt Bash
Reduce the Cooldown of it from 25 to 20
—-
Sub:
Read the Skill Description >_>
http://wiki.guildwars2.com/wiki/Barrage
Hits, not Pulses
(edited by Orpheal.8263)
Dagger
4) Stalker’s Strike
Change it into gaining Stealth on hit and let you perform within the Stealth automatically a retreating Backwards Jump to also evade attacks this way.
5) *Crippling Talon > renamed into Merciless Talon
Cripples, Torments and Poisons foes now.
—-
Sword
1) Slash > Kick > Pounce > Pounce changed into Frozen Soil
Change Pounce from a Leap into an Attack that deals Chill, like Frozen Soil adding to it an effect, that causes an AoE in which downed enemies can’t be healed for some time.
2) Hornet Sting
Stab the foe dazing it, evade backwards
Change Monarch’s Leap into Energizing Wind
Energizing Wind
You and your nearby Allies gain Vigor and Regeneration for a short time.
3) Serpent’s Strike
Add an additional Follow Up Skill Serpent’s Quickness
Serpent’s Quickness
When used right after Serpent’s Strike, the next incoming attack will be blocked, you gain Haste and the foe will be made vulnerable.
—-
Torch
4) Throw Torch > rename it to Conflagration
Raise its range to 1000 and make it a Combo Field.
Let it deal small AoE Damage letting it create at the ground target the effect of Bonfire.
5) Bonfire > changed to Flame Trap
The Utility Skill here becomes an improved new Torch Skill.
Flame Trap gets removed as Utility therefore.
IMO, ANet really should get rid of the “do more damage at longer range skills.” The entire game of GW2 is balanced that weapons with longer ranges do less damage. Therefore, the Ranger longbow (and Mesmer GS), are balanced to do comparatively low damage due to their 1200 range.
On top of this lower damage potential, these weapons are further weakened when you get closer to the target. Take a (comparatively) weak weapon and kitten it if you are unable to maintain max range from your target. If I could only make one tweak to LB, it would be to make it do max damage at all ranges.
Knock-back on GS auto-attack is also a dangerous idea. One of the most annoying things you can do in a proper melee group is knock the enemy out of melee range and existing AoEs. This change would make the GS unusable in melee trains.
Otherwise I like (or am indifferent to) most of the other suggestions. AoE chill and flame trap (w/o using a utility slot) on my sword, torch set? Yes, please (as long as Flame Trap is still effected by trap traits)
Edit – I did not expect the filter to change that word to kitten…
(edited by BondageBill.4021)
Axe
1) Ricochet
Stays as it is
2) Splitblade
Cooldown reduced from 6 to 5, range reduced to 600.
Hits increased from 5 thrown Axes to 8
Bleeding Duration reduced from 6s to 4 1/2s
3) Winter’s Bite
Damage increased from 168 to 200, Chill Duration reduced from 3s to 2s
Range increased from 900 to 1000
The Chill Effect is now an AoE Effect at nearby targets too.
4) Path of Scars
The Returning Axe has now the effect of pulling targets to you and causes Vulnerability and Weakness if it hits.
5) Whirling Defense
The Functionality has been changed, so that you can now move also while using this skill.
Warhorn
4) Hunter’s Call
Damage significantly increased from 612 to 950
Hits reduced from 17 to 15. Cooldown Time reduced from 25 to 15
Every 5th hit causes now also Blindness.
5)Call of the Wild
Grants Swiftness, Fury and Might and summons also if you are under 50% health for 20 seconds a Lunar Wolf at your side, that helps you in battle.
Cooldown reduced from 35 to 30s
Spear
1) Stab > Jab > Evasive Strike > changed to Dolphin Slash
Change it into 1 single stronger Auto Attack, thats not a 3 Part Chain
Dolphin Slash
Stab the foe with an Uppercut like Strike from down below, gaining for a short moment Swiftness afterwards and pushing the hit foe upwards.
2) Swirling Strike
Stays as it is
3) Dart > renamed to Blood Rush
Change this Skill more to how the Risen Sharks in PvE attack in regard of Power, amount if Hits and Bleeding
4) Counterstrike/ Counter Throw > changed to Turtle Armor/ Turtle Shield
You cure up to 3 conditions and block the next 3 incoming hits.
After 3 blocked hits, the Skill turns into Turtle Shield letting you gain Protection.
5) Man’O War renamed to Lions Mane
Add a Burning Effect, these jellifishs are known for the burning touchs.
Harpoon Gun
1) Splinter Shot
Stays as it is
2) Coral Shot
Change the Bleeding Effect to Torment
3) Feeding Frenzy
Add Vulnerability Stacks per Hit
4) Mercy Shot
Add a Healing Effect to you and nearby allies, if you kill a foe with this skill
5) Ink Blast
Stays as it is
(edited by Orpheal.8263)
hahaha god mode much?
hahaha, troll much?
Just ignore the numbers if you personally find some too high…
We don’t balance the skills anyways, its still up to Anet to balance the numbers…
The threads’s only purpose is being an inspiration for the Devs.
So if you have nothing constructive to say, just be quite please and hold your breath for Monday, when the official CDI is there :P
Trait’s I’ll do later
(edited by Orpheal.8263)
Yeah, Orpheal, some of your suggestions are ridiculously OP. I like some of them, but I’m going to point out the ones I either disagree with or which you should change because they won’t be given serious consideration.
1) Long Range Shot.
Increase its Range to 1500,
Is the enemy in a range, that is 0-500, the Auto Attack changes into Point Blank Shot and will launch the Enemy with a range of 600 away.
I believe they said that they needed to reduce it from 1500 to 1200 due to system-side issues at that range so don’t expect that to return. Point Blank Shot can’t be in auto-attack because there are too many situations where that’s a detriment. People already hate rangers for using point blank shot carelessly and pushing mobs out of aoe.
3) Hunter’s Shot
Completely change the effect.
Hunter’s Shot should deal Torment to foes with increased Stacks, so longer the range is.
I like the idea of giving the pet retaliation, but the current stealth-on-hit is really useful, especially since we have little access to stealth. I think Chap also said that one idea was that it would give you time to successfully use barrage (or something else). The previous changes to our weapon skills were meant to give us more means of achieving strategy which is paramount – this throws that away in favor of raw damage, which is a problem in this game that they’re already trying to fix.
4) Point Blank Shot > changed to Read the Wind
Gain Swiftness and automatically dodge the next incoming hits, while you perform this Skill. The next 3 Attack Shots after RtW will fly 2x faster and are unblockable also.
I strongly disagree with the unblockable part. Ranger needs buffing, but not at the expense of being unstoppable by other classes.
5) Barrage
Increase its power and reduce its Cooldown to make it equal to Ice Storm from the Elementalist’s Frost Bow
So raising the maximum hits from 12 to 20 and reducing the Cooldown from 30 to 20.
Make it a charge skill, whose Radius becomes bigger, when charged for approx 2 seconds before firing off the arrows.
I would like its power to be increased, but I don’t think it would ever be as strong as Frost Bow. Elementalist conjure weapons give power bonus on top of the bonus from your weapon set – this is why they have limited usage and time. This would also kitten off a lot of elementalists as it’s like stealing their thunder.
Shortbow
(…)
I like your shortbow suggestions, though personally I would like a longer daze on Concussion Shot. And because of why I said they can’t increase range on longbow, I don’t think they’ll change range on shortbow.
1) Slash > Slice > Powerstab
Sweeping Tail A wide cleaving sweeper attack with the greatsword, launching all nearby foes away from you.
I think that would be annoying because it would constantly interrupt the autoattack to chase after your target again.
3) Swoop > renamed to Eagle Strike
Reduce Range to 900,
Noooo! I like using swoop as both a gap closer (which I think every class has access to and this is currently our best one) and to travel around faster.
Predatory Bond Shout
Lets your Pet charge at you foe crippling it. You Pet will gain Predatory Bond also, letting its next 3 Attacks heal you.
This has potential, but ideally I’d like it to be a skill you could manually activate on canines which would reallllly help with healing yourself in downed state before someone can use their finisher.
[/quote]
Dagger
4) Stalker’s Strike
Change it into gaining Stealth on hit and let you perform within the Stealth automatically a retreating Backwards Jump to also evade attacks this way.
I like the idea of (a very short) stealth but I think the evading backwards would make it too strong. Then this is too much like the mobility that only a thief should have.
5) *Crippling Talon > renamed into Merciless Talon
Cripples, Torments and Poisons foes now.
The combination of cripple and torment would make this very strong. I like it, but I don’t think the devs would.
Sword
1) Slash > Kick > Pounce > Pounce changed into Frozen Soil
Change Pounce from a Leap into an Attack that deals Chill, like Frozen Soil adding to it an effect, that causes an AoE in which downed enemies can’t be healed for some time.
a) That would make us the only class that could negate down state and for several reasons, I think it’s unrealistic to expect this to happen.
b) PvE’ers don’t like how the weapon roots you, but in PvP and WvW pounce is so important and useful. It gives us a unique and strong style so I would rather keep that.
2) Hornet Sting
Energizing Wind
You and your nearby Allies gain Vigor and Regeneration for a short time.
Maybe just vigor and not regeneration, but I think the skill is fine as it is right now.
3)
*Serpent’s Quickness
When used right after Serpent’s Strike, the next incoming attack will be blocked, you gain Haste and the foe will be made vulnerable.
Yeah, that’s basically giving us aegis in addition to haste and giving vulnerability. It’s too much, maybe just one of those.
Torch
Flame Trap gets removed as Utility therefore.
Wat. No way. That means that you can’t have a fire field without using a torch. Right now, you could use warhorn instead of torch and give AoE might. Not to mention that traps are a whole section of our utility skills and are not meant to be weapon skills.
sorry didn’t mean to sound like a troll! It’s just putting so much CC on auto attacks seems a bit much. I definately agree that GS needs work as it’s autoattack is literally one of worst melee autoattacks in the game. I’d like to see sword auto attack chain interuptable so that you can cast sword 2 or 3, or dagger 4 without any delay whatsoever. I like your idea for shortbow 5, could make for some very intersting combos. Axe 5 would be very welcome haha
While there are some interesting suggestions most of them just feel wrong.
- Some are overpowered
- Some are unintuitive
- Some contradict current weapon/trait design
- Some simply overload a single skill with effects. Too much going on.
I do not intend to be mean so I’ll try to explain some of it.
1) Long Range Shot.
Increase its Range to 1500, Add more Damage Increaser Steps and make them also a bit stronger
501-750 = 275 / 751-1000 =325 / 1001-1250 = 350 /1251-1500 = 375
Is the enemy in a range, that is 0-500, the Auto Attack changes into Point Blank Shot and will launch the Enemy with a range of 600 away.
Besides that I feel that the current range is fine, there should never ever be any CC on an AA. Even less on a ranged one. There also should be no Cripple on a ranged AA. Stuff like that is totally imbalanced.
3) Hunter’s Shot
Completely change the effect.
Hunter’s Shot should deal Torment to foes with increased Stacks, so longer the range is. The pet should gain Retaliation
0-500 = 1 Stack / 501-750 = 2 Stacks / 751-1000 = 3 Stacks / 1001-1250 = 4 Stacks /1251-1500 = 5 Stacks
Torment Duration: 5 seconds
Cooldown increased from 12 to 15 seconds.
Why the Torment? We got SB and Axe as ranged condition weapon.
1) Crossfire
Range raised back to 1200. Damage increased from 134 to 165.
I personally disagree. It should be traitable but not 1200 by default.
5) Concussion Shot
Immobilizes foes now. if this Shot hits a foe with more than 50% Health, it removes also all of the targets Endurance.
This removes the purpose of Moment of Clarity. No thank you, sorry.
The remove endurance effect is interesting. But probably not balanced at 100%.
1) Slash > Slice > Powerstab
Change it into:
Slash > Power Stab > Sweeping TailSweeping Tail A wide cleaving sweeper attack with the greatsword, launching all nearby foes away from you.
Again, no CC on AAs please.
2) Maul > changed to Tiger’s Fury
An overarcing attack, like Tiger’s Claws, knockdown the foe, causing Bleeding Stacks and letting you gain Fury on hit.
Another hard CC? What are the conditions for on a power weapon?
4) Counterattack > renamed to Dryder’s Defense
Lets you block incoming attacks and counterattack them, dazing the foe and cause Blindness and Poison
Effect overload. What exactly is the plan? Making GS a condition weapon? A CC weapon? A CC and condition weapon?
4) Stalker’s Strike
Change it into gaining Stealth on hit and let you perform within the Stealth automatically a retreating Backwards Jump to also evade attacks this way.
This one a like.
5) *Crippling Talon > renamed into Merciless Talon
Cripples, Torments and Poisons foes now.
Too much going on.
1) Slash > Kick > Pounce > Pounce changed into Frozen Soil
Change Pounce from a Leap into an Attack that deals Chill, like Frozen Soil adding to it an effect, that causes an AoE in which downed enemies can’t be healed for some time.
Error! Error! Effect overload!
2) Hornet Sting
Stab the foe dazing it, evade backwards
Change Monarch’s Leap into Energizing Wind
The Daze is totally unneeded for this skill.
Energizing Wind
You and your nearby Allies gain Vigor and Regeneration for a short time.
Trying too hard again.
To sum it up. Sword 2 (1+2) would provide…
- Daze
- Evade
- Leap
- Area Vigor
- Area Regeneration
4) Throw Torch > rename it to Conflagration
Raise its range to 1000 and make it a Combo Field.
Weird range which puts you at 1300 when traited. Stuff like that should not happen because it puts other classes at quite a significant disadvantage at range. Rangers already got Longbow for that.
5)Call of the Wild
Grants Swiftness, Fury and Might and summons also if you are under 50% health for 20 seconds a Lunar Wolf at your side, that helps you in battle.
Cooldown reduced from 35 to 30s
The summon sounds interesting. But not with reduced cooldown and a 20s duration.
As said at the start, some ideas are very interesting. In general, you add too much to existing skills, though. I also fail to see the vision/role you might have in mind for each weapon type which makes it look like you just added as many effects as possible.
My thought would be just give me a free level 80 reroll voucher and a voucher to turn in Kudzu and Dreamer for 2 different legendaries. All the armors and ascended trinkets and back item can just be scraped for all I care. We all know Anet doesn’t care for ranger and is never gonna actually fix the class. Its all just empty promises and broken dreams.
Am I legendary yet!?
Can we please fix/address the class mechanic before suggesting OP skill changes? Looking at longbow 1 & 4 , shortbow 3 & 5 (sound interesting but OP), GS 1 & 2 & 4 Dagger 4 & 5, sword 1, Axe 5, Warhorn 5 (would be a cool ulti without treshhold), spear 1
I think I have missed some skills….
People…people. could you please stop first to jump into too early conclusions here?
I just posted so far only the Weapons…
Not yet anything about the class specific mechanics, nothing yet about the Utility/Heal and Elite Skills and especially nothing yet about the Traits
Its completely wrong to look onto my suggestions here and to think about it that everything else would stay untouched and wouldn’t get taken into my thoughts as well.
Who says, that all of the old traits must stay the way like they are now?
ANet has already shown mutiple times, that they aren’t also afraid of it to completely change trait effects out, to merge traits or to completely remove traits and exchange them with new ones…
Do you honestly believe, Anet would just ignore all of the Ranger Traits and wouldn’t change anything there
I raised the Range for Longbow for example to 1500, because I would completely remove that silly trait that increases range by 300.
GW2 started with the range of 1200 for all ranged weapons and everythign was fine, until Anet ruined the Shortbows by reducing their range to 900. From that point one was this weapon completely utterly useless in defend situations of strongholds in WvW, because the freakign game started from that point on, that you couldn’t target anythign anymore from the strognholds due to the range being too short!!
Again..this thread isn’t meant for discussion..save your breaths for the real official thread on monday, because I will most likely anyway post there then an overworked and more consise version of this thread there based on how the proposal formats will be used there then.
The Ranger Class has many flaws, its in many points underpowered compared to other classes, the only place where they are realyl good currently is in underwater, there they are due to their pets tough as granite to beat… It took me once 5 downed moments in a duel against a ranger with my guardian underwater just to show you how tough they are to beat there, until I could finally kill that player, cause of their pets permanently bringing them very efficiently back to life, even when the pet was downed too oO.
I personally think, this class needs a redesign, so I absolutely make no stop here basically from anything.
I’m a PvE/WvW Player, so my Suggestions may be a bit biased towards these gameplay modes, makign certain things look perhaps too OP for PvP, but thats the thing ANet has to look in, not we.
If ANet thinks, something is for PvE/WvW just right, but for PvP too strong, they can still make for the Skills their game mode split versions, like they did in GW1 and I think to a certain degree we do have this also already in GW2 – but I’m no PvP Player, so I#m not so much experienced with this to know it for sure.
However, before I go on further, I want to answer in my next posting directly to some of the concerns that have been listed up here.
The threads’s only purpose is being an inspiration for the Devs.
I wish I could live in that type of fantasy world where I believed such crazy things.
They’re going to do what they want. They are a business. Their business is to make more money. Which you would think would be keeping people playing the game, but it’s not. It’s to make more people spend more money in the gem store. You can have less players and still make more money if those less players are spending more money in the gem store.
Think about that for a minute or an hour and let the implications of that sink in..
@blud/Xaylin:
Long Range Shot
As said, I plan on removing the range increasing trait. Longbows should have an inherent 1500 Range, while Shortbows should have an inherent 1200 Range so that both both types are viably usable everywhere in the game, PvE, PvP but especially also WvW, where anet ruined Shortbows for WvW with the range reduction.
This should be also done to diverse more Short/Longbows from Pistols/Rifles, which should keep their shorter range, but would litterally deal more damage therefore.
I see no problem with PBS beign an AA-CC, because alot of people complained about Range,r that its often too hard with the Ranger LB to keep enemies on long distance so that the bow deals enough damage. Giving it an automatic CC if an enemy comes too near to you, would definetly help out, to force enemies more to battle agaisnt you from ranged also. This would balance Rangers out definetely against Thiefs, Warriors and Guardians alot. Plus it would add the option to bring back one of the old iconic GW1 Skills back, that I’ve chosen out – Read the Wind. It was one of the most iconic Ranger Skill in GW1, it has to return imo.
Hunter’s Shot
I removed here the Stealth from It, because i honestly believe, if the Ranger should have a Stealth Skill, then it should belong to the Dagger, not the Longbow. Thats why I added Stealth to Stalker’s Strike. Hunter’s Shot per se is way too weak and the Ranger lacks in options of Control, thats why I decided to give this Skill Torment, to improve the Control Gameplay of the Ranger to help with this skill stopping enemies from moving too much around, what it should make then easier to place the Barrages successfully – doing this from Stealth is imo OP, because this way you can’t see the Barrage coming, until its too late, because you don’t see the Attack Animation happening. Also Swiftness for the Pet – meh, Ranger has already too much options for Pet Swiftnes,s pets need somethign more interesting from hunter’s Shot, retaliation fitted perfectly to add more control to stop enemies maybe that way from attacking your pet
Read the Wind
Isn’t OP, it just blocks only 3 Hits, and its a Slot 4 Skill, so you can expect it to have a higher Cooldown Time than the Skill of Slot 2 or 3 (at least 20s)
This skill makes them not unstoppable. Please don’t exaggerate things here.
This skill should provide the LB just a bit of self protection, what I think is missing, together with the option to become able to let some shots hit your target quicker for better spiking your target
Barrage
I know that the Frost Bow also adds stats to the Character, but in its current form, Barrage is simply too weak. it deals alot lesser hits, thus makes alot lesser damage, has higher cooldown than frost bow and adds NO stats at all. So the best thign ANet should do with Barrage is to bring this skill at least up on par with frostbows cooldown and damage/hit numbers to balance this out more. Ele can still have its uniqueness with the Stat Buffs and the 5 Skills you get with it, plus that its a more supportive skill, because somebody else could use the second conjured frost bow.
Thats more than enough to let Frost bow stay unique enough.
Sweeping Tail
I think theres no problem with adding this, as it would be just the 3rd Attack in the chain. If you don’t want to to knockback a foe, you can stop at any time the chain and start it new with the first normal attack. I did choose this effect most basically only, because such an effect would make the most sense for a wide cleaving attack with a greatsword, but Anet could change the knockback also maybe into a second of daze instead.
Eagle Strike
Its neccessary to balance out the Moveability compared to thiefs.
Rangers can outrun thiefs with this skill after knocking them back and I think this is absolutely not correct. Its also neccessary to balance out the increased power and the vulnerability effect that I added. please don’t forget this.
Merciless Talon
The current version is too weak and again offers no real Control.
With changing Bleed out with Torment and adding poison to it to give this skill a bit more pressure, Rangers would have more Control. Just think of the Toxic Alliance.
All of their Bow/Dagger Attacks deal Torment or Confusion, what makes them very control heavy enemies and thats where I want to see the Ranger too with LB and Dagger
Frozen Soil
Its not unrealistic, it would just be the most realistic and fittinc effect for that Skill, that existed also in GW1 and made it impossible there to ressurecct dead players, if they were in range of the nature spirit. To make a skill like this balanced, its just a matter of what a range it gets and especially what a duration.
But the mechanic behidn this skill I find very interesting, because oftenly its just impossible to deal a finishing blow to a downed player, cause of half a dozen enemy player instantly reviving it back together and this skill would give Rangers the unique opportunity to temporarely stop the instant rezzign ,especially from also the utility/elite skilsl that can instant rezz to give you or your allies the chance to deal also the lethal blow, before the downed player could get instant rezzed.
This would just add some tactical option for rangers and would improve also their importance, also especially in PvE could this become useful in the future, if anet should continue more to give enemies also downed states to prevent them from gettign rezzed.
Energizing Wind
Added the AoE Effects here only to slightly improve the Support Role for the Ranger and to brign back another iconic GW1 skill. You should see by now, that I try to bring back with my suggestions as much as iconic GW1 skills back as possible, do you ??
Cause I like the nostalgy around them and our classes shouldn’t forget, what they knew already 250 years ago…
Serpent’s Quickness
Ok, I’d be ok with it to remove the blockign here*
Flame Trap
Its neccessary to make the Torch a much more interesting weapon.
It makes also sense to put this Trap here. Theres no rule here, that Traps have to be Utility Skill only!! This would enable also Anet to replace that Utility Slot that got free with a new more interesting Trap Utility. Right now i mostly never see any Rangers usign Tourchs, cause the 2 Skills it provides are just utter weak crap that provide no great support
Crossfire
As said already above – Shortbows should have inherent 1200 range, wasting trait slots for this is just wrong. Trait Slots should be used for far more interestign and BUILD DEFINING effects, than just to increase a stupid range of a weapon
Concussion Shot
As like said also, don’t believe, that every trait should stay the same.
Tiger’s Fury
My goal is to turn the Ranger Greatsword more into a hybrid, that can be used as Power Weapon, but also as Condition Weapon.
Currently there is no real Greatsword Condition Build.
Warriors are 100 percent Power with GS
Guardians are 90% percent Power with GS, theo ther 10 are their occasional Burns they deal with the virtue.
Mesmers are 100% Power
Just look at the GS Skilsl and compare them from class to clas,s there exists simply yet no class, where it would make any sense to use a GS, that prefers maybe Condition Damage over Power… thats imo somethign that needs to get changed and the Ranger GS ist imo the perfect candidate for that, because they shouldn’t be like Warriors/Guardians all about Power with that weapon – they are no soldiers like these 2 classes. and mesmers should become more condition based with GS imo too.
Dryder’s Defense
See above, yes, turn it into a Condition Weapon.. However, if its too much ,the daze could get removed.
Conflagration
Here again, don’t forget the traits can change also… Torch must become better, because currently it gets completely overshadowed by all other weapons.
Call of the Wild
I’d be also okay with it, when the cooldown stays at 35s
Don’t forget that the summon appears only, if your own health is under 50% health.
Thats also there to balance the skill. Summons under 20 seconds are just useless, also don’t forget that the summon could get killed, before the 20s are over…
—-
Phew, finally finished with that xD. Now I#ve used up so much time just for thta.. I’ll make traits later ^^
CC on Autoattacks is OP, Hard-CC is kittening OP!
@blud/Xaylin:
Long Range Shot
As said, I plan on removing the range increasing trait. Longbows should have an inherent 1500 Range, while Shortbows should have an inherent 1200 Range so that …
They didn’t ruin Shortbows for WvW. It still is a great skirmishing weapon. It is just bad when zerging and in keep fights. I personally agree that the range should be traitable. But that is about it. The same for Longbow. Why do you feel that 1500 range should by default? Which Ranger issues does it aid? Probably none. The range is pretty irrelevant for PvE or PvP and rather situational in WvW. It will just encourage unthoughtful spamming at range and gives away one trait for free. There might be a need for combining/adjusting some bow traits but giving one away for free isn’t very reasonable.
I see no problem with PBS beign an AA-CC, because alot of people complained about Range,r that its often too hard with the Ranger LB to keep enemies on long distance so that the bow deals enough damage.
I know what the knock back was supposed to do. But it is insanely overpowered on an AA because it can’t be countered and that is where the discussion should stop. It is even worse on a ranged AA. How are enemies even supposed to reach you? Again, brainless 11111 pew pew pew. You got Point Blank Shot and Hunters Shot for creating a gap. Use it thoughtfully.
Plus it would add the option to bring back one of the old iconic GW1 Skills back, that I’ve chosen out – Read the Wind. It was one of the most iconic Ranger Skill in GW1, it has to return imo.
Bringing back nostaligc skills is nice but you should keep in mind that GW2 is quite different from GW1. Many thing which might have worked back then just won’t now. Just look at the Mesmer and Hexes.
Sweeping Tail
I think theres no problem with adding this, as it would be just the 3rd Attack in the chain. If you don’t want to to knockback a foe, you can stop at any time the chain and start it new with the first normal attack.
Again, such kind of CC is overpowered on AAs. Not sure how you can’t see it…
Energizing Wind
Added the AoE Effects here only to slightly improve the Support Role for the Ranger …
Adding support is a good thing but it should be done at an appropriate place. Sword is not a support weapon. Horn or even Torch would be more reasonable for something like this. Regardless, you just added way too much to this skill on a way too low cooldown.
Flame Trap
Its neccessary to make the Torch a much more interesting weapon…
If you change skills in such away you might have to elaborate more precisely what is going to happen to utilities and traits as well. People won’t understand it otherwise.
That being said, I personally fail to see how this change makes Torch more appealing. You will just artifically force Trappers into using Torch because they won’t have any Burning otherwise. A better approach might be adding something which Rangers currently do not have or lack. Note: be reasonable! For example, increase the cooldown of Throw Torch but make it rip two Boons from your foe. Bonfire could cleanse two conditions of nearby allies when casted if the cooldown was increased a bit.
Tiger’s Fury
My goal is to turn the Ranger Greatsword more into a hybrid, that can be used as Power Weapon, but also as Condition Weapon.
Currently there is no real Greatsword Condition Build.
Warriors are 100 percent Power with GS
Guardians are 90% percent Power with GS, theo ther 10 are their occasional Burns they deal with the virtue.
Mesmers are 100% Power
But how does that help the Ranger? Sword can already be used as Hybrid or Condi weapon when paired with the right off-hand so you would just duplicate an existing weapon role. Weapon design of other classes should not dictate other classes weapons. You might totally miss the mark of implementing something the Ranger actually needs. I personally do not feel like Rangers lack condition weapons.
had my hopes up =[ but the dev said the leak is fake.
That’s not the leak they were talking about. The one they disavowed was about new elite skills.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
That’s not the leak they were talking about. The one they disavowed was about new elite skills.
Elite Skills, whose skill descriptions were so ridiculously fake in how they were worded, I fail to see how anyone was fooled by that ‘Leak’, unless they really didn’t pay attention that hard to how actual skill descriptions are worded in the game.
i cry for the humanity when i read such OP suggestions…
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
i cry for the humanity when i read such OP suggestions…
That’s fine, I think a lot of the ranger community also dies a little on the inside on major/minor/really most patch days. So tears and boo-boo feeling all around.
I am kind of expecting yet another delay, perhaps thinly disguised as “To really give the ranger profession the attention it deserves, we have decide to address the…”. And then cue the silent treatment.
Almost every single one of these changes would be ridiculously OP. Like, insanely. Giving LB point blank shot on AA? Seriously? I understand trying to suggest changes to the class but the only changes out of these that may happen are “Stays as it is.” I know I’m being a little negative here but honestly realistic posts are more constructive than… this.
Persiës Sunreaver (ele), Persiës (ranger),
Gromphe Baenre (necro), Përsies (guard)
i do hope that shortbow get some love or ranger weapons get more AOE damage. Shortbow is my favorite ranger weapon even with all the nerfs i still use it, probably not the best one but well.
Snip
You talk about being “constructive” ??? Seriously? This is truly ridiculous! Don’t make me laugh hard…
Little negative ..ROFL…
This is the exact reason, why I didn’t wanted to make originally this thread to become a discussion from the begin on at all… but who the kitten am I fooling here?
You simply can’t post a single kittening thing here, without that some random people ram in the imagined invisible closed door to bust in your face just their own opinions, if you want them or not.
You could just literally post on the front postign first a huge picture, that tells everybody on huge unmissunderstandable letters a GET OUT – people would just ignore it anyways to trash the thread full with their own thoughts, if you like it or not as thread starter
You have absolutely no clues about it, what it means to post something constructive!
To post something constructive means to TRY AT LEAST to understand, why something has been suggested as it got suggested – to try to get on the same way of thinking like the person who made the suggestion.
To post something constructive means, even if you don’t agree with the effects of what has been suggested, that you at least try to help the person which made the suggestion, by ellaborating, why you have a different opinion and especially, what exactly you would change in detail on the suggestions, so that it could lead to the point that you could agree to the suggestion and like it more.
Thats being constructive. Being constructive means, to participate actively onto a suggestion and even if an original suggestion is of your personal dislike, that you try with own suggestions to improve the original suggestion or to show at least the person in which kind of ways you would find the original suggestion for yourself better.
But just posting only destructively about, how “ridiculously” something is, is just pure garbage – something like that helps nobody.
Don’t understand me wrong. Crowds of just only Yes-Sayers are also nothing what you’d want for a healthy constructive discussion, because they are no help either, cause they just will tell you always what you want to hear only.
Criticism is good! But criticism can be only good and constructive, if you tell people, why you criticised something and what you’d change to improve the situation to show the criticised person, what exactly you’d make different about the made suggestion.
You can’t talk about being constructive, if just nobody gives you the time to fully fledge out your idea. When everyone just freaks out on the sight of some skill suggestions, when they simply can’t have any clues about it, what you plan on changings for Traits, Utilities, Elite Skills and Class Mechanics in combination to the suggested changed/added Skills.
Its just pointless to criticise on something, when you just see only 1 quarter of the full picture!!
However, just seeing, how people start to abuse this thread for their own offtopic discussion about some leaked infos being a fake and other responses being just always the same whine posts about QQ OP cry cry, ridiculous QQ unrealistic QQ OP ect… I see no sense in continuing here.
I see no reason for this thread to stay longer open, as it creates only the typical biased kneejerk reactions frompeople, which see only their personal beloved builds in danger and not, what would make the class more fun to play, what would make the class more balanced perhaps (the effects are it that matter, not the objective used numbers) or what would make the overall gameplay of the class just work better.
All classes have currently some obsolete traits, obsolete utility skills or obsolete weapon skills, that could get merged or get simplified as a core mechanic to make the class work just better and to allow with the same move for Anet to refill the created gaps with some interesting new skills/mechanics and traits.
My opinion is it, thats it’s best to redesign the ranger.
If you don’t share this opinion, then theres no need for anybody here to continue to discuss anything with me about the ranger, because chances are very high that your and my opinions will never come along with each other. Redesigning means, some greater changes being made in the overall class, not just only raising and lowering here n’ there some numbers only and expecting from the new ranger to be the most well balanced class from all out of a sudden >.>
With that being said, I’ll contact a Mod now to close the thread
Seriously… keep the ideas and suggestions as “low-hanging” of fruit as possible, and go extremely lower. Come Monday, the Ranger CDI is just going to be flooded with stuff that they won’t have the time for and things that will never see the light of day (like renaming moves – why even bother).
Will update once Path of Fire releases.