November 26 Ranger Changes
Nerfy tweaks to spirits underwater, some minor changes and fixes, tooltip updates… Nothing special, but good for patch expectations. We’ll see on 10th December.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Not much to discuss. Small fixes and some standardization changes.
Nerfy tweaks to spirits underwater, some minor changes and fixes, tooltip updates… Nothing special, but good for patch expectations. We’ll see on 10th December.
I wouldn’t say they are Nerfs to the underwater versions of the spirits, so much as they are an attempt to make the spirit’s HP consistent between both being above and below water. This way if you have Spirits Unbound traited you don’t suddenly go from having Spirits at full health above water to having spirits with partial health upon entering water (assuming I am correctly reading how that trait works in such an instance?)
Point is it is a consistency issue, not a nerf-job.
Ranger 80 | Elementalist 30 | Guardian 29 | Necromancer 21
Prior to these changes, ranger’s Spirit of Nature was similar to warrior’s elite banner in terms of time between the start of the cast and when the spirit’s resurrect finishes after the command.
With a one-second cooldown added to the command, ranger’s ELITE spirit is no longer able to save a downed ally from being finished because it takes a full second longer before the resurrect happens when used in the same fashion as warrior banner. For anyone not traited for moving spirits, that is how the spirit is used.
This “bug fix” is unacceptable.
I can’t believe this. We finally get stability without having to bust out Rampage as One and people are focusing on underwater “nerfs.” We’ve been asking for this SotW change for a year!
Doing It With Style
www.exg-guild.com
feels like Gw is making the ranger suck more and more with each patch.
I can’t believe this. We finally get stability without having to bust out Rampage as One and people are focusing on underwater “nerfs.” We’ve been asking for this SotW change for a year!
MMO forums are always like this – look at the vitriol on the dec 10th class changes for every class; ranger especially – bar the endurance nerf everyone got its all good stuff, going through them in I was giddy like a schoolgirl, I saw at least 3 different builds open up.
Anyway, that’s beside the point. The issue here is not bringing the HP of spirits in line above/underwater, it is the kludge fix for the spirit abilities.
Obviously they didn’t have the manpower for a proper fix, so instead they gave us this .. thing. This delay is not a fix, its a work-around for a bug that they have not fixed, and it impacts functionality, and that’s hard to swallow to be honest.
This specific situation will , arguably, get slightly better on the 10th when 20-point in spirit builds will have moving spirits, but again, that doesn’t change the fact that it screwed some of us over so they could work around an issue without having to spend the time to actually fix it.
SotW fix and the Engineer’s ‘Rifled Barrels’ fix also hit this patch, which are good things, but they took ~1.5 years, and there’s still lots more major bugs extant there, so maybe by 2017 we’ll have a proper fix for this issue? We can but hope
I can’t believe this. We finally get stability without having to bust out Rampage as One and people are focusing on underwater “nerfs.” We’ve been asking for this SotW change for a year!
you still need to trait for signet if u want stability what not rao
Just the WvW
R3200+
Still not really worth going for Beastmastery signets trait for meso it changes nothing really unless you go for signet build (yck!)
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144