Official Suggestion Thread

Official Suggestion Thread

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Posted by: emkelly.2371

emkelly.2371

A thread for all suggestions both buffs and debuffs to the Ranger profession. if in trolling the forums you find a suggestion, or have one yourself that you feel will better balance the class please post them here.

Rules

  • No off topic comments.
  • No Complaints.
  • Only suggestions. The Clearer the description the better.
  • No arguments, insults, sarcastic suggestions, etc.
  • Keep the suggestions related to ranger. other Professions can do their own thing.
  • Don’t bash another suggestion. If it us unreasonable the devs can ignore it at their leisure.
  • Regardless of your thoughts on ranger your suggestions are welcome here. Please feel free to submit nerf suggestions as well as buffs.
  • One suggestion per post.
  • If you find a bug post it in the bug thread.

    Requests
  • If you can give a reason for the suggestion please do. Again, the clearer the reason the better. Example: Ranger sword needs 25% damage increase because it sucks would be a bad suggestion.
  • If a mod could please close this thread if it becomes something other than it’s intended purpose i’d appreciate it.

Suggestion:

  • Make this thread sticky

(edited by emkelly.2371)

Official Suggestion Thread

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Posted by: Prophet.1584

Prophet.1584

for druid to work:

Druid heals need to be increased dramatically. they need to hit hard enough that it makes more sense for DPS players to slot dps skills or trait for more dps rather than personal healing/defense.

CAF form needs boon application besides GoL desperately. To be a part of the game as it has been designed we need more than personal boon application. CAF 4 should apply defensive boons at the same time that it heals, even in such a small space. CAF 5 should be dropped and reworked into something useable, apply resistance or something. CAF 1 should include 1 3-5s stack of might, CAF 3 should apply multiple boons along with being a blast finisher. CAF 2 is good as is but could also include regeneration or resistance on a short duration.

The staff should be a hybrid weapon, each skill should apply a condition of some kind. forcing the Druid into the healing role, it needs to be understood that we can’t provide amazing dps but we should be able to bring something. Being forced into choosing staff in order to properly generate AF means this weapon needs to serve both roles so it can be used in multiple builds. skill 1 should apply 1-2s burns, skill 3 should apply blinds/cripples, skill 3 is good, skill 4 should have the healing increased, skill 5 should have it’s duration increased.

for core ranger to see an improvement:

remove the leaps on swords and make them evades OR increase the dps on GS to make it on par with sword.

spirit actives are horrendous and need to be reworked, the ranges are too short. the trade off for killing the spirit and putting the skill on cd is bad, why would i trade a short duration frost field for a 10% increase in damage? spirits also need to be made invulnerable, increasing their health isn’t a fix anymore with the amount of power creep and aoe spam that has been introduced. they die before they see any usefulness in pvp. in pve they draw aggro and die just as quickly.

SB needs it’s damage increased, it needs positioning removed from the bleed application of SB 1.

LB is ok

GS is ok now that some of the bugs are fixed

axe is in a strange place

OH axe, dagger and horn are in a good place

I’m sorry, Dave. I’m afraid I can’t do that.

Official Suggestion Thread

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Posted by: Sardath.8524

Sardath.8524

Some things right off my head:

  • Shortbow has an overall weak dps. The autoattack is situational – needs more bleed damage from any angle, Crippling Shot does way too little bleed while also relying on the buggy pets – either buff the pet or increase bleed damage, Concussion Shot should also deal some confusion damage, as it makes sense with the skill description.
  • Pets should have their AI, attack speed and animations tweaked. I think there is an easy fix for the melee ones, just copy the Lynx.
  • Sharpening Stone – the skill should receive normal damage as well that would scale well with power. The current bleeding damage needs to be increased or it should scale better with condition.
  • Signet of the Hunt – next three attacks should have increased damage.

Shouts should be reworked:

  • Sic Em – attacks should also cause vulnerability.
  • Protect Me – the pet should either grant you protection when it dies, or the pet should remain active during it.
  • Guard – the pet’s basic attack should cause knockback in the selected AoE(once every 2 seconds), and it should either receive swiftness(unless the pets are reworked to be reliable) or a new charge like attack every two seconds. The pet shouldn’t receive protection and invisibility anymore.
  • Search and Rescue – after activation, you should be able to toggle it to search and kill downed players.

I won’t comment on what changes are required for the Druid, there are plenty of threads for that.

Official Suggestion Thread

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Not exactly official…

This entire forum is a suggestion thread, but nothing that is suggested is ever used or implemented. Take a look at the Ranger CDI thread on the main page, hundreds and hundreds of good suggestions, not a single one was implemented into Druid or core Ranger.

Sadly.

There is no need for another 100 page thread that the devs will not read. The Ranger forum has more posts than any other profession forum and gets the least amount of dev posts.

I guess I’m just at the end of seeing the point in making suggestions over and over and nothing ever changes.

(edited by Heimskarl Ashfiend.9582)

Official Suggestion Thread

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Posted by: emkelly.2371

emkelly.2371

In an attempt to fix pets. Rework Shouts to act as commands.

Shouts cancel when activating another shout, pet death, pet swap, or activating another shout.

Sic em! (cooldown 25s)
Your pet will aggressively pursue the target gaining super-speed quickness and might until the end of the shout

Protect Me! (cooldown 35s)
Your pet will avoid combat taking damage for you. (suggested cooldown 2 seconds)

Guard! (cooldown 25s)
Your pet will aggressively guard an area, periodically gaining stealth, protection and regeneration. Your pet can contest points.
(Stealth (3s) suggested cooldown 10 seconds)
(Protection and regeneration (5s)
(Suggested cooldown 10 seconds)

Search and Rescue! (cooldown 30s)
Your pet will actively seek out and attempt to heal downed allies granting regeneration to nearby allies. When search and rescue ends revive a downed ally. (instant)

Heal as One! (cooldown 25sec)
You and your pet heal as one. When the shout ends, heal again!

Rampage as One! (cooldown 40sc)
Rampage with your pet gaining Stability, Fury, and Swiftness for a short time. When you attack your pet gains might. When the shout ends rampage again!

The cooldowns are not based on current cooldowns, I am just guessing as to what they should be and trying to be liberal with it.

Official Suggestion Thread

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Posted by: emkelly.2371

emkelly.2371

Fix the following issues
[link]https://forum-en.gw2archive.eu/forum/support/bugs/Ranger-spirits-do-not-prioritize-characters/[/link]

[link]https://forum-en.gw2archive.eu/forum/support/bugs/Ranger-spirits-not-affected-by-boon-duration/[/link]

Thanks to The Chosen Link.3247 for pointing it out in another thread.

Return spirit movement,

or

Reduce cool down onspirits.

Official Suggestion Thread

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Posted by: Fluffball.8307

Fluffball.8307

if in trolling the forums you find a suggestion, or have one yourself that you feel will better balance the class please post them here.

Trawling. There’s a big difference!

Official Suggestion Thread

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Posted by: Pink Ninja Man.4375

Pink Ninja Man.4375

Would be nice to see boons on our traps when they trigger, and a stun-breaker trap. Similar to how Dragonhunter traps are. Would be super synergistic if we had a daze on trap trigger (instead of weak cripple) like the Dragonhunter as well, we have a trait that goes well with it (increase daze duration and Druid’s entangle).

Twitch – PinkNinjaMan [/\///\/_//\]
Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]

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Posted by: InsaneQR.7412

InsaneQR.7412

Actually i posted a lot of suggestions or you can say mere overhauls of the ranger class.
This means traits, weapon- and utilityskills.
But the rules said no subtopic commentary sooo…
THIS is gonna be a long post^^

TRAITS


Marksmanship

Minor:
They are fine, but alpha Training could be included to Opening Strike
And i would put something like you gain Opening Strike when you gain Fury and change its place with precise strikes. (With this comes a remorseless tweak)

Adept:

Clarion Bond: IMO it would have a better place in Nature Magic and change it with Bountiful Hunter.

Rest of the Adept are Fine.

Master:

Brutish Seals: is fine

Moment of Clarity:
Predators Onslaught takes its place, because its farely underwhelming in comparisson to the other Grandmasters.
Moment of Clarity merged with Remorseless. (you will see^^)

Steady Fokus: Fine

Grandmaster:
Remorseless: Gain Fury when you interrupt daze etc. etc. (Like Moment of Clarity part) and your Opening Strikes do more dmg as default.

Lead the wind is fine for LB, but i would say for every enemy additional hit you do 5% more dmg ->this way the LB got a strait up buff with this trait, regardless of distance.

New Grandmaster:
Replacement of Predators onslaught: Reinforce: Activate Signet of Stone when reach 25% health, all passive Signet effects stay after activation.

Skirmishing:

Minor:

I would change the Effect of Hunters Tactics to a 15% higher Crit Chance when under the effects of Quickness or Swiftness.(This would give it more flexibility and synergy instead of a raw crit chance increase) Rest is Fine.

Adept:

Primal reflexes:
Merge with Natural Vigor in the Survival Line and remove it from here.
Replaced with tweaked version of Instinctive Reaction, just let away the stat change.

Sharpen Edges:
50% Chance to Grand a Stack of minor Sharpening Stones (like sharpening stone just 3 stack ? this gives more synergy with survival skills)
cannot apply buff if buff is still active.

Trappers Expertise:
Move to Master for better Condi Build possibilities.
to Take the Place of Trapper Expertise i would put a better version of Ambidextry of the Survival Line ?Gain Stat depending on your Offhand weapon
Axe Offhand: Power(150)
Torch:Condi Duration(10%)
Dagger:Condi Dmg(150)
Warhorn: Boon Duration (10%)

Master:

Hidden barps:
Merge with Expertise Training and the Bleed applycation part of the Companions Might trait.->Bleed does more dmg like default, Pet has incresed Condi Dmg and Duration, its Auto Attack applies Bleed.

Striders Defense: Removed to the Place of Ambidextry, but a little tweaked.
Replaced by Trappers Expertise like default +I would make the Traps throwable again, this would made the Ranger to a Trapmaster again.

Spotter: is Fine

Grandmaster:

Most Dangerous Game: Now its Fine

Quickdraw: Fine

Light on your Feet: Gain Swiftness after dodge, gain Quickness after evade.(This would give synergy with the minors and the evade powers of many Ranger weapons) and the pierce of Shortbow is of course also included.

Wilderness Survival:

Minors:
Natural Vigor: Increase the Vigor effectivity (20%) and gain vigor after evade. Plus swiftness Effectivity is now 50%.

Companions Defense: as Default

Bark Skin: Take less dmg and Gain Retaliation when get struck above the Threshhold.

Adept:

Expertise Training Merged with Hidden Barbs in the Skirmishing line
Replaced with Refined Toxins plus the Poison Dmg increase of Poison Master.

The other Two are fine.

Master:

Ambidextry: Removed to Skirmish Line.
Replaced by Striders Defense tweaked version.->Chance of Projektile Reflection if Hitting Enemy in Range Distance(240 above), Chance of Evade after Hitting enemy in Mele Range(240 and less) and Axe and Sword Mainhand CD decrease.

Refined Toxins:
Changed to Adept.
Replaced with new Trait: Poisonous Hide: Gain Retaliation when you get Protection. Apply Poison to foes who got struck by your Retaliation (with ICD for the Balance)

Shared Anguisch:
Exchanged with vigorous Training of the Nature Magic Traitline. Plus also Gains quickness to you and to allies on pet Swap.
Grandmaster:
Poison Master. Change the Apply Poison on Pet swap mechanic to generate Poison field on PetSwap mechanic (at the Locatio of both) in a 240 Range maybe, each field pulses poison and is a combofield.

Empathic Bond: Exchanged with Protective Ward of the Nature Line

Wilderness Knowledge: Change the Mechanic of this Trait to gain Effects specific on the survival Skill. Reduce the CD of Survival Skills but remove other effects of the Trait (Fury and Condi cleanse on cast)

Troll Unguent: Cleanses Condi every Heal pulse. ->This will grant continous Condi Cleanse for 10 s instead of spamming survival skills to remove condi.
Sharpening Stone: Gain Might when Hitting a foe while under the effect of Sharpening stone or Minor Sharpening stone.
Zephyrs Speed: Gain Fury and resistance on cast
Lightning Reflexes: Stun enemies Struck by this Skills (2s maybe)
Entangle: Add explosion Finisher and Grants Stability to allies.(1 stack)
(take a deep breath 3 of 5 Traitlines are over^^)

Nature Magic:

Minors: They are fine. But Rejuvination is Replaced by Clarion Bond of the Marksmanship line and removed to the place of Bountiful Hunter.

Adept:

Allies Aid: exchanged with Natural healing from the Beastmaster line
Bountiful Hunter: Replaced by new Rejuvination replacement Trait:
-> Rejuvinational Aura: Rejuvination effect + foes apply less dmg when you are effected by regeneration

Instinctive Reaction:
Changed to new Trait :Spiritual Inspiration: Gain Temporarly Boon Duration Increase when using a Warhorn skill(yeah i know there are two boon duration traits, but this one is temporarly and it mades the spirits a little bit more viable)->10% with CD and ICD + Gain Healing Power based on your Power(regardless of skill use).

Master:

Evasive Purity: Just remove Condi on Dodge, remove additional one if yo evade an attack with the dodge. (10s ICD)
Vigorous Training: Exchanged with Shared Anguish
Windborn Notes: Is fine

Grandmaster:

Invigorating Bond: Fine as it is

Natures Vengeance:
First no Life increase needed -> see my spirit suggestion below.
CD decrease of spirits.
Following bonus effects of the spirits:
Fire spirit: Pulsing might on allies.
Frost spirit: Pulsing chill to foes
Storm spirit: Pulsing Vigor to allies
Stone spirit: Pulsing Bleed to foes
Nature spirit: Pulsing Stability to allies.
Water spirit: Pulsing regeneration to allies.

Beastmastery (Final Line, soon i am over^^):

Minors: Fine

Companions Might: Your critical hits Grants Might to your pet critcal hits have a chance to copie his boons on you(10% maybe)

Go for the Eyes: Fine

Resounding Timbre: Fine

Master:

Natural Healing: Exchanged by Allies Aid

Two-Handed Expertise: Fine but you also gain fury to your pet.

Wilting Strike: Fine but also applies slow

Grandmaster:

Beastly Warden: Fine but also applies Vuln

Honed Axes:
Changed to Arctic Training:
Winters Bite is AoE on default even without trait, everytime foe get struck from your pet while under the effect of Weakness or struck by you while under the effect of chill you steal a boon from your foe (ICD for you and your pet individualy)

Zephyrs Speed: Also apply the effect when activating Pets.

Traits are done^^

WEAPON


Longbow:

Overhaul dmg buff on AA.

3. could get use of quickness on hit or superspeed (for dmg output or repositioning)

5. give it a projektile destroy (this way you would provide better attack against ranged foes

Greatsword:

Dmg buff to be in line with sword.

4. Give it a Block with a duration and IF you block you can activate the knockback if you want. If you do not you can still throw your greatsword. The Crippling Throw Skill also pulls enemies to you on his backway (like path of scars)

Torch:

Could get use of a little CD reduction.

Dagger:

4. Apply 3 stacks of torment and weakness to your foe instead of poison stacks.
5. I thought about a little mechanic change of this skill. ou throw the dagger and after impact you shadowstep (just with leafy animations) to your foe applying 3 stacks of Poison arround you, in addition you do a explosion Finisher.

Warhorn:

4. PbAoE Hit foes arround your target with Hawks and Apply dmg and Blind

Shortbow:

1. Apply 1 stack of Bleed on Default, Apply another one if you hit from the side and apply 2 more if you hit from behind.

2. Big Poison Shot (Similar to the Reflecting Shot of the DH LB) apply 3 stacks of poison arround your target (5 targets) + explo finisher.

3. Swiftness on Default and Quickness for 3s if you evade attack with it. Add projektile finisher

4. Apply Cripple and 2 stacks of torment on hit, apply 2 additional stacks of torment if you hit a foe, who is cripple, chilled, immobilized or disabled.

5. Apply 2 stacks of Confusion and daze your foe, if you hit from behind or the side apply 1 additional stack of confusion and stun your foe. If you hit a disabled foe knock him down instead (regardless of hit direction.)

+15% all arround dmg increase
-> Here i tried to improve the shortbow, but still kept his unique skirmish like playstyle.

Sword:
1. Normal AA like a Warrior or Guardian. Mobile while attacking, speed stays.
First Hit of the AA cripples your foe with normal dmg, second part does just pure dmg and gives your pet might and the last part of the chain does apply two stacks of bleed.

2. New Skill:
Vipers Leap: Like the Monarchs leap but with a jumping serpent animation (similar to serpent strike) and producing a poisonfield trail on traveldistance. Applies no cripple but finishes with itself.

3. New chain:
Hornet Sting: Similar to the old serpent strike just applying torment instead of poison and with hornet animations.

Raging Swarm: Like the old Hornet sting but leaving behind you a damaging Trail of Hornets. All enemies you are crossing through or enemies who cross your Hornet trail got slowed and dmg by a debuff. Allies in the other Hand get Fury and a swiftness.

->sword is now a mobile all arround weapon.

Axe:

Mainhand:

1. a little dmg increase and apply cripple inside the range threshhold (240)

2. This skill no more applies bleeds but every axe shatters on impact and applying dmg 3 times->15 dmg on one target. ->maybe dmg should get tweaked but thats another topic^^

3. AoE on Default, field also applies weakness, your pet gains might for every foe hit, while duration (max stack of 9)

Offhand:

4. Leave a Trail of shards behind the projektile, every enemy crossing them gets immobilized. Pull effect stays

5. Change animation so you can move
-> i made the axe a pure flat dmg weapon and not a condi weapon hybrid thing, because the sword takes its part as the condi onehand weapon.

Spear: (yeah i dont forgot them^^)

2. also gain retaliation

3. Gain superspeed to you and all alies you are passing through, only apply vuln on hit, but 8 stacks instead of 5.

4. like i the greatsword #4 ,block all hits in a duration and get acces to the kick IF you block a hit.
(if you dont block you can still use the throw spear skill)

5. is awesome as it is

Speargun:

2. Apply bleed (3 stacks) and 1 additional stacks of torment (up to 4) the further away he is.

3. Give your pet quickness instead of fury.

4. DO extra dmg per condition on your foe (10% per condition)

5. leave a smoke combofield behind you.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Official Suggestion Thread

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Posted by: InsaneQR.7412

InsaneQR.7412

SLOTSKILLS:


Shouts:

Guard:
Name Change: Defend:
Ground Targeted: Pet runs to area, creates windsphere (similar to whirling defense animation, just 400 range) which destroyes projektiles and pushes foes outside the sphere (like the guardian bubbles)->good for recovering, bunkerin etc.
Duration about 7s cd about 50 s

Protect Me:
Name Change: Protect
Taunts foes and blocks attacks for Duration
Prevents downed allies from bleeding out while duration.
Breaks Stuns. CD like default maybe a little bit lower.

Sic Em:
Pet Gains superspeed and Quuickness, reveales foes in an 600 range area. Your Pets attacks Apply vuln, cripple and Disabled foes get knocked down.

Search and Rescue:
Name Change: Rescue: Pet heals allies arround, apply protection and allies get automatically rescue if they were downed.
Explosion Finisher.
->Note: Change the Trait “Allies Aid” so that your pet lick the wounds of your allies, this wouldn’t change the effect of the trait, just the skill the pet is using (still counts as a shout)

We Heal as One:
No Change

Strenght of the Pack:
No change

Survival:

Quickening Zephyr:
No change

Lightning Reflexes:
No change

Muddy Terrain:
Slow foes instead of Cripple

Sharpening Stone:
CD reduction to 20s
Also applies Torment on Critical hits.

Troll Unguent: No Change

Entangle:
Add Explosion Finisher and Stability(1 stack) on Cast

Signets:

Renewal:
Passiv: Also cleanses Condis from your pet every 10 s
Active: Cleanses 3 Condition from you and your Pet, get boons on the numberr of conditions removed:
-1.Vigor
-2.Protection
-3.Regeneration
Remove Stunbreak
lower CD to 40s
Instant Cast
->Better Utility for you and your pet, more boon generating, stun break removed to Wild

Wild:
Passive: No Change
Active: Base Heal and You and Your pet gain Might ( 7 stacks, 10s) and fury.
Add Stunbreak
40s CD
Instant cast
->more active dmg buff, add stunbreak on 40s CD, removed stability to stone
Stone:

Passive: No Change
Active: Add Resistance(6s) and Stability (2 stacks, 6s)
->better dmg resistance,->no condi dmg and no cc

Hunt:
Passive: No change
Active: do 10% more dmg while active. Immobilize your foes arround your target and your pet attacks does 25% more dmg for the duration.
Duration:10 seconds
CD:35s
-> more control and better dmg buff

Traps:
Frost Trap:
Add Stunbreak
First Pulse on foe Freezes them into an ice block(3s).

Vipers Nest:
Also Apply Torment per Pulse
increase Duration to 5s (5 pulses)

Spike Trap: No change

Flame Trap: Increase burning duration and duration of Trap.

Spirits:
Change Function: Spirits are wisps->similar to astral wisp, just elemtal animation and bigger area (480).
Ground Targeted skills to support allies and dmg foes.

Fire Spirit:
Summon a Fire wisp to targeted Location pulsing fire dmg and allies have chance to gain fury on hit.
Activate: Infuse the ground with your fire spirit, applying burning and blind to foes in the area. Explosion finisher.

Frost Spirit:
Summon a Frost Wisp to the targeted Location pulsing Chill and allies gain a 10% dmg buff in this area.
Activated: Infuse the ground with your frost spirit, pulling your foes in the center of the area applying chill(10s).

Storm Spirit:
Summmon a Storm wisp to the targeted Location pulsing vuln and allies chance to grant themselfs swiftness on hit.
Activated: Infuse the ground with your storm spirit producing a lightning field and stuns foes.

Stone Spirit:
Summon a Stone Wisp to the targeted Location pulsing slow and allies have a chance to get protection on hit.
Activate: Infuse the Ground with your stone spirit Pushing foes out of the area and get stunbreak for all allies in the area.

Nature Spirit: Bigger area (600 E.g.)
Summon a Wisp of Nature on the targeted Location producing a field of thorny roots applying cripple and bleed per pulse on your foe. Allies gain a chance to cleanse on condition on hit. If no condition is applied to allies, they gain a small heal.
Activate: Infuse the Ground with your Nature Spirit rooting all foes in the area (appling 10 stacks of bleed and imob on foe). Allies in the area gain a burst heal and downed allies get revived.

Water spirit:
Summon a Water wisp on the targetd Location pulsing weakness to foes and heals to allies. Allies have a chance to get a small heal on hit.
Activate: Infuse the area with your water spirit, creating a water field healing allies and knocking enemies down on impact (1.5s).

Feel free to criticism, this wopuld make the Ranger class more distinct and diverse, i planned that every trait line, weapon get a theme and every skilltype are diverse and i tried to include stunbreaks in every skilltype.

And yes i had to make 2 posts because this is so many stuff^^’
Seeya ^^

Pale Raiders united.
9 Sylvari, 9 unique Builds.

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Posted by: Tragic Positive.9356

Tragic Positive.9356

  • Opening Strikes remade:
    -1st tier: You and your pet gain Opening Strike (5 vuln for 10 seconds)
    -2nd tier: After scoring a critical hit you regain Opening Strike (10 sec ICD)
    -3rd tier: Opening Strike always critically hit
  • Predator’s Instinct : Merged with Predator’s Onslaught.
    New Predator’s Instinct: When attacking a target below 50% gain Fury (5sec) and Quickness (3sec). 30 second Cooldown.
  • Strider’s Defense: Reduces cooldown on your Sword abilities by 20% and your Serpent’s Strike and Monarch’s Leap abilities deal 25% more damage.
  • Invigorating Bond: Heal increased, Radius Increased to 600, now cleanses 2 conditions.
  • Honed Axes: Reduces Axe cooldown by 20%, Winter’s Bite now applies Chill on AoE and your Ricochet now bounces up to 5 times. (bonus ferocity removed)
    ______________________
  • Sword: Hornet’s Sting cast time now instant.
  • Reserved for future use
“Observe, learn and counter.”

Official Suggestion Thread

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Posted by: Chrispy.5641

Chrispy.5641

Not exactly official…

This entire forum is a suggestion thread, but nothing that is suggested is ever used or implemented. Take a look at the Ranger CDI thread on the main page, hundreds and hundreds of good suggestions, not a single one was implemented into Druid or core Ranger.

Sadly.

There is no need for another 100 page thread that the devs will not read. The Ranger forum has more posts than any other profession forum and gets the least amount of dev posts.

I guess I’m just at the end of seeing the point in making suggestions over and over and nothing ever changes.

Its the official emkelly suggestion thread. That makes it “Official”, but not Official. Like all “official” threads, it will either get buried or it will get stuck to the top and become irrelevant in three months because no one updates their posts with updated information when it should be. For example, when a balance update hits that makes many suggestions obsolete, no one changes them, so for example, people are still requesting a 50% faster Rapid Fire, even though it was already changed…..

I do agree with your suggestion to delete the Ranger forum though, as it will be ignored by all but one dev anyways until the Privateer specialization is revealed in three years.

Oh wait! better delete all that….after all, No side discussions, or complaints,….or sarcasm,….or bashing someone else’s comments….wait, this paragraph is kind of sarcasm, and if so, does that mean I broke that rule twice, for 5 total thread rules broken?…No wait! 6 thread rules since I’m also off-topic!
…..
….anyways……
__________________________________________________________________

What would I suggest? Make each weapon have only 1 specific purpose. Right now, we have Axe as a hybird weapon, we have Longbow doing both single target and area of effect, we have Greatsword both dealing burst damage and defense…..why not just have Axe be either a straight damage or condition weapon? Why not have Longbow be either straight single target or area of effect. Why not have Greatsword be either for defense only or give it more burst and move the other responsibility to the sword?

The devs have already stated before that our weapons not having a specific purpose is one of the reasons balancing Ranger is so difficult, so, why does this problem still exist and why does it still seem so difficult for the devs to balance Ranger properly?

Basically what I’m suggesting is that Anet go back and look at what works and doesn’t work on the Ranger profession, and actually make permanent changes that makes it easier to balance in the future so we don’t see skills get a 400% nerf into uselessness with zero explanation, or a 100% band-aid buff into borderline overpowered territory because the 400% nerfs on our other skills with zero explanation are starting to show how weak the Ranger was in those other areas.

The problem is only going to get worse as the game heads into its 4th, 5th, and 6th years, balance will be even more difficult. If there is no full 100% overhaul on the Ranger, We’ll probably see our brand new Parrot pet in three years get its mimic skill’s cool down nerfed by 400% with zero explanation, due to lack of testing and lack of foresight on Anet’s part.