Post YOUR perfect patch notes
- Pet AI reworked. Pets will now hit moving targets more reliably.
- All Ranger bugs fixed.
- Porcine pets can now fly.
- Hornet sting now overrides all actions and its initial animation has been removed.
- Fixed a bug that prevented Path of Scars from bouncing back when used near a wall or small bump in the terrain.
- Players can now freely dodge while using Kick and Pounce.
- The initial cast time to summon spirits has been significantly reduced, as well as the detonation.
- Crossfire now applies bleed stacks from every direction.
- The initial animation for Bonfire has been reduced.
-Druid has been removed, we have begun work on a real elite specilisation. Sorry that this managed to get in the game.
-Pet management has been improved (players now able to control all of the pets’ active abilities) and pet AI reworked
or
-Core ranger class mechanic has been reworked: players are no longer forced to use pets, relying on an imperfect AI. Now f1-f5 abilities have been swapped to new mechanic druidic nature powers or beastmaster skills (e.g. summon flock of ravens, bee swarm, wolf pack etc.) which reguire a target to be selected.
-“Rapid Fire” (longbow 2 skill) has been swapped to a “True Shot-like” skill =)
-“Hunter’s Call” (warhorn 4) has a blind effect on the first impact. The skill mechanic has been improved, so that it can’t be fully evaded or blocked by a single dodge/aegis stuck on the first impact, making it similar to the “unrelenting assault” mechanic
-“Troll Unguent”: cast time has been reduced; now it’s 3/4 sec instead of 1 sec. The initial heal power is now doubled, while the power of every consecutive heal tick is reduced by 5%
- Porcine pets can now fly.
Those “Pigs on the Wings” would be really cool tho
- Hornet sting now overrides all actions and its initial animation has been removed.
- Fixed a bug that prevented Path of Scars from bouncing back when used near a wall or small bump in the terrain.
- Players can now freely dodge while using Kick and Pounce.
- The initial cast time to summon spirits has been significantly reduced, as well as the detonation.
- Crossfire now applies bleed stacks from every direction.
- The initial animation for Bonfire has been reduced.
Would love to see these……
Hmm…just off the top of my head:
-Pet A.I fixed.
-Bugs fixed.
-Pets can now keep their names.
-Sword chain skills now allow you to dodge.
-SB/Axe/Torch/Warhorn/Maybe GS buffed.
-New parrot, phoenix and gryphon pets.(Anet Please)
-Spirit buffs.
-Druid fixes in you know where.
Dragonbrand
(edited by Zalani.9827)
Ranger specific:
- Axe skill “Ricochet” bounces of and onto the same enemy 3 times, if no other nearby target is found and bounces back and forth for 3 hits between 2 enemies if no 3rd enemy is found.
- Shortbow: It’s actually viable now.
- One-handed Sword: It freaking works now.
- Swapped Dragonhunter specialization of the Guardian with Ranger’s Druid specialization. Somehow, we’ve interchanged these 2 specializations during developement. We deeply apologize for any inconveniences.
General:
- Dungeon rewards buffed by 1000%. Enemies now have a 50% chance to drop 1-3 tokens upon killing.
- Added distorted Dungeons; New optional hardmode versions of existing dungeons for more reward have been added. Every 24H, each dungeon gets new modification to adapt to, with each enemy and boss gets new powers, resistances and gets sometimes even swapped out or placed differently. Talk to the keeper of each dungeon’s portal entrance to check, which modifications this dungeon has on it and prepare your group accordingly.
- Homing and bouncing projectiles no longer seek another target, if dodged and disappear instead.
- Light armor classes get +25% stamina regeneration increase.
- Heavy armor classes get -25% stamina regeneration decrease.
- Fixed the boring meta, without nerfing berserker or making them not viable anymore by revamping PvE enemy AI, so that enemies are actually fighting back.
I’ve just realized, that my post gets more and more bitter and cynical as i keep writing, so i’ll better stop now.
“Only the finest of potatoes in my zerkburgers.”
- Pets can now keep their names
- Quick Shot now applies 2s of Superspeed instead of Swiftness boon
- Poison Volley removes a boon per arrow striking
- The pet bleed on Crippling Shot replaced with blind
- LoYF Dodge buff now has the additional effect of doubling Superspeed duration applied by the Ranger while under its effect
- Warhorn #4 attack now applies 1/2s blind per bird strike
- Sharpened Edges merged with Hidden Barbs, Hide in Plain Sight returns into the open T1 trait
- Honed Axes ferocity boost is changed to make the autoattack apply torment
- Poison Master pet swap poison application removed, replaced with “every application of poison removes a condition” with a 1s CD
- Invigorating Bond changed to “Vigor boon also heals Ranger and pet”.
*Seed of Life – Healing increased and in addition, grants AoE regeneration on proc.
*Celestial Being- in addition to current effects allow you to see HP bars.
*Staff generates celestial energy faster rate now from damage along side current generation from healing.
*Cosmic Ray- Radius is increased and healing is increased. Cast delay remains.
*Natural Convergence – along side current effect, cast a large Unique HoT boon called Convergence on allies at the end of a full channel. Convergence Heals a large amount over time, and grants 7% damage reduction.
*Vine Surge – Now generates a large amount of Celestial Energy if it hits an enemy. Vine Surge apply Retaliation on allies along side current effect.
*Astral Wisp – deals damage with each rotation. Along side current effect, on initial impact with the target enemy the Astral Wisp shines, blinding nearby enemies.
*Glyph of Alignment- along side current effect apply Protection, Swiftness, and might for 2 seconds to nearby allies.
*Glyph of Empowerment – while transformed, will heal nearby allies and generate 2 seconds of Celestial Energy.
*Lingering Light- along side current effects, now Spawns a light wisp companion that heals nearby allies every 2.5 seconds for 10 seconds when Lingering Light blinds a foe.
(edited by Knighthonor.4061)
- Third attack on Sword 1 is now a leap finisher
- Spirits now move with Ranger
(alternate)
- reduced cool down on ranger spirits to 15 seconds
- Fire Wyvern now creates a fire field immediatly that applies burning. Removed the pulse for damage
- Changed recharge on all survival skills. all survival skills now have 20sec recharge.
- Shouts are now commands. Pressing a shout places the pet in an action status. in addition to their normal abilities your Shouts will now act as commands. Bellow are the changes: Pressing the shout again, using another shout or the death of a pet will end the shout placing the command on 20 second cooldown
- Heal as One: heal your self and your pet. when the Shout ends heal again.
- Sick’em: Your pet will aggressively attack one target. while attacking this target the pet gains super speed and quickness.
- Protect me: Your pet will stay near you taking all damage you would take.
- Search and Rescue: Your pet will avoid combat healing allies and reviving downed allies. When the shout ends rive a downed ally.
- Guard: your pet will aggressively guard an area. Periodically using stealth and protection. Stealth 3 seconds 15 second cooldown, protection 5 seconds 10 second Cooldown. The pet can now be used to capture points
- Rampage as one: Rampage with your pet gaining boons. When the shout ends Rampage again!
Hopefully these changes will be well received and will end the complaints about the ranger.
(edited by emkelly.2371)
id like to add:
- Wyvern auto-attacks sped up by 40-50%
- Bristleback F2 issues with uneven terrain fixed
Ranger specific:
- Light armor classes get +25% stamina regeneration increase.
- Heavy armor classes get -25% stamina regeneration decrease.
- Fixed the boring meta, without nerfing berserker or making them not viable anymore by revamping PvE enemy AI, so that enemies are actually fighting back.
I’ve just realized, that my post gets more and more bitter and cynical as i keep writing, so i’ll better stop now.
i like
<3
Fixed a long-standing (10 year) designer mindset bug that prevented Rangers from functioning properly. Ranger is now a viable profession.
^ Biggest LOL in the world!
Fixed a long-standing (10 year) designer mindset bug that prevented Rangers from functioning properly. Ranger is now a viable profession.
There was nothing wrong with Ranger in GW1.
exactly my thought Heimskarl Ashfiend.9582. i loved my ranger in GW!. I had two. a Rit/Ra who focused on one shot kills, and a RA/WA that focused on…well never getting hit. strangely neither used pets.
exactly my thought Heimskarl Ashfiend.9582. i loved my ranger in GW!. I had two. a Rit/Ra who focused on one shot kills, and a RA/WA that focused on…well never getting hit. strangely neither used pets.
One shot kills eh? My best effort with Ranger on the Master of Damage on the isle of the Nameless…
Totally loved Ranger spike builds. The only build I used with pets was B/P in tombs and this beast master one.
*Sword auto attack reworked for the current functionality to be selectable via a trait that also adds 10% chance to evade attacks.
*Longbow auto attack range restrictions removed.
*Smokescale’s f2 is reverted to a smoke field.
*Shortbow auto attack bleeds no longer require flanking.
*Staff auto attack reworked to cause 2 stacks of short duration burning on every third attack.
——————————————————————————————————————————————————-
*The end boss of the dredge fractal reworked to make condition builds viable.
*Boss auto-attack damage reduced to allow healing to be more effective. (at the same time red cricles became more dangerous than ever.)
“We’re only nerfing this skill by 4 00%”
*Change shortbow to what it was at release of the game
*Crossfire no longer require flanking to apply bleeding
1. Grace of the Land : added 3% per stack outgoing healing increased .
lingering light : Removed , add new
GM Asterals Spirit:
2. Asteral form skills cost 20% less Asteral energy.(or some kind of dely to spend longer in Asteral form)
asteral wisp : gains Blind foes on each pass
seed of life : applies Regen X for 8seconds
Luna impact have 20% cooldown reduction
Dazed foes suffer 20% more damage from Luna impact .
(this replaces lingering light Entirely)
3. Hornets sting : Leap back now cripples the target, Added effect to hornets sting 1second wider window untill Monarch’s Leap resets , changed from 2.5seconds to 3.5seconds.
4. Shortbow : remove flanking shots
5.Longbow : barrage increase cripple duration to 4seconds per wave , Barrage 5% damage increase.
6. Huntershot : now grants superspeed to the pet , Swiftness removed.
7. Hidden barbs merged with sharpen edges, hidden barbs reduced to 10% rather than 20%
8. new Major Trait to replace hidden barbs: Willows Wile , after planting a trap gain 1 stack of stability(3seconds) , each that hits trap reduces Armour by 5%- (simliar to cracked armour in gw1)
9. Light on your feet , this trait now effects Both Longbow and short bow .
10. Lead the wind : this trait now effects all Projectile weapons , no longer grants Pericing.
11. Tail wind and furious grip now effect both ranger and pet.
12. Timbre : removed swiftness , instead removes 1 condition and grants regen for 12seconds , increased from 10seconds.
13. Staff: Asteral grace now also applies swiftness to allies it passes through.
i can think of a few more but those are things like Fortifying bond changes but i think that trait is what defines beastmasters.
(edited by Zenos Osgorma.2936)
staff skills
solar beam damage nerfed by 10%, healing coefficient increased to 0.1
astral wisp overhauled. instead of circling, light pulses out of the enemy 5 times, dealing 100(0.5) x5, and heals 100(0.1) x5 in a 240 radius
vine surge overhauled. instead of immobilizing, the vines push enemies back. damage removed, targets increased to 5, impacts nerfed to 5 (maybe 4)
sublime conversion cooldown increased to 40s, duration increased to 10s. the projectiles now heal 50% of the damage they would have dealt, instead of a static number.
Astral form
astral power now generates astral force based on the amount of healing or damage you do, not the number of heals/damages you apply.
10,000 hp worth of heals will fully fill the bar
25,000 hp worth of damage fully fills the bar
cosmic ray 1 replaced with a damaging skill, deals 100(0.5) damage and applies 1 second of weakness per hit
seed of life now cleanses 3 conditions and applies 5 seconds of regeneration. cooldown increased to 4 seconds
Lunar impact now does 300(0.5) damage. cooldown increased to 7 seconds
Rejuvenating tides healing nerfed to 500, healing coefficient increased to 1.0. after casting, leaves a water field for 5 seconds that pulses 2s of regeneration every second. cooldown increased to 10 seconds
Natural convergence pulse damage increased to 250, final damage increased to 1000. cooldown increased to 30s
pets
Either an AI overhaul, or an overhaul to their attacks so they can hit moving targets more effectively
wyvern basic attacks changed to more easily hit moving targets
There’s quite a few changes I’d like for base ranger but I’m a bit too tired to go over EVERYTHING, so I just commented mostly on druid
Weapon changes:
————————————————————————————-
Sword
- Slash (1st attack in chain) now applies Might (8s).
- Pounce (3rd attack in chain) has now extended Might duration from 6 to 8s.
This way Rangers could stack Might like other classes while playing their hybrid builds.
————————————————————————————-
Longbow
- Barrage got replaced by “Arrow in the Knee”, which deals 403 (1.2) damage to standing targets or to moving targets 806 (2.4) and applies Cripple (3s). “Arrow in the Knee” has 1s casting time and 24s CD.
Longbow is single target weapon, Barrage wasn’t consistent with other skills, damage to moving target matched Backstab from behind.
————————————————————————————-
Short Bow
- Short Bow got its range increased from 900 to 1200.
- Crossfire now always applies Bleeding.
- Quick Shot got its CD reduced from 9s to 7s.
- Crippling Shot got its CD reduced from 12s to 9s.
- Concussion Shot got its CD reduced from 25s to 10s. Instead of applying Stun it deals extra damage and has its CD reduced by half if it has interrupted a foe.
Short Bow was supposed to be supportive weapon used for disturbing enemy, for that purpose it required to have lower CDs on crowd control abilities.
————————————————————————————-
Axe
- Whirling Defense now blocks all attacks instead of reflecting projectiles, but has its duration reduced from 5s to 3s.
Offhand Axe was never used, because it was barely useful, thats why we decided to buff Whirling Defense.
————————————————————————————-
Warhorn
- Hunter’s Call got its effect replaced. Instead of damaging foes, it’s stripping up to two Boons from all enemies and curing two Conditions from all allies in range.
Warhorn is supposed to be supportive offhand weapon. Hunter’s Call wasn’t fiting that purpose.
————————————————————————————-
Utility changes
————————————————————————————-
Shouts
- “Guard!” has been reworked and now causes Pet to Taunt all enemies within its range (360) for 3 seconds and applies 6 seconds of Protection to all allies in range.
We decided to change “Guard!” so it could be defensive ability.
- “Protect me!” has been reworked and renamed to ""Coward!". “Coward!” knockdown targeted enemy within range if hes moving, has 60s CD.
We decided to rework “Protect me!” so it wouldn’t double Signet of Stone..
- “Search and Rescue!” now also heals all non-downed allies within its range for moderate amount (as much as Invigorating Bond).
We decided to buff “Search and Rescue!” so Ranger could heal allies during battle or decide to keep it as revive ability, this way Ranger has more options during Team Fights
————————————————————————————-
Spirits
————————————————————————————-
- Now trigger their activated effect if they are killed.
- Water Spirit has been reworked. Now causes AoE healing [Healing: 2,520] after cast, triggers regeneration every 3 seconds [Regeneration (3s): 390 health] and has it’s activated ability makes Combo Field: Water and causes 3 seconds of Regeneration [Regeneration (3s): 780 health]. All numbers have been taken from Healing Turret.
- Nature Vengeance trait now increases Spirits health by 300% instead of 100% and Boons duration has been increased so its duration would be persistent for allies fightning in Spirits range.
Spirits were dying too easily to AoE and cleaves, also their buffs wasn’t good enough to force enemies to get rid of them or just disengage.
————————————————————————————-
Traps
————————————————————————————-
- Viper’s Nest now also causes 2s of Weakness with each pulse.
————————————————————————————-
Signets
————————————————————————————-
- Signet of the Wild got its damage bonus remove, however now its Stun Breaker ability with no casting time.
(edited by Morwath.9817)
- Lingering Light: We came to our senses and made the cooldown 7 seconds while the duration is increased by 1 second.
- Hones Axes (beastmaster GM trait): We came in to our senses and realised that beastmaster trait-line should be about pets so we revamped the trait to this: When you swap pets your pet gets Quick Draw reducing his next F2 skill cooldown by 66%.
Druid patch notes:
-Astral force generation has been normalized. Every ability will grant 2.5% AF for the first target damaged or healed, and 0.5% AF for each additional target hit by the ability. For instance, cleaving 3 targets with the greatsword auto attack grants 3.5% AF per swing. With abilities that pulse (Staff 1, LB 5), each pulse counts as a separate hit. These changes will make AF generation much more possible in situations with few targets, while not trivializing it in large groups (such as in WvW).
-Natural Mender merged with Grace of the Land- Allies affected by your CAF abilities gain 3% outgoing damage and healing.
-Natural Mender replaced by Cultivated Synergy
-Cultivated Synergy replaced by Heavenly Wrath- Your Astral Wisp and Lunar Impact abilities apply Burn to enemies hit (2S)
-Staff- Astral Wisp now ticks damage on the enemy it is cast on for the duration (5 ticks, ~.15 power coeff per tick); Applies the same damage to enemies the wisp passes through
-Vine Surge- Immobilize increased to 2S; instead of removing movement-impairing conditions, grants Resistance (3S) to affected allies
CAF- Lunar Impact- Damages foes in area (~0.5 coeff)
-Natural Convergence- The final tick also grants Stability to nearby allies (2 stacks, 5s)
Glyphs- Equality- In CAF form, this skill now grants stability to affected allies (2 stacks, 3S); No longer removes conditions
Alignment- In CAF form, now removes 4 conditions.
Unity- Normal form- Now reads “Tether yourself to nearby foes. When you deal damage to one tethered foe, all other tethered foes receive 25% of that damage.” Duration and range remain that same.
This is pointless…
This is pointless…
I know, no love for Rangers.
-Pets have been removed.
Rangers
The vision of Rangers is to be well-established as a playstyle which rewards finding symbiotic relationships with the player and their pet. To play a Ranger well, you will have to time your skills appropriately with your pet. To play a Ranger REALLY well, you will have to micromanage your pet and the Ranger.
When fighting a Ranger, you will have to have the situational awareness necessary to pay attention to both the Ranger and the pet. The pet should feel like a +(1/2) body on the battlefield.
Pet Controls
In order for this to occur, some major changes must be made to how Rangers control their pets. The controls for pets need to be made smooth, responsive, and intuitive.
- There will be a quality of life change to the ranger pet. You now will be able to visibly see the cooldowns of your pet, and the buffs and conditions that are affecting them, above the controls and health of the ranger pet UI.
- The controls will be changed as well. The “heel” command will be changed into controls similar to the Revenant ventari tablet. With one press of the heel button, you will get a small aoe target area which will allow you to micromanage where you want the pet within a 1200 range radius from the ranger. The pet will immediately travel to that position and wait for 2 seconds. Then, depending if the pet is set to guard or passive, will ether attack the closest target attacking the ranger or retreat back to the ranger. With 2 quick presses of the heel button, the pet will immediately retreat back to the ranger. Once it reaches a distance away from the ranger, it will wait for 2 seconds before ether attacking the nearest target attacking the ranger, or stay passive.
These steps allow the ranger to fully micromanage his pet. He can cancel-cast pet skills to line up attacks by pressing the heel button twice, like he always was able to do. He can also micromanage his pet out of incoming aoe spells as well. He can also set up a clean, positionally advantageous f2 attack from his pet. Overall, this gives the ranger the control he needs to cleanly and responsively micromanage his pet.
Pet Damage
The pet damage is going to be re-scaled to resemble this symbiotic vision of the ranger and its pet.
- In general, pet damage should be re-scaled such that skills purely focused on damage will, in general, deal more damage than skills which focus on a complementary CC ability. This will require the high damage pet to have a CC ability from the ranger to get its maximal effect off. There will be exceptions for skills which may have a strong CC and strong damage, but require a set-up CC to hit reliably. Pig Charge is such a skill. Furthermore, all pet skills will track the target slightly better.
Ranger Damage
Ranger damage will be moved away from their personal weapons to encourage players to find fluid combos with their pet.
- Rapid Fire, and Long Range Shot damage will be reduced
- Sword auto attack will provide a 1/4 second evasion times on kick and leap attacks.
- The cripple shot on shortbow will last 6 seconds instead of 3.
- Bleeding Duration on shortbow will last 2.5 seconds instead of 3.
- Whirling Defense now does not root you in place. Cooldown has been increased.
- Winter’s Bite chill duration has increased to 5 seconds.
These changes, again, push the ranger to find fluid reliable combos with their pet. Soft CC, like chill and cripple, durations will be increased to allow the pet to stick to their target and reliably have their skills connect. The overall damage on ranger weapons will be reduced, if it is considered reliable damage, in order to keep with the vision where you look for certain cc abilities from your pet, like knockdown or cripple, in order to get your damage off and push you to micromanage your pet.
Utility Skills
- All trap physical damage needs to be dramatically re-worked and buffed, and possibly some cooldowns slightly increased. The goal of ranger traps is for all of them to be worthwhile no matter if the ranger is playing a condition focused spec or a power focused spec.
- The ultimate goal of traps is to plan a possible attack with your pet in order to “blow someone up to kingdom-come” – no matter if you are condition focused (condi nuke) or power focused (raw dmg nuke). Traps benefit to the team is they allow the ranger to have presence at two places at once. Anyone on point, where the ranger is not, should be able to see and use them to their own benefit when they go off. They should feel powerful, but not too powerful where the ranger just wants to load up all of his utility bar with traps and spam them as aoe damage instead of focusing on finding those combos with his pet.
- Spirits should also be changed with this vision in mind. They should allow the ranger to hold valuable presence in multiple areas of the map at once. They should give valuable endurance (not the dodge energy bar) to a group of allies so they can last longer in a fight.
- Pets have been removed from the game. Ranger skills and traits have been redesigned to compensate for this.
- Spirits now take no damage (just like Warrior banners, which they basically are), and the buffs they provide are for more than comedy relief.
- 1 Handed sword auto attack chain no longer makes the player leap uncontrollably forward. This was really stupid and we apologize that this went on for 3 years.
- Aquatic weapons have… just kidding, we acknowledge that nobody cares about aquatic combat and this was a late April Fools joke.
- Ranger pets have not only been removed from the game, but deleted from all of our databases. We are truly sorry about how useless these things were and how we forced players to use them. The developers responsible have been flogged.
Why would you roll a ranger if you didn’t want pets, if they removed pets we might as well be called marksmen, or rogue.
This is not 1.april, it’s Christmas time and i bring you some goods for once:
Since we felt that we could put more effort into ranger over the years, we decided to make some major changes to ranger:
Ranger:
- Weapon change:
- We reworked shortbow.
- Ranger sword 1 has been reworked and it no longer roots and leaps.
- Off-hand axe, damage increase for 30% and it becomes ground targeting skill (example DragonHunter-longbow-3)
- Pets and pet control:
- We reworked pet controls:
– F1 attack
– F2 player can choose active skill 1
– F3 player can choose active skill 2
– F4 callback
– F5 swappets - Pet AI now checks for attack calculation every 0.25 sec down from 0.66sec.
- Spirits:
- spirits are no longer objects, they become aura, that empowers your body. [Example visual effect of SotP elite]
- Traits:
- We reworked empathic bond, it removes 1 condition every 3 seconds.
- We removed Soften the fall on all classes and they become class basics, to replace that trait we decided to bring back Hide-in-plains (stealth on hard CC 60sec cd)
- We remove Strider’s Defense trait, and brought back optional ground-targeting-traps.
- Predator’s Onslaught damage increase on 25% from 10%.
- Predator’s Instinct cooldown reduced from 30 > 10 sec, and cripple duration from 11 > 3.5 seconds.
- Protective ward – does not trigger unless there is an enemy in range. Range increased from 240 to 400.
- Honed Axe – we did move off-hand-axe changes to steady focus, look Steady focus changes below.
- Steady focus – Damage increased 10% when endurance is full. Now additionally reduces off-hand axe cooldown by 20%.
- Traps:
- We felt traps are not on good spot, since Dragon hunter has instacast, and ranger traps have 1/2 sec, we decided to put stun break on Spike & Frost trap.
- We did also reduce 50% of duration, and added 50% of condition damage to have better impact on trigger.
- NEW:
- We decided to add skins for ranger pets, if you play 500 hours with specific pet, you get unique skin.
Why would you roll a ranger if you didn’t want pets, if they removed pets we might as well be called marksmen, or rogue.
No reason for changing the name at all, many Ranger tropes have no pets at all, some don’t even have bows.
Why would you roll a ranger if you didn’t want pets, if they removed pets we might as well be called marksmen, or rogue.
No reason for changing the name at all, many Ranger tropes have no pets at all, some don’t even have bows.
we might have some on-target pet summoning f1-f4 skills with different effects, why not?