Quick fixes to vastly improve the ranger
Everyone is screaming and crying about it, but 900 range makes sense on the SB. If they buff Eagle Eye, they need to move the damage component and put it on a different trait.
The only thing that really needs to happen is that pet damage needs to be decreased and coefficients increased across the board on Ranger skills. The pet should be utilitarian, you shouldn’t be totally dependent on it for basic DPS.
(edited by Einlanzer.1627)
Making pets hit while moving is absolutely necessary, but not simple. The reason it is the way it is is because they don’t have animations for moving attacks. They would have to do new attack animations for every skill of every pet. Remember being transformed into a fern hound or snow leopard, and how you couldn’t attack while moving in those forms? Same reason.
Everyone is screaming and crying about it, but 900 range makes sense on the SB. If they buff Eagle Eye, they need to move the damage component and put it on a different trait.
The only thing that really needs to happen is that pet damage needs to be decreased and coefficients increased across the board on Ranger skills. The pet should be utilitarian, you shouldn’t be totally dependent on it for basic DPS.
I’ve said that before – but Anet is hung up on “The ranger and his pet are one”. I’d love to have the stupid NPC removed from our damage calculation (I’ve said extremely disparaging things about the people who used the x/x/30/x/30 build and letting a poorly coded AI npc be your source of damage.)
Personally, I’ve never been big on using the shortbow, but I included that purely because of the amount of forum crying about it. And it is a simple enough fix – extend the 5% damage to shortbows as well.
Pillager, I don’t care if they break the animations for it, pets should hit at 300 range, while moving. Most of the attack animations would work fine while moving anyway – the bulk of them amount to bite/swing paws about.
The only thing that really needs to happen is that pet damage needs to be decreased and coefficients increased across the board on Ranger skills. The pet should be utilitarian, you shouldn’t be totally dependent on it for basic DPS.
I’ve said that before – but Anet is hung up on “The ranger and his pet are one”. I’d love to have the stupid NPC removed from our damage calculation (I’ve said extremely disparaging things about the people who used the x/x/30/x/30 build and letting a poorly coded AI npc be your source of damage.)
Personally, I’ve never been big on using the shortbow, but I included that purely because of the amount of forum crying about it. And it is a simple enough fix – extend the 5% damage to shortbows as well.
Pillager, I don’t care if they break the animations for it, pets should hit at 300 range, while moving. Most of the attack animations would work fine while moving anyway – the bulk of them amount to bite/swing paws about.
1,000 times this.
Other than being extremely stubborn, I don’t know why Anet just doesn’t give Rangers an ability that allows them to stow their pets until the player actually summons it back(instead of it coming back during combat). While the pet is stowed, Rangers should regain whatever the damage coefficient it is that the pet would normally take away from the Ranger.
Anet really is just too stubborn to give up the poorly coded AI mess that is the pet. They know and have always known that if they gave players a more controllable way to stow their pets that most players wouldn’t use them in the first place. Besides the fact that Anet isn’t the best at AI programming, the concept of dungeons with dodging red circles probably won’t ever work with the pet…ever. They will have to figure something else out in order to make rangers viable in dungeons, or just give up on it altogether I guess.