WARNING: BIG LIST BECAUSE THERE IS A LOT TO FIX, THERE IS NO SHORT WAY OF DOING THIS, IF YOU ARE INTERESTED TO IMPROVE RANGER GAME PLAY, MECHANICS AND SUPPORT, READ ALL THE WAY AND LEAVE YOUR FEEDBACK.
I’ll try to argue every trait that I think it’s out of place, and give out a decent solution to make them equally viable with other traits in same column. I wish all traits would be viable to include them in builds with same potential and bring more diversity!
—————-MARKSMANSHIP———————-
Predators instinct:
Simply not worth taking because of to long cooldown, this could be solved by linearly reducing cooldown and cripple duration at the same time.
Solution: Cooldown: 30 > 15 sec cooldown,
Cripple duration 10 > 5 sec,
Call of the wild:
Idea itself is good, but doesn’t work well in practice, because pet swap is 20 sec(15 traited) and this causes problematic because you get buff every 2nd swap or even less (a good ranger will keep pet out of rotation for as long as he/she can).
Solution: On pet swap (no cooldown) give player 8 seconds might + ferocity, and 10sec swiftness.
Opening Strike + Alpha Training = merge it into opening strike
Isn’t it obvious why, current minors are holding us back, while we could have something better, if we would merge alpha training as default with opening strike.
Solution: Merge those two, and replace it with for example: gain 2 might on successful knockback.
Predators Onslought:
Not worth being Grand master, the amount of time some one is under effect of movement impaired or disabled is irrelevant at the moment, if damage would be at least 25% higher, i would consider building around that, but as we all know only melee ranger is having this kind of mechanics that would have this build in handy. Condition rangers would never use this trait line just to get this last GrandMaster, as well as Druid, druid has way to low damage on staff to have use of it.
Solution: In order to make this trait line viable: 25%+ damage or more.
Remorseless:
Same problem, mostly viable for melee rangers only, does not work well with longbow ranger.
Solution: Would make more sense to get opening strike on successful dodge and or fury.
—————-SKIRMISHING———————-
Strider’s Defence
Chance to destroy projectile on melee attack 25%.
We did try, and tested this trait for so long and this does simply not meet a viable point because, a) you will waste way to many attacks trying to break projectile while you eat way to many damage. b) you normally want to break projectile when you expect it with 100% chance, else i’ll rather dodge the damage OR you run away from it when you are already extremely low, i would simply rather keep running then stopping to try my 25% chance to break projectile c) Other traits are simply to godlike to take this. D) it’s already hard to time projectile in GW2, why make it 25%? At least 90% if not 100% to make this part of trait viable. E) i’d rather have 3 sec cooldown and 100% rate, then trying my luck with 25%.
Solution: 100% break projectile for 1 second, cooldown 3 secounds.
Light on your feet
Remove piercing and rather add 300 range.
There is absolutely no need to pierce with short bow, short bow is currently on very bad spot, in my opinion this would bring short bow back into the game, but still, I’d rather see short bow reworked.
Most dangerous game
Some what better then before, but still not worth taking it, because when you are under 50% of health you are already in bad position to respond with offensive attack. In current PvP/WvW state being on 50% with ranger(7k-13k HP) you are pretty much one hit, and staying under 50% is suicide. Solution would be to play dangerously, drop yourself low, stay there few seconds and heal up to get few stacks of might. If trait stays unchanged, i would suggest different name Salty mode ON : Suicide game.
Suggesting1: 60%-65% threshold, after all it’s grandmaster trait line!
Suggestion2: Might duration 10 seconds, intervals 2 sec.
—————-WILDERNESS SURVIVAL———————-
Soften the fall
Has no real purpose in game on every class, i would suggest to remove this trait in every class, and it should become base of every class, unique style when you fall from high ground.
Empathic Bond
My favourite issue with range. Pets take every 10 seconds 3 conditions, you don’t know when interval happens, and the main issue with this is that most of conditions tick to hard to let them on you for 10 seconds and most of them don’t even last that long.
Solution: Linear cut: every 3 sec take 1 condition
Poison master:
On pet swap give poison to ranger as well
—————-NATURAL MAGIC———————-
Instinctive reaction
Way to low power gain based on healing.
With 1200 healing power, i did get ONLY 84 power, oO?
50% treshold for 3 sec quickness and 20 sec cooldown. kind of OK, but Heal > power ratio is still negligible even though it’s minor._
Solution: 12.5% heal to power ration at minimum to make it viable(150 power)
Vigorous training:
Problem, pets spawn on random locations and very unpredictable in dynamic fights like this and 300 radius is extremely small to by any chance give ally vigor!
Solution: minimum 600 radius.
Protective vard
Major problem, Weakness debuff triggers even if target is not in range, and goes on cooldown which is pretty much un fair, i’d rather see that target who attacks you gets weakness. For example every class with 500+ range attacks will never get debuff because range is 240 which is negligible small and unreasonable.
Solution: Trigger if target is in range!
Solution2: Enemy player will get debuff regardless range, ( removes aoe effect)
Invigurating bond
Again extremely small radius 300 range, it’s almost impossible to stack on pet in pvp in because it conestantly moves around, and while performing it’s already to late because you have to be ready to perform such healing and being on spot will still miss-time the healing. Viable only in zergs.
Solution: minimum 600 radius.
—————-BEAST MASTERY———————-
Honed axe
Players who desire to have 20% skill reduction on off-hand-axe, are forced to take this trait, due to removal of Off-hand training, Major problem that off hand axe players don’t get anything except 20% skill reduction. Ferocity should apply on AXE USE and not ONLY ON MAIN HAND AXE USE.
Solution: Apply ferocity also on off hand use ( Ranger gains 150 ferocity on main or off hand axe use!).
Thx for reading, alo thx Alevien, Xerathichan and Flip for days of testing and helping us out in finding viable solutions for every trait that is currently in bad shape. I believe with this changes rangers wouldn’t at any point become broken but would have fair chance of building very unique builds and bring a lot of diversity to the game because almost everything would have own chain that would make new opening for amazing gaming experience! Thx again and lets hope for better changes!
(edited by Firelysm.4967)