Ranger Development - A Commuity Suggestion

Ranger Development - A Commuity Suggestion

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Posted by: BetterHappy.2517

BetterHappy.2517

Ranger was the first profession I picked up starting GW2; however I moved on after an enormous amount of frustration in dealing with pet AI. I’m very aware of the minor changes to pet AI that have been introduced to help, every time I’ve gone back on my ranger only to be disappointed. I put something together, my ideas on improving ranger pets.

I think it would be an interesting and somewhat unique design to remove pets all together but retain pet abilities. Lets call them Beast Essence since spirits are already taken…

The idea behind them is to use pet abilities as spells thrown by the user ranger than abilities of the pet. The trait line associated with Beastmastery would instead buff Beast Essence casts.

These casts would function similar to Engineer profession abilities in a sense. Much like Engineer utilities give professional skills, Pet/Essence selection would provide Ranger profession skills.

As it stands Ranger profession abilities are Attack Move/Recall Move/Pet Ability/Swap Pet. In the new system, there would be an Attack Spell/Beast Essence Spell/Swap Essence Spell.

Having an Attack spell would prevent the need for changing ranger damage ratios since pets are taken into consideration for the total damage rangers can put out from a damage point of view.

Having a Beast Essence Spell would maintain the purpose for different pets and allow customization for builds/trait lines. Some abilities may be A.O.E and targeted by the user, while some abilities would be used on the target (much like Mesmer phantasms), and some would just be activated around the user.

The animation/essence would be something similar to a phantasm but instead of a clone of the user, an animation of the beast, I’d go with something golden like the eagle and bear on Ranger greatsword. They would appear instantly on the attacker/area and begin their casting animation. This would maintain a level of counter-play while vastly increasing the quality of life to users trying to use the skills.

If this was to do nothing more than replace the current (beastmaster) tree it could look something like this…

Minor:
-Pack Alpha: Your pet gains up to 150 power, precision, toughness and vitality and their skills recharge 20% faster.
—>NEW Essence abilities (f1,f2) deal “x%” more damage and recharge “x%” faster
-Loud Whistle: While your health is above 90% your pet deals 10% more damage. Your pet swap recharges 20% faster.
—>NEW While your health is above 90% your Essence abilities deal 10% more damage. Your Essance swap recharges 20% faster
-Pet’s Prowess: Pet’s Prowess: Your pets move 30 faster and gain up to 300 ferocity.
—>NEWYour Essence attacks gain up to 300 ferocity and grant swiftness on successful attack "x"seconds.

Adept:
-Go For The Eyes: Your pet gains up to 300 toughness. Your pet’s command [[f2]] ability causes 5s of blindness to foes around it.
—>NEW Your Essence ability (f2) causes 5s of blindness to foes around it, if successful attack gain 2 seconds of protection.
-Companion’s Might: Your critical hits grant 5s of might to your pet. Critical strikes from your pet’s basic attack cause 6s of bleeding.
—>NEW Critical strikes from your Essence attack (f1) cause 6s of bleeding, in addition critical strikes gives fierce stacks. At “x” fierce stacks your next essence ability deals increased damage “x” amount.
-Resounding Timbre: Your shouts apply 10s of Regeneration and 10s of Swiftness to nearby allies. You shouts recharge 20% faster.
—>NEW remains unchanged

Master:
Wilting Strike: Your pet inflicts 4s weakness when you activate its command [[f2]] ability.
—>NEW Your Essence ability inflicts 4s weakness when you activate its command [[f2]] ability.
Two-Handed Training: Greatsword and spear damage is increased by 5% and those skills recharge 20% faster. Greatsword and spear hits have a 50% chance to gain 3s of fury. This trait has a 10 second internal cooldown.
—>NEW unchanged
Natural Regeneration: Your pet gains natural health recovery and their healing power is increased by up to 450.
—>NEW Critical hits reduce Essence ability (f2) cooldowns by "x"seconds.

Grandmaster: (this tree would remain unchanged however changed to reflect essence instead of pet use)
Beastly Warden: Your pet’s command [[f2]] ability causes 2s of taunt to foes around it. This trait has a 15 second internal cooldown.
Zephyr’s Speed: Combat Only. When you swap pets you and your pet gain 3 stacks of might for 15 seconds and 3 seconds of quickness.
Honed Axes: Gain up to 150 ferocity while wielding an axe in your main hand. Winter’s Bite is now inflicts its effects in an area at your target’s location.

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Posted by: BetterHappy.2517

BetterHappy.2517

Furthermore, some weapon skills apply to pets as well, for example Longbow Hunter’s shot applies swiftness to the pet. I think skills like this offer a unique chance to implement empowered abilities. For example, Hunter’s shot, empowers next essence ability (f2), then all pet essence abilities would actually change. This change could be, removes an additional condition, deal additional damage, apply a condition, etc…

This is just an idea at this point but the game is changing at an alarming rate due to the trait changes so if ever there was an opportunity for change it would be now. The pet system is plagued by AI issues and clumsiness. This system would promote skilled use and fun play giving the user the control ranger players have always looked for.

The nature of what pet abilities are not would remain the same, these essence skills would fill the same roll however actually… ya know… work. Thoughts?

Also shouts would have to be changed, but that’s not worth discussing until later.

(edited by BetterHappy.2517)

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Posted by: Eurantien.4632

Eurantien.4632

Maybe people who haven’t can learn to just control their pets instead? Or we could get the ability to actually cast more pet skills so we don’t have to cancel cast them all the time?

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Posted by: QQing.3089

QQing.3089

+1 cause I was told I had to

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Posted by: BetterHappy.2517

BetterHappy.2517

@Eurantien
I feel like player pet control isn’t the issue as much the pet AI is to blame. I’m all for additional skills, sounds fun, but I’m not sure that ranger needs more clunky skills rather for the skills they have to work.

Example being hills, a blade of grass, an ant mound, air>pet pathing. If the AI is so lackluster why bother improving it any further, it’s been three years why not move on to a better mechanic, one that puts the user in more control.

Additionally, I play with my pet like many other on passive so i can maintain control on the abilities and the f4 which pets do on activation. Even then the f4 is an issue, from a usability standpoint. When I chose a pet it is for the abilities, when I have that pet out it means I would like to use these abilities. Far too often I’ll see an opportunity for an immobilize (or something else), pet swap into pet active only to have my pet go… oh you wanted me to use the f4 then f2..ok gimme a second. It’s not as if pet abilities are so strong that they need to be kept from being activated in this way. Pet abilities feel far from rewarding, compared to other class professional skills they feel like a sigh of relief or an oh that’s nice it hit in many cases.

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Posted by: Rizo.9534

Rizo.9534

Atm, there is notheing you can do with your pet in WvW blob, becouse pet die in 2-3 seconds and it can’t dodge.
There is nothing you can do with your pet against condition classes, because your pet will die in 3-5sec after swap and goes on 1min cooldown, because you can’t clean it.

Against rampage warrior, pet die from 3 auto attacks… sometimes from 2.

pet are god in duels only against enemy who can attack only one target…

I don’t say about Fractals, where pet die faster than any noob in party with agony resist.

Make pet immune to AOE damage or cut it to 10% and anly damage pet should take – only if someone targeted it and decided to kill.

Dead pet for hunter it’s like for warrior 20sec weapon swap instead of 5 sec.

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Agree pets need dmg reduction, give them the “Playing Favorites” Mistlock Instability mechanic. Solved.

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Posted by: Lazze.9870

Lazze.9870

I don’t say about Fractals, where pet die faster than any noob in party with agony resist.

Sounds like a serious l2p issue.

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Posted by: Rizo.9534

Rizo.9534

I don’t say about Fractals, where pet die faster than any noob in party with agony resist.

Sounds like a serious l2p issue.

i’m talking about lvl 50+ fractals, where if you don’t dodge in right time, you’ll 100% die.
There are allot of phases where you have to stand in small corner and pet will never go there.. no mater how much you hit f3 it will stay in 2-5 meters from you, where it will get 10k damage in second.

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

I don’t say about Fractals, where pet die faster than any noob in party with agony resist.

Sounds like a serious l2p issue.

i’m talking about lvl 50+ fractals, where if you don’t dodge in right time, you’ll 100% die.
There are allot of phases where you have to stand in small corner and pet will never go there.. no mater how much you hit f3 it will stay in 2-5 meters from you, where it will get 10k damage in second.

Move to the corner then swap pets?

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Posted by: Rizo.9534

Rizo.9534

I don’t say about Fractals, where pet die faster than any noob in party with agony resist.

Sounds like a serious l2p issue.

i’m talking about lvl 50+ fractals, where if you don’t dodge in right time, you’ll 100% die.
There are allot of phases where you have to stand in small corner and pet will never go there.. no mater how much you hit f3 it will stay in 2-5 meters from you, where it will get 10k damage in second.

Move to the corner then swap pets?

For example on last fractal where you have to run from AOE for 2 min in each phase?

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Posted by: Lazze.9870

Lazze.9870

I don’t say about Fractals, where pet die faster than any noob in party with agony resist.

Sounds like a serious l2p issue.

i’m talking about lvl 50+ fractals, where if you don’t dodge in right time, you’ll 100% die.
There are allot of phases where you have to stand in small corner and pet will never go there.. no mater how much you hit f3 it will stay in 2-5 meters from you, where it will get 10k damage in second.

You don’t say? Complaining about anything lower than 50 would be a kitten joke.

Did a 50 + yesterday. Two or three pet deaths at most, nothing I couldn’t swap out of.

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Posted by: HotHit.6783

HotHit.6783

You’re joking right? Removing our pets altogether is not a solution, it’s a short term gutting that gives us the long term gain of being like a warrior but not as powerful or mobile and like a thief but not as evasive or mobile. Don’t worry we’ll still have a lot of long duration soft CC designed to make it difficult to avoid AI assistants that we don’t have.

Literally all my PvE pet problems could be solved by my pet attaching themselves to my heel when I tell them to return to me or dodge when I dodge. No more having to remember which side my pet is on and position myself 100-600 units away from the safe spot I’d like my pet to stand at. No more AFKing in a safe spot while my environmental hazard immune river drake face tanks the TA aetherpath clockheart, because that extreme is no longer needed.

Never Fight Alone” – Sunspear Creed
There, it’s dead and it’s never coming back!” – Famous last words

(edited by HotHit.6783)

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Posted by: Mia Crazymike.1780

Mia Crazymike.1780

Maybe people who haven’t can learn to just control their pets instead? Or we could get the ability to actually cast more pet skills so we don’t have to cancel cast them all the time?

I’m pretty sure it was never ArenaNet’s intention. To force players to play the guessing game with their pets/pet AI. Why do people need to learn when to cancel/call back their pets at a specific time in battle? Or combine both F2 pet skills with one another.

I’m sure that wasn’t ArenaNet’s ulterior motive.

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Posted by: RevanCorana.8942

RevanCorana.8942

Pet AI is definitely terrible, some more than others.
The canine are the worst imo, they often use F2 without being asked when swapping pets and they often don’t use F2 when asked to because the target is not in range or whatever weird AI reasoning.
All the others are more reliable but less useful…
(except drake those are still terrible but it’s more a skill design issue)
Also TAUNT F2 is bugged for birds and bears have a ridiculous 120 radius instead of 240!!!

This class is definetely the most bugged class of all and it’s in a miserable state if you ask me. All we can do is pewpew signet/w survival that’s it.

-Spirits need fix
-Pets need an update
-Offhand radius/range increase need to be baseline for condi ranger and offhand axe users
-Empathic Bond needs to go in Beastmastery (why put all the condi removal of this class in 1 single tree that not everyone want to use maybe??)
Empathic Bond replaces Two Handed Training
Two Handed Training replaces Hidden Barbs
Hidden Barbs replaces Empathic Bond
-1h Sword autoattack needs a tweak too allow its user to dodge.
-Greatsword autoattack needs more damage
-All longbow skills go on full cooldown if you stow them
-Ranger shouts have 360 range unlike ALL other shouts that have 600 why?
-Some traits are really bad some traits are really good… why not have them all good and have to make actual build choices and not “check the right box quizz” type bullkitten.

… many more

(edited by RevanCorana.8942)

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Posted by: BetterHappy.2517

BetterHappy.2517

Shameless bump since I’d like to hopefully see more promotion/discussion about the topic because if anything was to change it would have to be now or on expansion, now is a great time for change.

I’d like to mention to the players discussing pve mechanics that I have no clue about anyting pve, I was looking at this from a pvp POV.

I’m not a programmer, I don’t understand why the pet AI is so terrible but it is, and this needs to if nothing more be admitted to on Anets behalf so that it becomes clear it needs to be improved.

Pets make Ranger very unique, yet they don’t even function well? Come on… Anet says here’s this thing that separates you from every other profession, then tells you oh by the way it only “kinda” works. Obviously if something so core to Ranger was to be updated, other things would need to be moved around as well.

I’d really like to play ranger more but I play to win, and I do not like to put myself at a disadvantage just to play what I want. Not to beat a dead horse but guys, it’s been over three years, same kitten without any dialogue to the community about changes either how to or future plans.

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Posted by: Chokolata.1870

Chokolata.1870

Make Ranger a high hit point class.

Light classes:
High HP – Necromancer
Medium HP – Mesmer
Low HP – Elementalist

Medium classes:
High HP – none
Medium HP – Ranger, Engineer
Low HP – Thief

Heavy classes:
High HP – Warrior
Medium HP – Revenant
Low HP – Guardian

See the pattern? Ranger has worse damage avoidance then Thief or Engineer and far worse mobility and reset options then Thief. I feel as if the Ranger is a good candidate for a base HP increase. Thoughts?