Ranger Massive nerf December 3, 2012....

Ranger Massive nerf December 3, 2012....

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Posted by: Slic.9541

Slic.9541

Ranger

Fixed a bug that allowed a ranger to have two traps of the same type active simultaneously.

Are you serious? I am trap spec…and for me that was the only build I really enjoyed using and was doing really good with. Now it’s nerfed; why ? why? Why keep nerfing the ranger, rather than improving….

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Posted by: PearlGore.7419

PearlGore.7419

That bug is not the reason people used Traps, most Didn’t even know the bug existed.

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Posted by: Deleven.7508

Deleven.7508

i am among those that didn’ t know

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Posted by: Slic.9541

Slic.9541

Well I did because I have always been spec as a trap ranger….

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Posted by: Deleven.7508

Deleven.7508

what % did your dps drop by?

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Posted by: Unspecified.9142

Unspecified.9142

If you were using this bug and didn’t realize it was an exploit… /facepalm.

You should have known it would get fixed. I mean you had to mess with your traits to pull it off before combat started. In any fight that matters it won’t make a difference. Besides the amount of time you spend setting up 2 traps of the same type probably makes killing take longer than if you just played without exploiting. Legitimate trap spec/use is unaffected by this.

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Posted by: serow.6524

serow.6524

It’s a bug, they’re supposed to fix all bugs, not only bugs which selectively benefit some players who exploit it. Which order they fix it in, is another matter of course.

Current 80s: Ranger, Mesmer, Guardian, Elementalist, Revenant, Necromancer.
Working on: Engineer

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Posted by: Boji.5190

Boji.5190

Just want to make sure everyone understands this: This is not a nerf, it doesn’t mean you can no longer play two traps at the same time, it apparently just fixed a bug (that no one knew about) allowing ranger to play the same trap twice :P

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Posted by: Glektor.2934

Glektor.2934

Just want to make sure everyone understands this: This is not a nerf, it doesn’t mean you can no longer play two traps at the same time, it apparently just fixed a bug (that no one knew about) allowing ranger to play the same trap twice :P

Yeah, I can’t believe how many people are currently crying over this. It’s not like they removed some type of class ability. They simply fixed a few broken mechanics with the patch(this duplicate trap one, opening strikes, etc.) and made them work as they are supposed to.

I guess people either didn’t understand the patch note, or they just need something to complain about with every patch.

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Posted by: Calavero.3420

Calavero.3420

Ranger

Fixed a bug that allowed a ranger to have two traps of the same type active simultaneously.

Are you serious? I am trap spec…and for me that was the only build I really enjoyed using and was doing really good with. Now it’s nerfed; why ? why? Why keep nerfing the ranger, rather than improving….

Hahaha… looks like someone either misread or didn’t understand the patch notes.

My Ranger is also trap specced. This “Ranger Massive nerf” does not affect my play in any way.

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Posted by: Fjandi.2516

Fjandi.2516

Lolololol i didn’t even know about this bug till today.

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Posted by: Wasdclick.1764

Wasdclick.1764

Can we get a mod to change the title of the thread to “Not really massive exploit nerf?”

I could see the double traps being useful for beating up on tougher PvE mobs with a higher initial burst to help out… But really, there’s no nerf here, aside from exploiting an odd bug through the trait system.

I didn’t even know this was a thing until it was patched.

I’m surprised they didn’t show the stealth-fix that they applied to Opening Strikes (essentially, it’s working as intended now instead of only at melee range) that makes bow-users happy.

Or that all birds have been buffed with a second set of wings, turning my hawk into the legendary DOUBLEHAWK.

…Whaddaya mean that’s not a buff?

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Posted by: Daemon.4295

Daemon.4295

99% of people complaining about this misread the patch notes and believe that they can no longer drop two traps.

I’m surprised they didn’t show the stealth-fix that they applied to Opening Strikes (essentially, it’s working as intended now instead of only at melee range) that makes bow-users happy.

My guess would be that Anet is reluctant to disclose small fixes as the Ranger community is likely to moan and squeal if they don’t see a big effort from the devs. If you see nothing at all, then you can reasonably keep hoping in a single big push of fixes in one of the upcoming patches.

Ayana Wenona (Ranger) | Doctor Skorn (Necro) | Electra Lux (Elementalist)
Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
- Whiteside Ridge [EU] -

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Posted by: Qixilver.3784

Qixilver.3784

I didn’t know this was a bug either. I don’t even know if it’s something that needed to be fixe either though. I’ve laid two of the same trap all the time, but once one is activated the other went away. For example, if I was kiting something and it missed the trap, I would lay another one after the cooldown expired. Once one of them was tripped the other disappeared. Not sure if was necessarily OP but whatever. They are fixing things that don’t matter IMO.

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Posted by: Kincaidia.3192

Kincaidia.3192

I’m just more amused that fixing an obscure bug that probably a dozen people were using to really no great advantage was worth fixing over other more horribly broken things.

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Posted by: Daemon.4295

Daemon.4295

Apparently if you switched in and out of a certain trait, you could lay two instances of the same trap on top of each other without the first instance disappearing. Basically, if you weren’t aware of this bug and exploiting it then you won’t notice the fix.

Ayana Wenona (Ranger) | Doctor Skorn (Necro) | Electra Lux (Elementalist)
Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
- Whiteside Ridge [EU] -

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Posted by: Sleepy.2647

Sleepy.2647

People should actually know about the topic before even creating it and ranting.

The fix is not to nerf trap rangers, hell…i believe NO ONE used that bug because it was quite stupid and pointless…switching traits to lay down the same trap twice of course waiting for the cooldown before using the second one…wow, you could be so powerful thanks to that…not.

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Posted by: Qixilver.3784

Qixilver.3784

Apparently if you switched in and out of a certain trait, you could lay two instances of the same trap on top of each other without the first instance disappearing. Basically, if you weren’t aware of this bug and exploiting it then you won’t notice the fix.

Oh I see. So it was a trait issue. That seems like way too much work to lay 2 traps. I don’t know if it would be that much of an exploit then, unless they both went off. I guess you could lay them in different spots so that there was no way around the traps; but if we’re trap experts then hey, why not right?

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Posted by: Sleepy.2647

Sleepy.2647

Oh I see. So it was a trait issue. That seems like way too much work to lay 2 traps. I don’t know if it would be that much of an exploit then, unless they both went off. I guess you could lay them in different spots so that there was no way around the traps; but if we’re trap experts then hey, why not right?

You had to use the trait that allows you to throw traps, and then remove the trait (therefor doing it outside combat), and then wait for the cooldown to use traps again…certainly a small bug that no one cared about because it was pointless to use.

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Posted by: Daemon.4295

Daemon.4295

Heh, yeah definitely doesn’t seem worth the hassle. Now that I think about it though, if you waited to be out of combat couldn’t you swap your utility skills around and drop all 5 traps at once? I never tried it.

Ayana Wenona (Ranger) | Doctor Skorn (Necro) | Electra Lux (Elementalist)
Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
- Whiteside Ridge [EU] -

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Posted by: Avandor.5743

Avandor.5743

It was a bug, glad it was fixed. Just hope they can now move onto something bigger and better for all rangers, and finally fix us up… like fixing the double-wings on flying pets.

80 Human Druid of Piken
Stomp for PĂ­ken [PS]

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Posted by: Seras.5702

Seras.5702

I used the bug cuz I didn’t know it was a bug. In GW we could drop multiple iterations of the same trap, why not in GW2? Oh well…..

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

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Posted by: Voltar.8574

Voltar.8574

Were you doing those massive trap spikes or something like gw1? I suppose that would be fun. Unfortunately it’s pretty clearly a bug-fix though and not a nerf. Those 2 things are mutually exclusive.

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Posted by: Batlav.6318

Batlav.6318

since when fixing bugs is massive nerf

SFR

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Posted by: Shilian.5873

Shilian.5873

very good fix for sure, what about the obstructed bug?

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Posted by: Mardermann.7468

Mardermann.7468

hehehe… way to fix bugs… not the ones that really “bug” us… just fix other things…

but yeah
that bug is fixed – grats

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Posted by: Wasdclick.1764

Wasdclick.1764

I’m surprised they didn’t show the stealth-fix that they applied to Opening Strikes (essentially, it’s working as intended now instead of only at melee range) that makes bow-users happy.

My guess would be that Anet is reluctant to disclose small fixes as the Ranger community is likely to moan and squeal if they don’t see a big effort from the devs. If you see nothing at all, then you can reasonably keep hoping in a single big push of fixes in one of the upcoming patches.

I wish they would. I see where you’re coming from, but without any communication, the Ranger community is feeling neglected, and moaning about that.

If they told us it happened, and communicated a little more about what’s going to change (for all classes), I think the communities would be less prone to dickery. Yeah, there’d be people saying “They aren’t prioritizing MY stuff… RAAARGGGHGH!” But people with more than a few brain cells would have that hope of better days ahead, while at the same time being ready for when the next patch happens.

Imagine, if about a month ago, Engineers saw this:

“For the upcoming Lost Shores event, which features the potential for underwater combat, we’re working on improving underwater functionality of all classes, including Engineer. There’s a few cooldowns we’d like to fix, and we want to improve turrets, mines, and anything else that is deployed. And since a lot of players will be in these fights all at once, we want to add combos to underwater combat.

On the bad side, we’re taking a look at grenades, specifically in sPVP. They work fantastically in other game modes, but in sPVP, the smaller health pools of players and objective-based combat is making grenade users just a bit stronger than we had intended. We’re investigating splitting the damage values into two values, one for sPVP, and one unchanged value for the rest of the game modes. We also thing they travel a bit slowly to be of use in non-objective fights, so we’re buffing their projectile speed so you can use them in skirmish situations more reliably."

People would be more aware, and I think less likely to throw fits. As it is, patch notes are just kind of like saying “we did this, this, and this, deal with it.” A small message like that would help players understand why things are changing, and they could adapt before the change hits, or at least know things are going to change.

I dunno… Tangent rant over.

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Posted by: Syko.3726

Syko.3726

Fixing this kitten instead of fixing obstructed ?

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Posted by: Bastionhawk.7120

Bastionhawk.7120

There is not issue here. Nothing was changed that concerns you as a Trap spec Ranger…Unless you were exploiting.

Aauryn | Sylvari Ranger
EJS I | Human Guardian
Tarnished Coast

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Posted by: Criminal.5627

Criminal.5627

this was not a nerf, it was an exploit to start with the traps for ranger were discribed a long time ago as “only being able to have one of each type active at one time” this would have been bad if trapping worked like it did in GW1 but it doesnt work like what u think it did in GW2 when you made this thread.

Giant spiders of the world are just misunderstood creatures, they love to snuggle too.

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Posted by: Silverkung.9127

Silverkung.9127

Ummm GS-sword skill4 can move when active skill now.