First and foremost – I’ve been a ranger for a long time. I’ve seen it through its ups and its downs. While I’ve always been rather harsh in my opinion of how the class was executed in GW2, I don’t think it’s inherently “bad”. In my opinion, it just needs tweaked. I’ve played just about every “meta” build, have been responsible for the creation of some of them, but I typically run custom builds.
Below is a selection of my ideas to that I believe would positively affect underused abilities(as well as some outright useless ones) and bring them up to par. I had originally planned to wait for another rework thread to pop up, but I also want feedback from other rangers as well.
My desire is to give rangers a unique and noticeable place in a team fight without trying to replace nor take the place of other classes. I know that this is simply impossible, but I’m trying.
Notes:
1. everything here is just an idea of a player, not something that will (probably)ever happen.
2. due to character limits and the sheer length my formatting would require, only summaries are in this thread. the actual bulk of text is hosted on dropbox.
3. numbers used for damage and duration are subject to change. as i cannot field test this, actual balanced numbers is hard to pinpoint. the numbers look good to me personally, but you know how these things go.
4. the number of traits, as well as their location, is up for debate – i sometimes add 6 traits for some things when the standard is only 1-3. i don’t list a line to put them in due to the current layout scheme and having yet to configure a full trait reorganization.
Up first: Traps.
When I joined GW2, I originally made a ranger because I wanted to use traps. I wanted to use those traps to build an ambush on unsuspecting opponents. Needless to say, that’s not really how traps work in GW2.
Through my changes, I hope to bring more utility to traps, more lethality for falling into them, and an upgrade to some of the baseline functionality of them.
Second: Shouts.
I shouldn’t need to tell anyone that the current “shouts” do not particularly.. shine. Nor do they shout. With these changes, I hope to bring them in-line with other shouts in the game, as well as add their own uniqueness to differentiate their use.
Third: Spirits.
While some are in denial for whatever reason, it should be obvious to the vast majority that spirits are lacking. The boons they offer are great(except storm/water), but the spirits themselves are far too soft and do nothing but add clutter to an already overloaded field. My ideas include making them more like signets and fine tuning their “turret” capabilities.
Forth: Weapon skills(WIP).
For now, my changes are primarily focused on bows, as I feel that is the biggest flaw in rangers weapons. While certain things(eg, sword AA/axe 5) could also use some attention, I haven’t yet gotten to them.
Fifth: Pets(WIP).
This is a long one. Instead of a simple tweak, it’s a complete overhaul. I know that certain functionality changes will hit a nerve instantly, but I feel it fits with the overall design. It’s a big change though, and I would greatly appreciate feedback on it.
tl;dr Pet is less “unique”, new utilities, new traits, and a new hotbar.
PS: Please no complaints of super OP abilities. I want suggestions, not whining. Some things in particular:
1. How would you implement an elite of the types we don’t currently have(trap, shout, signet)?
2. Other than “disable pet for more damage”, what’s a real change you want to see made to pets? AI is obvious, I want creativity.
3. Are there any weapon skills you simply wish would change? What would you change them to?
(edited by arron.7348)