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Posted by: Tricare.2946

Tricare.2946

We are getting more nerfs. However, there are buffs coming…..

-Spirit of Nature – ‘reduced’ to 320hp/second
-Talking about adding fields to traps, maybe.
- Empathic Bond- no longer removes conditions if pet is dead. (which I’m 90% sure, was already the case)

(edited by Tricare.2946)

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Posted by: RyuDragnier.9476

RyuDragnier.9476

Exact mentions man, TELL US EXACTLY what they’re going to give us.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: The Spiral King.2483

The Spiral King.2483

Exact mentions man, TELL US EXACTLY what they’re going to give us.

Tricare already outlined them for you. Enjoy your nerfs.

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Posted by: Durzlla.6295

Durzlla.6295

Only one is a nerf, the other one already does that and only one trap isn’t a field, so no change?

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: RyuDragnier.9476

RyuDragnier.9476

Read the notes myself, and it sounds like it Durz. Though HALF of the traps aren’t fields, remember? Viper’s Nest AND Spike Trap.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: The Spiral King.2483

The Spiral King.2483

Read the notes myself, and it sounds like it Durz. Though HALF of the traps aren’t fields, remember? Viper’s Nest AND Spike Trap.

People run spike trap?

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Posted by: Diehard.1432

Diehard.1432

Read the notes myself, and it sounds like it Durz. Though HALF of the traps aren’t fields, remember? Viper’s Nest AND Spike Trap.

People run spike trap?

what’s wrong with spike trap?

Garuda X, lvl 80 human Siamoth Ranger JQ SEA
[VaL]

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Posted by: Sol.4310

Sol.4310

We are getting more nerfs. However, there are buffs coming…..

-Spirit of Nature – ‘reduced’ to 320hp/second
-Talking about adding fields to traps, maybe.
- Empathic Bond- no longer removes conditions if pet is dead. (which I’m 90% sure, was already the case)

Spirit of Nature is the final nerf required for Spirit Build, sorry but the skill was to strong.

If they had fields to both Viper and Spike Trap that would be awesome, let’s hope they fix the poison field as it does not proc weakness it is bugged.

Empathic Bond already works this way so unless they found a bug I’ve never had to luck of my pet taking condition while its dead.

The big question we should be ask is, what nerf’s are other classes getting. If they do the right nerfs to other classes old builds and new builds will rise so there could be more buffs going on the idea that other classes getting nerfs.

Saizo Sol – Ranger
Twitch – Aussie Streamer

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Posted by: Elenire.7306

Elenire.7306

They also mentioned looking at sword auto attack change possibly some changes coming there but likely not this update.

Elenire Manyshot – Dragonbrand Ranger
Band of Exiles [BoE]

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Posted by: Oidmetala.8426

Oidmetala.8426

-Spirit of Nature – ‘reduced’ to 320hp/second

thats a buff or not? Oo
its atm 320/3secs

Team Erotic Solitude Legends [ESL]
Spirit Ranger Yilvina Darnus
Bunker Guardian Morwenna Darnus

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Posted by: Atherakhia.4086

Atherakhia.4086

Everytime they have one of these things I leave more convinced that not a single developers plays this class and not a single one has the foggiest idea what they want this class to do.

For a high level discussion of what to expect over the next couple patches they couldn’t think of a single positive thing to say about the class? They couldn’t spend more than a minute discussing it? They still can’t show any enthusiasm when talking about it?

It was nice to hear them say big changes are on the horizon, but we’ve been hearing that for a very long time now.

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Posted by: Fluffball.8307

Fluffball.8307

They also mentioned looking at sword auto attack change possibly some changes coming there but likely not this update.

Ouch, this is devastating news. I was about to craft some ascended armor for my ranger but if they change sword I may have to switch to warrior as a main. I will be one extremely sad puppy.

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Posted by: RyuDragnier.9476

RyuDragnier.9476

Read the notes myself, and it sounds like it Durz. Though HALF of the traps aren’t fields, remember? Viper’s Nest AND Spike Trap.

People run spike trap?

Yes, mostly as the 3rd trap if I feel I need more condition damage instead of chill.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: Bombsaway.7198

Bombsaway.7198

Ummm. I think context is key. They talked about things that were broken and needed fixed more than anything. Classes that really only needed a minor tweak here or there you got a sense of what was being buffed.

Where they had bigger plans but just were not ready to commit to the details yet, they didn’t talk. They did say that there were a lot of buffs coming that would help rangers and made it quite clear that they felt rangers needed help.

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Posted by: ArchonWing.9480

ArchonWing.9480

They’re nerfing Empathetic Bond.

lol….

Yea cuz ranger condi removal is OP or something. What a joke.

Edit: Oh wait, that looks like a bug. Whatever.

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

(edited by ArchonWing.9480)

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Posted by: jcbroe.4329

jcbroe.4329

-Spirit of Nature – ‘reduced’ to 320hp/second

thats a buff or not? Oo
its atm 320/3secs

The tooltip is really off on it, it’s actually currently 480 healing per second. The patch will reduce it to 320 per second.

Essentially, it’s a bug fix that is a nerf from what it is currently but a buff from how the Spirit would have worked had it been working as intended.

Jroh | Former SOAC Ranger Podcaster | Platinum Division Top 100 Player
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat

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Posted by: apocalypso.4895

apocalypso.4895

-Spirit of Nature – ‘reduced’ to 320hp/second

thats a buff or not? Oo
its atm 320/3secs

Now:
480/sec (because it’s bugged and should be 320/3 sec)
Change:
320/sec

Ranger

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Posted by: Neoheart.2750

Neoheart.2750

Yeah not really nerfs just bug fixes.

They are looking into being able to dodge during sword’s AA. I’m not sure if I like this, obviously it will lead to a lot more control over your character with the sword but this is what may lead to out cry’s of “sword #1 OP!” from the masses. What I mean is the ability to move around so freely while cripple locking down a fleeing target etc.

I guess time will tell, I just hope they don’t change the swords fundamental design as for all its flaws and broken or not it’s very unique and rewarding.

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Posted by: ItIsFinished.9462

ItIsFinished.9462

-Talking about adding fields to traps, maybe.

Taken from GW2wiki: “Finishers can only interact with one initiator at a time. The finisher will trigger on the oldest initiator”

With that being said, having all our traps offer combo fields, every trapper will have to strategically throw his traps in order so that the first trap/or first trap triggered is the one he wants for his combo field. That can become very tricky.

Arrow Slanger »—> »—> »—>
The Never Ending Repertoire of Ranger Builds
Salt of the Earth {SALT} Crystal Desert© ~~Dragon Rank~~

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Posted by: Substance E.4852

Substance E.4852

-Spirit of Nature – ‘reduced’ to 320hp/second

thats a buff or not? Oo
its atm 320/3secs

The tooltip is really off on it, it’s actually currently 480 healing per second. The patch will reduce it to 320 per second.

Essentially, it’s a bug fix that is a nerf from what it is currently but a buff from how the Spirit would have worked had it been working as intended.

Nerfs in the name of bugfixes is the song of the Ranger people.

Connection error(s) detected. Retrying…

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Posted by: Durzlla.6295

Durzlla.6295

-Talking about adding fields to traps, maybe.

Taken from GW2wiki: “Finishers can only interact with one initiator at a time. The finisher will trigger on the oldest initiator”

With that being said, having all our traps offer combo fields, every trapper will have to strategically throw his traps in order so that the first trap/or first trap triggered is the one he wants for his combo field. That can become very tricky.

Adding onto your post, it also opens up a whole can of worms for support options with ranger, for example a poison field gives access to weakness via blasts and leaps and could make traps pretty useful for non trap builds.

I mean I’ll run fire and frost trap in non trapper builds for the field alone, can’t say the same about viper and spike…

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Electro.4173

Electro.4173

I really can’t fathom what kind of field they could possible give to Spike Trap unless they redesign the skill in some way. Its a bunch of spikes coming out of the ground, nothing about that even remotely seems field-like to me.

I could maybe see it create a blast finisher or something. Would be a stretch, but the force of the spikes creating a blast would make a little sense perhaps, and give traps some
interesting synergy with themselves. But a field? I just don’t see it.

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Posted by: Soilder.3607

Soilder.3607

EB never worked when the pet was dead. Wtf are they going on about.

Spirit Nerf I don’t mind; I do agree that teamwide 480hp/sec was too powerful.

Hopefully trap changes are good.

Edit: But we still need a good dose of trait compressions.

Stormbluff Isle

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Posted by: Durzlla.6295

Durzlla.6295

I really can’t fathom what kind of field they could possible give to Spike Trap unless they redesign the skill in some way. Its a bunch of spikes coming out of the ground, nothing about that even remotely seems field-like to me.

I could maybe see it create a blast finisher or something. Would be a stretch, but the force of the spikes creating a blast would make a little sense perhaps, and give traps some
interesting synergy with themselves. But a field? I just don’t see it.

Very short smoke field is what I can see (about 1-2s) would honestly give us a LOT of use tbh, pretty much could guarantee an escape

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: ItIsFinished.9462

ItIsFinished.9462

I really can’t fathom what kind of field they could possible give to Spike Trap unless they redesign the skill in some way. Its a bunch of spikes coming out of the ground, nothing about that even remotely seems field-like to me.

I could maybe see it create a blast finisher or something. Would be a stretch, but the force of the spikes creating a blast would make a little sense perhaps, and give traps some
interesting synergy with themselves. But a field? I just don’t see it.

Very short smoke field is what I can see (about 1-2s) would honestly give us a LOT of use tbh, pretty much could guarantee an escape

If they offered a 1-2 second smoke field, that would create an opportunity for a lot of different builds. Granted those builds would really only be good in 1v1 – 1v8 basically roaming and sPvP for the most part. It would give me a reason to slot Spike Trap even if it wasn’t traited.

Or even Flame Trap – keep it’s current functionality, but add an additional 1 second smoke field at the end of the burning duration….which is kind of what happens when a fire goes out, it creates a lot of smoke.

Arrow Slanger »—> »—> »—>
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Salt of the Earth {SALT} Crystal Desert© ~~Dragon Rank~~

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Posted by: Substance E.4852

Substance E.4852

I really can’t fathom what kind of field they could possible give to Spike Trap unless they redesign the skill in some way. Its a bunch of spikes coming out of the ground, nothing about that even remotely seems field-like to me.

I could maybe see it create a blast finisher or something. Would be a stretch, but the force of the spikes creating a blast would make a little sense perhaps, and give traps some
interesting synergy with themselves. But a field? I just don’t see it.

Very short smoke field is what I can see (about 1-2s) would honestly give us a LOT of use tbh, pretty much could guarantee an escape

Possibility but definitely not a guarantee.

Even good thieves can have their heartfield combo interrupted and they don’t require the enemy to trigger their smoke field. Place it far away and you have to kite them into it to run. Place it on them and you are in danger of getting CC’d before or even during your leap/blast. I’d say it would be a far better tool for repositioning in a fight than it would for breaking off. Swooping away after blasting it could work but you’ll need both a GS and warhorn to be able to do it.

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Buff bow damage.

Do it.
Do it.
F@!#ING DO IT.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

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Posted by: geist.3980

geist.3980

Buff bow damage.

Do it.
Do it.
F@!#ING DO IT.

I would settle for the bow working properly when the invader walks past instead of you and your pet just standing there looking dull.

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Posted by: Chrispy.5641

Chrispy.5641

Just want to say that compared to what they are doing to nerf some classes in the next balance patch (like Mesmers and Necromancers), I am totally okay with what they are doing to the Ranger (which is basically nothing at all!)

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Still crossing fingers for Fortifying Bond swap vigor for stability…

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

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Posted by: bri.2359

bri.2359

As long as the ranger class mechanic is borked and cannot/will not be fixed (admitted by Jon Peters awhile back…) there is no hope for this class.

All else is just fluff and of little importance. Even the sword thing because anyone using it has learned to deal with it by now.

The largest impact incoming for rangers will be the changes to crit damage, and the changes to runes and sigils.

Lvl 80’s: Ranger; Guardian; Mesmer; Necromancer; Thief
Gandara Megaserver

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Posted by: Adam.4103

Adam.4103

They also mentioned looking at sword auto attack change possibly some changes coming there but likely not this update.

Ouch, this is devastating news. I was about to craft some ascended armor for my ranger but if they change sword I may have to switch to warrior as a main. I will be one extremely sad puppy.

Why? They were only talking about reworking it so you can dodge during the auto chain which you currently can’t.

Adam The Vanquisher
Gandara

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Posted by: Neoheart.2750

Neoheart.2750

They also mentioned looking at sword auto attack change possibly some changes coming there but likely not this update.

Ouch, this is devastating news. I was about to craft some ascended armor for my ranger but if they change sword I may have to switch to warrior as a main. I will be one extremely sad puppy.

Why? They were only talking about reworking it so you can dodge during the auto chain which you currently can’t.

You can dodge between the attacks and easily with autoattack off, many people have learned this and become skilled.

There’s not one leap in the game that can be dodged in the middle of and the sword #1 chain technically has two leaps. This is why I am worried about the sword changes as it may see nerfs to the fundamental design of the sword I know and love.

Edit: By see nerfs I mean nerfs down the line when people start claiming its OP because of the sheer amount of movement the ranger will have with the sword. People wont like it I can guarantee you.

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Posted by: Oidmetala.8426

Oidmetala.8426

-Spirit of Nature – ‘reduced’ to 320hp/second

thats a buff or not? Oo
its atm 320/3secs

The tooltip is really off on it, it’s actually currently 480 healing per second. The patch will reduce it to 320 per second.

Essentially, it’s a bug fix that is a nerf from what it is currently but a buff from how the Spirit would have worked had it been working as intended.

oh, ok i tested it too now,
so its a nerf for spirits again… :/
well i hope traps will be viable in future again.

for the rez spirit,
if anet fix this healing bug,
then they should pls fix also the rez bug, because the rez spirit still dont rez sometimes.
most time this happen on the map foefire for me and im sure nobody have interrupted or knocked it when it was not start the cast animation for the rez..
same problem for the other spirits some times, they just dont cast the animation when i activate the active to fast after i cast them.

Team Erotic Solitude Legends [ESL]
Spirit Ranger Yilvina Darnus
Bunker Guardian Morwenna Darnus

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Posted by: Neoheart.2750

Neoheart.2750

It’s not a nerf, it was never intended to heal 480. It WAS a bug with the way the spirit scaled it’s stats.

Also the patch is putting it to 360, not 320. It will basically function as a team wide version of the passive on healing signet

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Posted by: Dardamaniac.1295

Dardamaniac.1295

Any news from the Power Ranger land?
I think that in spvp need a lot of love, its not quite there yet..

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Posted by: Chokolata.1870

Chokolata.1870

I always thought EB worked only when pet was alive so idc about that one. Spirits passive, bleh, whatever you use it in team fights to rez allies. 420 or 360 makes no difference to me.

What i do care about if there is anything else going on in there or are we gonna end up again with 70% notes dealing with 5 second cooldown reduction on useless pets F2s like last time!!!

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Posted by: Dardamaniac.1295

Dardamaniac.1295

you know what would be awesome..?

If they make every F2 skill on pets passive..Wolf gonna give a buff to the Ranger.5% chance next Rangers attack to fear the enemy for 1-2 sec. But now that i think about it this will favor fast attacking weapons more..

Maybe when Ranger is getting hitted..Just like Runes, just a little more chance (25%) maybe, with a internal CD..Or in the pets next attack…Like Jungle Spider, no casting time

If they cant fix it to happens when i want it to then it will be better to make it passive imo..

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Posted by: Arghore.8340

Arghore.8340

I am glad they are looking at the sword. I played this skill during the early incarnation @GamesCon and back then the order of actions on the #1 skill was different. It was OP to a point where you would knockdown/lock players and basically gave them no chance. (except with stability of course, but who knew back then :P )

The fix was to reorder the actions, but in doing so the whole flow of the sword went down the drain. Especially so for those people that assume #1 is an auto-attack, which it is not, you can turn it off with left-ctrl + right-click, or even put it on another skill of your choice. But even with full control over the sword, it feels clucky. So my hopes are that they come up with a more natural feeling order of actions, and for that maybe one of the actions just needs to go, and be replaced with something that causes less of a problem.

We are peace, we are war. We are how we treat each other and nothing more…
25 okt 2014 – PinkDay in LA

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Posted by: Swagger.1459

Swagger.1459

We are getting more nerfs. However, there are buffs coming…..

-Spirit of Nature – ‘reduced’ to 320hp/second
-Talking about adding fields to traps, maybe.
- Empathic Bond- no longer removes conditions if pet is dead. (which I’m 90% sure, was already the case)

so let me get this right…

-less HoT on a very particular build that was an op bug? was it really so strong comparatively? really?
-activated trap provides us a bit more damage and effects to attacks that encourages us to stand in a small area so it’s easier for opponents to blast us in the face. this will all be made useless anyway because of all those red circles being tossed around players.
-makes sense when pets are dead, but the pets are dead a lot and useless in most situations anyway.

this looks to me like bunker nerf… err “bug fix” that will ultimately benefit opponents, but whatever at this point.

looking at the big picture…
there so many huge boulders blocking all professions from progressing and they keep wasting time and resources kicking around pebbles like these? with all due respect, are these guys cs majors who are true gamers or just cs majors with console experience that only analyzer spread and stat sheets all day? I’m not trying to be rude, but each patch seems more and more out of touch with what is currently going on in the game and basically does nothing to create a better professions and combat experience. essentially they just toss more sugar on **** and move it around as opposed to cleaning it up. I don’t care about these supposed great and awesomely cool stuffz that can’t be mentioned, I care about what is being said, and more importantly, what is in patch notes. I’m sorry for being so negative, but the track record here is extremely poor and this “meta” clearly reflects developer experience, care and level of investment.

edit- I don’t know about you guys and gals, but after a year of subpar development that keeps missing the mark, I don’t see a brighter gaming experience for the long run. there better be some miracle patches being uploaded soon or this game will keep “thinning out” as it has been.

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

(edited by Swagger.1459)

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Posted by: jcbroe.4329

jcbroe.4329

Personally, I prefer that they fix the bugs in the game that are causing unintentional functionality before they put too much of a focus on balance/overhaul. Unintended functionality could lead to even more bugs down the road if they don’t nip them in the bud now, and since ANet seems to enjoy using inheritance in their coding, a bug could be passed through and effect multiple things, and changing it at that point could literally break everything that they spend time building on top of the bug.

So personally, I think that it’s good that they get this stuff done now. I saw some true excitement about the ranger changes they were unwilling/unable to talk about during the stream, which is a true first to see the devs excited about something ranger related.

So ultimately, we’ll have to wait to see if the changes are as exciting to us as they seemed to be to the devs.

After the patch though, the Elite Spirit will still be one of the best elites in the game, and Empathic Bond will be functioning just like I had though it always functioned, and the traps will maybe get something I thought they should have always had.

Here’s to hoping some fresh gameplay is created though!

Jroh | Former SOAC Ranger Podcaster | Platinum Division Top 100 Player
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat

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Posted by: Swagger.1459

Swagger.1459

Personally, I prefer that they fix the bugs in the game that are causing unintentional functionality before they put too much of a focus on balance/overhaul. Unintended functionality could lead to even more bugs down the road if they don’t nip them in the bud now, and since ANet seems to enjoy using inheritance in their coding, a bug could be passed through and effect multiple things, and changing it at that point could literally break everything that they spend time building on top of the bug.

So personally, I think that it’s good that they get this stuff done now. I saw some true excitement about the ranger changes they were unwilling/unable to talk about during the stream, which is a true first to see the devs excited about something ranger related.

So ultimately, we’ll have to wait to see if the changes are as exciting to us as they seemed to be to the devs.

After the patch though, the Elite Spirit will still be one of the best elites in the game, and Empathic Bond will be functioning just like I had though it always functioned, and the traps will maybe get something I thought they should have always had.

Here’s to hoping some fresh gameplay is created though!

valid points j. guess i’m just tired of seeing potential wasted and larger issues neglected across all professions.

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

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Posted by: tattoohead.3217

tattoohead.3217

You can hardly call Spirit of Nature “Changes” a nerf, it now does what the tool tip said it does and 320 HPS is still quite strong.

I don’t think they nerfed rangers at all, more like fixed some unintended bugs, one of them was beneficial. Spirit builds will literally not even see a difference.

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Posted by: jcbroe.4329

jcbroe.4329

Personally, I prefer that they fix the bugs in the game that are causing unintentional functionality before they put too much of a focus on balance/overhaul. Unintended functionality could lead to even more bugs down the road if they don’t nip them in the bud now, and since ANet seems to enjoy using inheritance in their coding, a bug could be passed through and effect multiple things, and changing it at that point could literally break everything that they spend time building on top of the bug.

So personally, I think that it’s good that they get this stuff done now. I saw some true excitement about the ranger changes they were unwilling/unable to talk about during the stream, which is a true first to see the devs excited about something ranger related.

So ultimately, we’ll have to wait to see if the changes are as exciting to us as they seemed to be to the devs.

After the patch though, the Elite Spirit will still be one of the best elites in the game, and Empathic Bond will be functioning just like I had though it always functioned, and the traps will maybe get something I thought they should have always had.

Here’s to hoping some fresh gameplay is created though!

valid points j. guess i’m just tired of seeing potential wasted and larger issues neglected across all professions.

I definitely understand. It took years for ANet to get Guild Wars 1 balance into a good place. The majority of the time, their balance patches always ended up leaving something overpowered, and something nerfed so hard it wasn’t part of the metagame anymore.

I get jaded just like everybody else, and I don’t blame anybody, because any reasonably negative (aka not making threats or being so insulting that it no longer comes of as criticism) things being said about ANets patching/balancing are just criticisms that are brought on by their own methodology and the changes that are actually made at the end of the day.

Guild Wars 1 took 3 months between balance patches. Even if it was a pressing issue, if it didn’t constitute as a bug, ANet wouldn’t fix it. Coming from that kind of experience with their patching process, I can honestly say that seeing any sort of changes a month after a balance patch shows me that balance is taking a much larger precedence for them this time around, which shows signs that it still has the potential get better.

I just let the patch notes determine how much “criticism” I offer up at the end of the day. So it’s more of just a wait and see thing until Tuesday (I think the 21st is patch day anyways).

Right now we’re in what I like to refer to as “balance limbo” where ANet does a livestream/patch preview and only gives the tiniest actual details out about the incoming changes, which then stimulates the forum into an entire knee-jerk reaction based on the smallest amount of facts combining with the largest amount of speculation possible.

The best way to not let it effect you or get to you is to just get away from the forums and wait until patch day to see for yourself. I found that I enjoy the game much better when I’m not always reading about every little thing that’s wrong with it on the forums. Granted that gameplay gets stale and there are still glaring issues at times, but without all the doom and gloom, the game can at least remain enjoyable, and I can walk away and do something else whenever I’m just not feeling Guild Wars 2.

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www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
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Posted by: Durzlla.6295

Durzlla.6295

You can hardly call Spirit of Nature “Changes” a nerf, it now does what the tool tip said it does and 320 HPS is still quite strong.

I don’t think they nerfed rangers at all, more like fixed some unintended bugs, one of them was beneficial. Spirit builds will literally not even see a difference.

360hps* and as the devs said currently it’s a 480 heal which is about 100 more healing per second than the warriors healing signet (you know that “OP” heal?) and it goes to your whole party AND it has a condi purge AND it has an AoE Rez, it’s kittening ridiculously strong…

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As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: MFoy.3284

MFoy.3284

I’m mostly interested if “Two Handed Weapons get two slots” applies to Bows? They are two handed after all and that could maybe fix some of the Bows problems. Maybe.

Uh, what about fixing Rune of the Ranger #6 to be something useful? That might be a Buff…maybe.

I’m in wait and see mode personally

Oh, did anyone say when this is gonna drop?

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Posted by: Serraphin Storm.2369

Serraphin Storm.2369

They are still tweaking things rangers are one of the most difficult classes to balance. I wish like most of you they had something positive to say. Most of you know that thing get change alot before the final update.

I rather they not say anything then have it change later. The Ranger core is very unforgiving when this happens.

As Rangers dual signets on two handed weapons is a big thing; since a two handed weapon (LB, sb and/or gs) is included in most Ranger builds.

You have the right to cry about what you like. A fix to a beneficial bug is still a bug and should be corrected.

In order to properly understand the big picture,
everyone should fear becoming mentally clouded and obsessed with one small section of truth.

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Posted by: scerevisiae.1972

scerevisiae.1972

Am glad they are changing sword #1. Losing control of your char while autoattacking feels very broken. IT may be network lag but sometimes my char would leap away from my target in a random direction and i’d have to turn and re-approach them. Altogether very clunky.

I think the weapon would be more versatile if the #2 leapt forward then backward instead of the other way around.

downed state is bad for PVP

(edited by scerevisiae.1972)

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Posted by: Swagger.1459

Swagger.1459

Personally, I prefer that they fix the bugs in the game that are causing unintentional functionality before they put too much of a focus on balance/overhaul. Unintended functionality could lead to even more bugs down the road if they don’t nip them in the bud now, and since ANet seems to enjoy using inheritance in their coding, a bug could be passed through and effect multiple things, and changing it at that point could literally break everything that they spend time building on top of the bug.

So personally, I think that it’s good that they get this stuff done now. I saw some true excitement about the ranger changes they were unwilling/unable to talk about during the stream, which is a true first to see the devs excited about something ranger related.

So ultimately, we’ll have to wait to see if the changes are as exciting to us as they seemed to be to the devs.

After the patch though, the Elite Spirit will still be one of the best elites in the game, and Empathic Bond will be functioning just like I had though it always functioned, and the traps will maybe get something I thought they should have always had.

Here’s to hoping some fresh gameplay is created though!

valid points j. guess i’m just tired of seeing potential wasted and larger issues neglected across all professions.

I definitely understand. It took years for ANet to get Guild Wars 1 balance into a good place. The majority of the time, their balance patches always ended up leaving something overpowered, and something nerfed so hard it wasn’t part of the metagame anymore.

I get jaded just like everybody else, and I don’t blame anybody, because any reasonably negative (aka not making threats or being so insulting that it no longer comes of as criticism) things being said about ANets patching/balancing are just criticisms that are brought on by their own methodology and the changes that are actually made at the end of the day.

Guild Wars 1 took 3 months between balance patches. Even if it was a pressing issue, if it didn’t constitute as a bug, ANet wouldn’t fix it. Coming from that kind of experience with their patching process, I can honestly say that seeing any sort of changes a month after a balance patch shows me that balance is taking a much larger precedence for them this time around, which shows signs that it still has the potential get better.

I just let the patch notes determine how much “criticism” I offer up at the end of the day. So it’s more of just a wait and see thing until Tuesday (I think the 21st is patch day anyways).

Right now we’re in what I like to refer to as “balance limbo” where ANet does a livestream/patch preview and only gives the tiniest actual details out about the incoming changes, which then stimulates the forum into an entire knee-jerk reaction based on the smallest amount of facts combining with the largest amount of speculation possible.

The best way to not let it effect you or get to you is to just get away from the forums and wait until patch day to see for yourself. I found that I enjoy the game much better when I’m not always reading about every little thing that’s wrong with it on the forums. Granted that gameplay gets stale and there are still glaring issues at times, but without all the doom and gloom, the game can at least remain enjoyable, and I can walk away and do something else whenever I’m just not feeling Guild Wars 2.

points well written and advice being implemented so I can balance out my forum frustrations with some reason. personal patch notes will be made available tomorrow! thanks j!

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Posted by: Rivebise.2354

Rivebise.2354

You can hardly call Spirit of Nature “Changes” a nerf, it now does what the tool tip said it does and 320 HPS is still quite strong.

I don’t think they nerfed rangers at all, more like fixed some unintended bugs, one of them was beneficial. Spirit builds will literally not even see a difference.

Yep, so if tooltip say it… in that case pet dmg need to scale with ranger stat like it’s said in tooltip.
Furious grip need a fix because tooltip say 11sec for me and it’s 6 in reality.
Sorry, I pass on what tooltip say….

All is vain