My preference on a few skills and mechanics that could use a little help (this is based on the trait changes as well). I don’t main ranger but I do have quite a large sum of time spent on it for pve and pvp (mostly pvp).
-Hornet sting-> Monarch’s Leap: Flip flop the order of this skill to have the leap first, then the retreat and slightly increase the time available for the 2nd part. Right now you can’t utilize a gap opener with any off-hand to work with this skill, let alone use it for any set up aside from retreating and leaping through your bonfire. If it were flipped you could jump into the fray, dish out some melee dps, and get out or use it for a general leap finisher whether its a gap opener or closer.
-Swoop: Move the evade to the initial charge, not the leap. I’ve been able to utilize the evade but only when I’m a few feet away to where I know that when I use the skill, I will evade. An evasion skill should not be dependent on an time frame you have little to no control over. It’d be a lot more beneficial if this skill was an on demand evade and not only have the choice of melee range evasion.
-Hunter’s Call: Do something with this skill, anything at all. Right now its only a retaliation curse and doesn’t even do a lot of damage. For instance, make it not require LoS considering it has no projectile tied to it. A bonus can also be added while it is in effect so it can synergize with some other weapons like take increased damage from other sources while the birds are attacking you, or projectile skills will miss while being attacked by the birds, or simply apply vulnerability each hit. Anything….
-Rescue Me: I’m not sure why this skill has such a long cooldown considering it doesn’t rally on use, it relies on your pet to sit still and slowly revive your ally, and it isn’t even faster than a regular player walking up and reviving them. Who is this skill for, let alone, who uses it ever? It really should be completely changed or at least buffed to be of some use like apply invulnerability for a short duration when it starts to revive, or give it drastically faster revive speed like symbol of judgment or elixir R do. A 180 second cooldown for a skill that doesn’t do its job to the slightest just seems like someone on the balance team wanted to void this skill with no explanation.
-Spirits: Since spirits are being adjusted to not move at all, I’d like to make a quick suggestion on their rebalancing. Change them to be persistent effects, not boon applicator’s on a cooldown. GW1 spirits could be placed in far places and apply constant benefits like projectile speed or restricting resurrection or even extra resource generation. A small burn or minor damage increase on a cooldown just doesn’t justify a place on the skill bar even if its for your allies. The actives are neat but their passives should be a bit more unique like banners are to give the ranger a real benefit to their allies or themselves like projectile or attack speed, boon duration (a noticeable amount), increased healing, reduced incoming condition/stun duration, etc. The elite is the only spirit that applies something unique to the allies, every other spirit just doesn’t feel that valuable especially for how quick they can die.
-Soften the fall: To fall more in line with how thieves got their falling damage trait to have an effect outside of falling, and how little muddy terrain can be used in a falling situation to begin with, I’d suggest to swap the muddy terrain with a weaker healing spring and to also apply this when reviving an ally rather than keeping healer’s celerity. There is no use in swiftness when reviving and the benefits of even a 3 second healing spring would go a lot further especially being a water field. Not to mention both traits are meaningless compared to the other options if they are shipped out in the suggested format.
-Pet attribute traits: This is for the healing power and condition damage trait adjustments where the pet has 0 of the stat to begin with, and the small value trait makes up for nothing with how the skills scale off their respective stats. 350 healing power only gives 350 healing on the fern wolf, and the rest is nothing you can work with (harmonic cry, bite, chomp, pet’s activate those skills on their own terms). Then Expertise training still isn’t anything exciting because they can’t get condition damage or duration from any other source (except rare boons from npc’s or banners) so although its a trait the end result is hardly noticeable. I’d say look into these 2 traits so players aren’t picking a trait for something that they will never feel the impact from.
-Porcine Pets: I’m not sure if time ran out or there was no real plan for these but there are 3 pets with the same exact active. Unless this was an attempt to add pet skins and was abandoned I think it’d be nice if there was something different with their F2 abilities.
break. I feel like they should be back by now..”