Share ideas for what Rangers should be...

Share ideas for what Rangers should be...

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Posted by: Zagan.7318

Zagan.7318

20% speed to Signet of the Hunt.

Tracking: You can track opponents efficiently in WvW. You can track mobs in the normal world. Maybe certain pets aid you at this, maybe using certain pets allows you to use your tracking skill.

Maybe stealth to you and your pet while not moving and being away from the opponent, if the opponent gets to a certain range from you stealth breaks (this makes scouting easier).

These are my ideas for the future of Rangers so far…
Share your own, Maybe Anet will read and implement some of them to the game.

Zaganor-Master Ranger
-Black Lion Mercenary Corps. Captain. [MERC]
-Sea of Sorrows

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Posted by: arenta.2953

arenta.2953

20% might be a bit overkill (but i would say 15% sounds good and fair. theifs wont be able to cry about that)
as for your other ideas….
stuffs u in Anet building make it happen!

Jade Quarry’s Tomoko Takei, Anabuki Tomoko, and Assassin Ahri

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Posted by: AlexRD.7914

AlexRD.7914

Why would 20% be overkill? I don’t get it.
Thieves have it, and thieves have shortbows that kite better than rangers, so i really don’t understand.

Sword needs a gap closer bad. I think it would be cool, if you could switch between monarch’s leap and hornet’s sting. Like, i want to be able to use Monarch’s Leap first.

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Posted by: JaceTheAce.9875

JaceTheAce.9875

I kind of want thieves to be their own versions of the Assassin’s of AC3 like Connor. Gameplay wise, not happening, but make them feel more like woodsmen. Make their skill with bows stronger and feel like you’re really sniping and taking down enemies with long bows while short bows feel like rapid fire shots and spreads like thieves with their dual guns. Not like thieves, but feel like their really firing off shots that actually mean something.

To really differntiate them from thieves, who are more based on movement and evasion, make Rangers faster. Moving fast to keep more of a distance from enemies.

The axes should be more like you’re coming down on an enemy up close with main hands and the off hand should be more with throwing an axe. Really feel like they should have made it where one of their weapons skills changes or is affected more by what they are holding in their offhand, giving more diversity in the type of weapon you bring.

Fix the sword bug for first attack and I would prefer the second skill being more for closing in first instead of moving away first and stepping away second. Keep the conditions consistent for the weapons instead of just being different conditions with differnt skills of a weapon.

Make the offhand axe’s repel spinning repel skill available for moving around. IE) when standing still, it’s the same. But let it be so you can move and use the skill in order to charge in while repelling projectiles from enemies. Some of us like being able to move in on enemies as rangers.

Increase strength of greatswords so they actually feel like they are doing more damage compared to one handed weapons. It makes more sense and gives more reason to use it. And give a wolf animation for one of the weapon skills like it is for the swords with the snake, hawk, and bear.

Also, add some color to the close range weapon animation for rangers. I see more color from the other classes’ animations with Guardians having white/blue light, thieves having a shadow dark/blue animation along with sometimes some lighting and warriors having red colored swings. Add some green in the attack animations to make it look nice.

Fix the pet AI. Seriously, the enemy AI from PVE act way too smart compared to the pets. Even when I’m facing the same animal as my pet wolf (wolf on wolf violence) at low level areas, the enemy AI seems and acts much stronger. Make the pets stronger and maybe make it so they grow differntly and stronger on their own besides from beast mastery and our levels. Make them more personal.

SO:
Guardians: More defensive
Warriors:More powerful in attacks
Thief:More evasive and dodgy
Ranger: Should be consistently fast to maintain distance or close in quickly
Engineer:Guns man

I know all classes should be able to do their own thing, but at least make it feel like there is more of a consistent difference between them when regarding the ranger. Rangers should be able to outpace the enemy to maintain a distance with their bows while being able to move in quickly. What should be the difference between that and thieves is that thieves can cloak and are nearly consistently dodging their enemies with their skills such as from flanking and jumping in the air over them.

Also, diversify the spirits and improve their animations. Make it so they stay for a long time and follow you to begin with. Make the spirits look more like beasts and animals or actual spirits, not plants all around. Make the Air spirit a hawk, Water a wolf, fire a lion or lynx, and earth a bear or something. Then change those to different aquatic beasts for when in underwater combat. Give the spirits behaviors similar to pets so they also attack and follow you while their out and make it so many of your attacks get an elemental animation based on which one is out. Seriously, if you’re gonna add them into the game, make them solid and useful choices.

Rangers should be able to diversify and work out their play styles better. Make yourself stronger by buffing yourself consistently. Make your pets stronger when buffing them. Make spirits stronger by buffing them. Seriously, I don’t feel the difference in playstyle I would want when playing the ranger compared to the other classes. I know we’re supposed to be a jack of all trades, but that doesn’t mean we should be weak to everything we do when we focus our traits and skills. Fix our problems and make us feel like an actual class worth playing like you have done for every other class.

Sorry for ranting everyone, but looking at the game and all the classes, we do need a serious overhaul to really get a good feeling about this class like everyone else has felt for the other classes. We don’t even feel like we have something that stands out for ourselves anymore. We’ve been nerfed too much.