The QoL List and Extras

The QoL List and Extras

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Posted by: Wondrouswall.7169

Wondrouswall.7169

Another round-up list of all things Quality of Life Rangers are waiting for, with extras that are just good, simple ideas. So, let’s see if the “State of the Game” address would actually address any of these within the year. All of the listed items are relatively low-hanging fruit.

PETS

  • Conditions, Boons, Buffs, and Debuffs displayed on the player UI without having to click on the pet.
  • Porcine “Forage” flips the F2 skill icon to the foraged item so it is not a bundled item on the ground or in the player’s hands.

WEAPONS

  • Reduced after-casts on main-hand axe moves.
  • Path of Scars is a ground target to control its distance, similar to Phoenix (Elementalist Scepter) or Envoy of Exuberance (Herald Shield). Allows users to avoid issues of the projectile disappearing when traveling into a wall or off a cliff. Also, it provides more control and ups the level of intricacy this move can have.
  • Hornet’s Sting cast time is reduced from ½s to ¼s or removed entirely.

TRAITS

  • Tail Wind & Furious Grip cooldowns reduced from 9s to 8s to be friendly with Superior Rune of the Warrior like Primal Echoes.
  • Quickdraw buff duration increased from 5s to 6s so Whirling Defense does not have to be canceled to take advantage of the trait.
  • Shared Anguish renamed and redone to cast “Protect Me!” when disabled.
  • Allies’ Aid cooldown lowered to match the new cooldown of “Search & Rescue!”
  • Most Dangerous Game pulses 1s of Fury. It is all this trait needs to make it competitive within its GM tier.
  • Predator’s Instinct needs an interval to activate on multiple targets below the threshold rather than a single, universal cooldown.

UTILITIES

  • Sharpening Stone needs attention. Either the cooldown is reduced, effect also applies to the pet, or is changed into something new or extra function added.

LAST BUT NOT LEAST

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PET PRECISION & DPS TESTS -OUTDATED-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

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Posted by: wolfyrik.2017

wolfyrik.2017

Another round-up list of all things Quality of Life Rangers are waiting for, with extras that are just good, simple ideas. So, let’s see if the “State of the Game” address would actually address any of these within the year. All of the listed items are relatively low-hanging fruit.

PETS

  • Conditions, Boons, Buffs, and Debuffs displayed on the player UI without having to click on the pet.
  • Porcine “Forage” flips the F2 skill icon to the foraged item so it is not a bundled item on the ground or in the player’s hands.

WEAPONS

  • Reduced after-casts on main-hand axe moves.
  • Path of Scars is a ground target to control its distance, similar to Phoenix (Elementalist Scepter) or Envoy of Exuberance (Herald Shield). Allows users to avoid issues of the projectile disappearing when traveling into a wall or off a cliff. Also, it provides more control and ups the level of intricacy this move can have.
  • Hornet’s Sting cast time is reduced from ½s to ¼s or removed entirely.

TRAITS

  • Tail Wind & Furious Grip cooldowns reduced from 9s to 8s to be friendly with Superior Rune of the Warrior like Primal Echoes.
  • Quickdraw buff duration increased from 5s to 6s so Whirling Defense does not have to be canceled to take advantage of the trait.
  • Shared Anguish renamed and redone to cast “Protect Me!” when disabled.
  • Allies’ Aid cooldown lowered to match the new cooldown of “Search & Rescue!”
  • Most Dangerous Game pulses 1s of Fury. It is all this trait needs to make it competitive within its GM tier.
  • Predator’s Instinct needs an interval to activate on multiple targets below the threshold rather than a single, universal cooldown.

UTILITIES

  • Sharpening Stone needs attention. Either the cooldown is reduced, effect also applies to the pet, or is changed into something new or extra function added.

LAST BUT NOT LEAST

  • Bug fixes.

I agree with all except Most Dangerous Game. It should be completely removed as what it is, a failed necro trait that was so awful that it had to be removed. MDG is just an awful concept no matter which class they lazily tack it on to and that’s the only reason Ranger has it. Sheer laziness. Rather than wasting time trying to polish excrement, they should just make a new trait from the countless better ideas that players have suggested in the past.

Also druid staff needs work. Increased damage on #1, sound changed on one to not be annoying, #2 needs something extra, soemthing to set it apart from #1. #3 needs damage on the blast finisher to make it’s more versatile. #4 could also do with a little more damage, not much though, it’s getting towards being in a pretty good place. I kind of wish it wasn’t so easily cancelled tho.

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Posted by: Justine.6351

Justine.6351

TRAITS

  • Shared Anguish renamed and redone to cast “Protect Me!” when disabled.
  • Allies’ Aid cooldown lowered to match the new cooldown of “Search & Rescue!”
  • Most Dangerous Game pulses 1s of Fury. It is all this trait needs to make it competitive within its GM tier.

This a QoL or rediculous buffs thread? No more “auto cast skill” traits into the game please and certainly not cooldowns so low there is no need to equip said skill on the main bar.

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Posted by: Miles Smiles.8951

Miles Smiles.8951

TRAITS

  • Allies’ Aid cooldown lowered to match the new cooldown of “Search & Rescue!”

This a QoL or rediculous buffs thread? No more “auto cast skill” traits into the game please and certainly not cooldowns so low there is no need to equip said skill on the main bar.

Yeah, may be it’s just better to rework Allies’ Aid a bit; like for example “10% increased revive speed and share some protective boons (prot, stab or resistance) upon revival”.

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Posted by: Chrury.4627

Chrury.4627

PETS

  • Conditions, Boons, Buffs, and Debuffs displayed on the player UI without having to click on the pet.
  • Porcine “Forage” flips the F2 skill icon to the foraged item so it is not a bundled item on the ground or in the player’s hands.

Yes, please. I know it’s screen clutter but I’d really like to see what’s on my pet at any given time.

  • Tail Wind & Furious Grip cooldowns reduced from 9s to 8s to be friendly with Superior Rune of the Warrior like Primal Echoes.
  • Quickdraw buff duration increased from 5s to 6s so Whirling Defense does not have to be canceled to take advantage of the trait.
  • Allies’ Aid cooldown lowered to match the new cooldown of “Search & Rescue!”

These are fair.

  • Shared Anguish renamed and redone to cast “Protect Me!” when disabled.

Eh? Ok, would it share the recharge of “Protect Me!”? When does the stun-break happen? Immediately? Would it negate the one disable and then cast the shout?
I’m having a bit of trouble visualizing how that would work.

  • Most Dangerous Game pulses 1s of Fury. It is all this trait needs to make it competitive within its GM tier.

Are you crazy? Paired with Remorseless and you have never-ending crits while <50%! I mean, I’d run it but still!
But then, the trait wouldn’t be worth it by itself. Ranger already has access to a decent amount of fury. I fail to see how more fury would help when you’re in the danger zone.

Personally, I’d just change the Might application to 5 stacks of 5 seconds per second. Just so you cap at 25 without help.

  • Predator’s Instinct needs an interval to activate on multiple targets below the threshold rather than a single, universal cooldown.

I don’t see them doing this unless they retool similar traits as well. Thief’s Panic Strike for one. I will agree that the skill is sub-par, however. In PvP it would get cleansed pretty quick and the single dose of cripple is pretty useless in PvE.

  • Sharpening Stone needs attention. Either the cooldown is reduced, effect also applies to the pet, or is changed into something new or extra function added.

I think applying the effect to the pet is the best bet. It’s already pretty decent as an instant cast. Applying to the pet would double its effectiveness.

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Posted by: Wondrouswall.7169

Wondrouswall.7169

This a QoL or rediculous buffs thread? No more “auto cast skill” traits into the game please and certainly not cooldowns so low there is no need to equip said skill on the main bar.

Saw the idea of the Shared Anguish rework and it seems fair. Similar to all the other disabled skills and very akin to what Tempest has with casting their AOE stunbreak shout when disabled.

You call it “ridiculous,” but since the spec. patch, that particular suggestion in on-par with other classes. Also, allies’ aid cooldown lowered to the current is still over double of Scrapper’s Function Gryo minor, which works similar without currently requiring to revive, the Gyro revive speed is equal to the player’s, and is a minor.

All on-par with others, but I guess some Rangers don’t really pay attention to what others classes have access to and would rather have weaker traits.

As for the MDG suggestion, I’d love to see it removed as well, but (for some reason) they want to keep it there. Fury pulsing will make it actually competitive within the GM tier while having actual synergy with Remorseless/MM traitline. Say what you will, but Might is the boon that has 0 place in Skirmishing: a traitline all about being fast-paced, critical strikes, crit chance, and evasion.

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

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

I agree with all the changes but the MDG addition of fury or even the Removal of MDG

the whole purpose of most dangerous game is not to stay below 50%hp but to gain a boost of might during the time of kiting on those Evading/heal sustain builds even if its just for 3seconds = 15might with nature magic that changes to 25max might on the pet , timed with heal as one MDG for 3seconds makes a pet into a Huge Might source every 20seconds.

so generaly while using MDG you’d have a vastly different combat style aka entering the damage front (carfully) getting hit a few times start the evade/damage combo with blinds over lingering light or smoke scale + projectiles all it takes is 3seconds of MDG to start a average of 15might per heal as one which i say is a very good trade off.

im not saying purposefully go out and get hurt still play as normal but with a more Tanky/offensive setup , the main problem about MDG is its a Nich trait which only works in those type of builds in other builds which focus on all out Attack speed and damage it just lacks the sustain to even make MDG viable for those builds.

all id say is they add a secondary effect to MDG 10% additional damage while below 50% since now Steady focus is pretty much not viable in this current meta unless you do trait for vigour somewhere.

you could make it worth while even more and have the secondary effect While under the effects of Vigour Gain 15% damage through primal reflexes .

if you go nature with the condi sun spirit route natures vengence pulses vigour too.

(edited by Zenos Osgorma.2936)

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Posted by: Justine.6351

Justine.6351

This a QoL or rediculous buffs thread? No more “auto cast skill” traits into the game please and certainly not cooldowns so low there is no need to equip said skill on the main bar.

Saw the idea of the Shared Anguish rework and it seems fair. Similar to all the other disabled skills and very akin to what Tempest has with casting their AOE stunbreak shout when disabled.

You call it “ridiculous,” but since the spec. patch, that particular suggestion in on-par with other classes. Also, allies’ aid cooldown lowered to the current is still over double of Scrapper’s Function Gryo minor, which works similar without currently requiring to revive, the Gyro revive speed is equal to the player’s, and is a minor.

All on-par with others, but I guess some Rangers don’t really pay attention to what others classes have access to and would rather have weaker traits.

As for the MDG suggestion, I’d love to see it removed as well, but (for some reason) they want to keep it there. Fury pulsing will make it actually competitive within the GM tier while having actual synergy with Remorseless/MM traitline. Say what you will, but Might is the boon that has 0 place in Skirmishing: a traitline all about being fast-paced, critical strikes, crit chance, and evasion.

that was my point, we don’t need to add more auto-skill use in game. I have to fight against that trash and its increasingly driving me away from it.

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Posted by: Tragic Positive.9356

Tragic Positive.9356

There’s no point in MDG.

In current meta you die in 3-5 seconds from 100% HP. The design is busted.
And having a GM trait just to have synergy with Nature Magic just to hope the pet would actually hit something is wrong.
It’s extremely wrong. The trait was somehow fine in previous bunker meta. Not now.

We have no real “I’ll stay alive” abilities. We were made healers. That means getting to 100% as often as possible. And once you drop below 50% you don’t think even for a single second about dealing damage.
And last but not least – we keep pet mighted via MH Axe that does the exact same thing, but better and isn’t restricted by practical suicide.

EDIT: Make it what I once proposed. When below 33% HP, reflect 75% of the damage taken back to the attacker. Conditions do not count.

“Observe, learn and counter.”

(edited by Tragic Positive.9356)

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Posted by: bearshaman.3421

bearshaman.3421

Or make it give retaliation? How about that idea?

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Posted by: Tragic Positive.9356

Tragic Positive.9356

Or make it give retaliation? How about that idea?

We already have access to retal. A high uptime of it actually since glyphs.
I’m rather thinking of a build where you’d use Glyph of Unity, Retal and MDG. A build that would be countered by condis but would counter being focused by throwing damage back (which is currently our weakness to be hard-focused).

“Observe, learn and counter.”

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

There’s no point in MDG.

In current meta you die in 3-5 seconds from 100% HP. The design is busted.
And having a GM trait just to have synergy with Nature Magic just to hope the pet would actually hit something is wrong.
It’s extremely wrong. The trait was somehow fine in previous bunker meta. Not now.

We have no real “I’ll stay alive” abilities. We were made healers. That means getting to 100% as often as possible. And once you drop below 50% you don’t think even for a single second about dealing damage.
And last but not least – we keep pet mighted via MH Axe that does the exact same thing, but better and isn’t restricted by practical suicide.

EDIT: Make it what I once proposed. When below 33% HP, reflect 75% of the damage taken back to the attacker. Conditions do not count.

and thats why you transfer the might to the pet , even if its just 1 second! the pet gains 10 might with Fortifying bond! which you GAIN from heal as one and that then restacks to the pet for 20might.

as in my post this Trait works best with Tanky offensive build types not the Glass stuff we are use to.

all it needs is a Defensive tweek/ addition.

or you should run Striders Defence (just try it and start evading!) you’ll be suprised how much might you can transfer and gain just through heal as one with a Boon duration increase.

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Posted by: Tragic Positive.9356

Tragic Positive.9356

and thats why you transfer the might to the pet , even if its just 1 second! the pet gains 10 might with Fortifying bond! which you GAIN from heal as one and that then restacks to the pet for 20might.

as in my post this Trait works best with Tanky offensive build types not the Glass stuff we are use to.

all it needs is a Defensive tweek/ addition.

or you should run Striders Defence (just try it and start evading!) you’ll be suprised how much might you can transfer and gain just through heal as one with a Boon duration increase.

I can get the same effect with 3 auto-attacks of MH axe, from range and I don’t have to suicide. Your argument either ignored this statement or is invalid.

Ranger doesn’t have to sacrifice 50+% of his HP just to get the same might as he could have gotten with a might-stacking build. (by running might you want to play hybrid which naturally includes Axe anyway).

“Observe, learn and counter.”

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I hate celestial form. But if i had to use it, I need just one thing:

Leave the celestial form with weapon switch-key

Guild Wars balancing concept: Never change a ruined system!

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Anet Please ADD a ICD to the poison master Trait!
20seconds pet swap yes can act as a cooldown but between fights after the pet has attacked (the poison master buff isn’t applied untill you swap pets)

I find it very annoying I have to basicly (reset or Load the gun so to speak by swapping pets before entering combat and if i get caught during this Load the gun moment , I’;ve WASTED a pet swap)

this is clearly needing a IDC of 20seconds or 15seconds to match the Beastmastery pet swap reductions to avoid the situtation mentioned above.

some times i don’t want to swap pets every 20seconds when there isn’t even a need to and end up wasting the Pets Abilities just to regain poison master on the pet.

for pvp and PvE use , this issue is just annoying having to do this between every fight even if the out of combat window is less than a few seconds it should reset the trait or have the IDC matching the pet swap.
the IDC will solve the problem mentioned aboved , Ty muchly Zenos.

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Posted by: Tragic Positive.9356

Tragic Positive.9356

@Zenos Osgorma
Yup, this clearly has no purpose to be punished by pet swap.
Why do I say so? Because utility or defensive procs like Clarion Bond or Vigor form NM tree might make sense.

But Poison Master is a pure DPS increase designed. So there’s literally no logic behind having to strip your pet of potential 25 might, Fury and Quickness just to proc that poison.

ANet has been aware of how pets are bad designed (they actually admitted it) but for updates and pre-HoT changes wanted to “improve them”.
So instead of improving them they glued all sorts of stuff on pet swap to work as a stat stick. And it didn’t really work out. This trait just suffers from that ideology.

“Observe, learn and counter.”

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

@Zenos Osgorma
Yup, this clearly has no purpose to be punished by pet swap.
Why do I say so? Because utility or defensive procs like Clarion Bond or Vigor form NM tree might make sense.

But Poison Master is a pure DPS increase designed. So there’s literally no logic behind having to strip your pet of potential 25 might, Fury and Quickness just to proc that poison.

ANet has been aware of how pets are bad designed (they actually admitted it) but for updates and pre-HoT changes wanted to “improve them”.
So instead of improving them they glued all sorts of stuff on pet swap to work as a stat stick. And it didn’t really work out. This trait just suffers from that ideology.

ya this is pretty much a Must need for poison master trait not a pet issue it just effects the pet , the pet isn’t the main cause of the Traits problems.

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Posted by: Tvdinner.6012

Tvdinner.6012

If this is a QoL thread then i have one humble suggestion…

Have the ranger longbow auto attack at the full 1500 range instead of only going up to 1200! I dont know if its been mentioned before but the red bar that indicates if your skill is within range or not appears on your 1 key when your 1200-1500 away but you can still hit them if you hit your 1 key. Yes its a small thing and would provide only an extra 300 for the auto attack range but hey its a qol thread and it would be nice

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Posted by: Hyper Cutter.9376

Hyper Cutter.9376

As far as QoL goes, make the tiger amphibious like the rest of the cat family. Maybe the bristleback too, what with basically being a turtle and all.