(edited by solrik.6028)
Trait fix (Traits only thread, suggestions!)
The trap trait line is fine its the Power/Vita trait line they need to fix atm.
Twitch – Aussie Streamer
The trap trait line is fine its the Power/Vita trait line they need to fix atm.
Please tell me how your traps benefit more from critical damage and precision.
Well its not that traps get major bonus but traps do proc critical damage reason I say leave that trait line is if you take away that critical damage your hitting like a wet paper bag your traps alone won’t win fights.
You need that crit damage on your bow attack to stack the sigil effect + the damage from critical, this is why its in the precision trait line without the backup of critical damage trap build would be rather useless.
Twitch – Aussie Streamer
Well its not that traps get major bonus but traps do proc critical damage reason I say leave that trait line is if you take away that critical damage your hitting like a wet paper bag your traps alone won’t win fights.
You need that crit damage on your bow attack to stack the sigil effect + the damage from critical, this is why its in the precision trait line without the backup of critical damage trap build would be rather useless.
Do you mean that it’s something that should be forced on the player?
What if someone wants to build a Trap/BM build? The player would want to maximize condition damage but will lose 30 trait points (and 300 cond.) to get decent traps and then has to put some points in BM leaving almost no trait points for other traits.
The Flame and Spike trap do ridiculously low direct damage and high condition damage.
What backup are you talking about? 3 Traps out of 4 damages the enemy, Shortbow has bleed on autoattack, axe has bleed and chill, sword has poison, dagger has poison, torch has 2 burning skills, pets apply direct damage and some conditions…
It is more logical to have the two trap traits in wilderness survival.
EDIT: Crit chance and Crit dmg do not affect conditions BTW
Skirmishing Traitline
-Move Trap Potency and Trapper’s Expertise to wilderness survival.Beastmastery Traitline
-Fix Master’s Bond to "You have a bond with your pet that increases its attributes each time you kill a foe. When either of them (you have 2 active pets) is defeated (dies) or deactivated (removed from their slot in pet menu), the bond is reset. (The Bond should be reset if and only if the above mentioned happens or the player dies) (Maybe two different stacks to the two active pets, I.e. Pet A has a stack of 22 but Pet B has a stack of 0 because it haven’t been called out of the Pokéball)
I strongly, deeply agree with you! Specially the trap traits and “master’s bond” should be re-made! We have wished these changes for a loong time. So far no dev response, but keep the hope high!
About the traps :
https://forum-en.gw2archive.eu/forum/professions/ranger/About-traits-I-apply-to-your-common-sense/first#post1721805
Think you need to understand how you would mess up the trapper build by changing the trait line.
Twitch – Aussie Streamer
Think you need to understand how you would mess up the trapper build by changing the trait line.
You know, I hate people who just come to me and say “You are wrong, this is wrong, it messes up everything” etc etc…
What you said is stupid. It would obviously mess it up because the current trapper builds are built on having the trap traits in the skirmishing trailine. The current trapper builds only have 30 in skirmishing because they want the double time from the grand trait because a trapper build without it is not a good trapper build.
I have argued for why Prec and Crit dmg is not a benefit for traps, you have not done the same for why it would be. I have also argued for why trap traits fit better in the wilderness traitline, you have not countered that.
I think you’re right, but it has all been said before ever since the beta weekends. It’s time to give up guys.
Traps kinda make more sense in WS line, but why would you want to destroy skirmishing traitline?
That steady grip looks like nearly useless trait, and definitely not worth the Grandmaster spot.
You basically took 2 of the top traits from skirmishing and gave it 2 very weak traits in exchange.
WvW Roaming with Mesmer
Traps kinda make more sense in WS line, but why would you want to destroy skirmishing traitline?
That steady grip looks like nearly useless trait, and definitely not worth the Grandmaster spot.You basically took 2 of the top traits from skirmishing and gave it 2 very weak traits in exchange.
Come with suggestions
A player with 1700 power, a 1000 strength weapon, against a 2500 toughness enemy;
The player switches weapon and gains 3 stacks of might, increasing his power by 105.
Criticals without might (2.1 crit damage) will do 1428 damage. 1.0 Wep. Skill multiplier
Criticals with might (2.1 crit damage) will do 1516 damage. 1.0 Wep. Skill multiplier
Just info…
(edited by solrik.6028)
Man there is no point trying to explain, go play a trapper for while then come back and make the same claims.
Also who in there right mind would ever run a trapper build if you have to give up your WS traits. Stop trying to make the game fit your builds better. Trapper build is fine also there is Trapper/BM build but seems you don’t have any idea what it is.
Twitch – Aussie Streamer
Traps kinda make more sense in WS line, but why would you want to destroy skirmishing traitline?
That steady grip looks like nearly useless trait, and definitely not worth the Grandmaster spot.You basically took 2 of the top traits from skirmishing and gave it 2 very weak traits in exchange.
Come with suggestions
Leave them as they are.
WvW Roaming with Mesmer
Man there is no point trying to explain, go play a trapper for while then come back and make the same claims.
Also who in there right mind would ever run a trapper build if you have to give up your WS traits. Stop trying to make the game fit your builds better. Trapper build is fine also there is Trapper/BM build but seems you don’t have any idea what it is.
Another problem. You just assumed I wrote these suggestion to make it better for myself. The fact is, I didn’t.
I currently run 20/20/0/0/30 Knight+Zerk trinkets build with an Eagle and a Boar in PvE, nothing to do with traps.
10/10/20/0/30 in WvW Still no traps.
I don’t run traps because I know I win more from other traits. I don’t want my traps/bonfire/throw torch to have critical chance/damage. But still, we are forced to have 300 prec. and 30% crit dmg to have a build that doesn’t have any benefit from those two stats.
You still haven’t told me why it’s bad. You told me that I need to play trapper (which I have), that I don’t understand. You plainly ignored my arguments and came with transparent counter-arguments. You shouldn’t even have commented my suggestion if there is no point in explaining. THAT is the point, explaining, to come up with a solution that is good for everyone.
No point trying…. You don’t understand Trapper one bit.
Twitch – Aussie Streamer
A player with 1700 power, a 1000 strength weapon, against a 2500 toughness enemy;
The player switches weapon and gains 3 stacks of might, increasing his power by 105.
Criticals without might (2.1 crit damage) will do 1428 damage. 1.0 Wep. Skill multiplier
Criticals with might (2.1 crit damage) will do 1516 damage. 1.0 Wep. Skill multiplier
Just info…
So, a bit over 5% damage increase after weapon swap. Still weak.
You do see the master minor trait on same traitline that gives fury(+20% crit chance) on weapon swap?
Skirmishing would really need more than might stacks(and +350 condi damage to pet lol) to justify the loss of trap traits.
edit: I appreciate the fact that you want to make ranger a better profession, because it certainly needs some work. And I’m not trying to be a kitten.
Traps however are what makes skirmishing so good, and you can’t just take it away from it and throw in few might stacks in return.
WvW Roaming with Mesmer
(edited by Noss.4105)
No point trying…. You don’t understand Trapper one bit.
Alright, so your ulterior motive is to tell me how wrong I am and not tell me what I am wrong about?
A player with 1700 power, a 1000 strength weapon, against a 2500 toughness enemy;
The player switches weapon and gains 3 stacks of might, increasing his power by 105.
Criticals without might (2.1 crit damage) will do 1428 damage. 1.0 Wep. Skill multiplier
Criticals with might (2.1 crit damage) will do 1516 damage. 1.0 Wep. Skill multiplier
Just info…So, a bit over 5% damage increase after weapon swap. Still weak.
You do see the master minor trait on same traitline that gives fury(+20% crit chance) on weapon swap?Skirmishing would really need more than might stacks(and +350 condi damage to pet lol) to justify the loss of trap traits.
edit: I appreciate the fact that you want to make ranger a better profession, because it certainly needs some work. And I’m not trying to be a kitten.
Traps however are what makes skirmishing so good, and you can’t just take it away from it and throw in few might stacks in return.
You are probably right. The skirmishing is about traps, but I don’t see the logic in some pairs. For example, why pair Power with Cond. Duration? The point here is that some builds (good builds, viable) forces the player to partly go into another build to achieve the desired build. Though I know a change this big won’t happen, and I know that Master’s Bond must be changed because it discourages what anet encourages rangers to do and also that the pet’s path finding algorithm needs an update.
I was fighting a melee and a ranged enemey in pve and started shooting the ranged one but then changed to the melee one. The pet started running to the ranged enemy and I changed target before the pet got in range. The pet was still running towards the ranged enemy and started coming back to the melee enemy when it arrived at the ranged.
I mostly just want Robert to say what he thinks about it because he probably knows more stuff to think about than us when it comes to balancing.
Regarding the skirmishing trait:
I came up with traits like
-Remove a condition when dodge rolling
-Gain protection and retaliation when Stunned/Immobilized
-Gain swiftness when evading an attack
-5% extra damage for each boon
Each has it’s balancing issues though…
what can Robert do? he is just a guy, the only one, in Anet that use a Ranger even tho recently he rerolled Thief (i don’t blame him). He doesn’t work in traits, class balance or any of that, he have said it.
what can Robert do? he is just a guy, the only one, in Anet that use a Ranger even tho recently he rerolled Thief (i don’t blame him). He doesn’t work in traits, class balance or any of that, he have said it.
I didn’t claim that. I just said that he probably knows more about balancing and such than most of the forumers here do.
You don’t understand how the trapper works solrik. The traps are in skirmishing because they fit the idea of it.
Definition of Skirmish: An episode of irregular or unpremeditated fighting, esp. between small or outlying parts of armies or fleets.
Sounds like traps fit that role, considering when you’re setting down a trap, it’s causing an unpremeditated fight since ANYTHING that hits the trap which you can attack will set it off.
Plus well…tell me, would you prefer to have to use the Master and Grandmaster Traits in the Wilderness Survival line to upgrade traps, and then sacrifice 2 VERY powerful traits for them, one of which serves as a permanent protection when under 25% health? Players take those traits in the WS traitline because they help us survive, thus fitting the role of a trapper and SURVIVAL even better than before.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
Traps are fine in skirmishing.
You don’t benifit greatly from the critical hit and precession but who gives a kitten???
Balancing a spec isn’t about making every single buff you get from your trait points the best of ideals…. its about making specs even in capabilities.
Moving traps to wilderness survival would stop you from being able to get empathetic bond in the same spec. Congrats, with all of your attempts at making the spec ‘fit better’ you have destroyed it… leaving only beastmaster rangers in PvP.
PS. Don’t call out devs, doubly so for general/bad-fixes for obvious/minor/not-even problems in a game with SO MANY game breaking issues…
(edited by garethh.3518)
You don’t understand how the trapper works solrik. The traps are in skirmishing because they fit the idea of it.
Definition of Skirmish: An episode of irregular or unpremeditated fighting, esp. between small or outlying parts of armies or fleets.
Sounds like traps fit that role, considering when you’re setting down a trap, it’s causing an unpremeditated fight since ANYTHING that hits the trap which you can attack will set it off.
Plus well…tell me, would you prefer to have to use the Master and Grandmaster Traits in the Wilderness Survival line to upgrade traps, and then sacrifice 2 VERY powerful traits for them, one of which serves as a permanent protection when under 25% health? Players take those traits in the WS traitline because they help us survive, thus fitting the role of a trapper and SURVIVAL even better than before.
Now now! There you go! Someone who comes with a constructive reply telling me what I was wrong about. I stand corrected. Thank you for not being a kitten. I will change the list right away.
What do you think about the other ideas?
(edited by solrik.6028)
I like the other idea’s, just there has been so many posts about ideas to change the ranger and I’ve never every seen dev’s really head towards any ideas we rangers have come up with.
I wish they fix spirits, after they said they murdered spirits then had laugh about it, really jacked me off knowing there taking there sweet time to do anything about it.
Twitch – Aussie Streamer