-marksmanship minor traits need to get the berserker ‘always angry’ treatment. The way they are set up now you need to trait remorseless to make then any good. Give precise strike the ability to refresh opening strike when you gain fury (this way the minors work without any further trait investment).
-Remorseless currently gives 1 attack 25% bonus dmg, which is a bad design because most of ranger’s damage is done via fast multi hitting attacks and the way it is now clashes with moment of clarity. Change it so that it gives x% more damage for a few seconds (lets say 4) when you gain fury. Or maybe gain x about of power for a few sec after gaining fury (a ranger version of reveled training).
-Predator’s Instinct is just bad in this iteration. It has a long cd, and condition removal is plentiful so the cripple will get removed long before it start to reach it’s full duration. I propose to make it like Refined Toxins is now: when you are above 90% hp your strikes inflict cripple (let’s say 3 sec) and while your pet is above 90% hp it’s attacks inflict cripple (again 3 sec or so), 10 sec cd for you and your pet separately (literally a copy of Refined Toxins but with cripple).
-Strider’s Defense is not to bad but it could use some more umf. The projectile destruction does not work well with sword since 2/3 skills evade anyway, so to that end maybe change it to ‘while carrying a sword block incoming projectiles for 3sec after you evade a attack. 15 sec icd’. Also add a 3rd functionality to it to make this trait mirror the greatsword trait ‘sword skills have a 50% chance to cause cause cripple for 3 sec 10 sec icd’. Cripple would fit here because of the sticky nature of sword.
-Light on your feet change to ‘gain 5% dmg and condition duration when you dodge or evade an attack’ and keep the short bow part of the trait. This way you can upkeep the buff more consistently.
-most dangerous game this is a very bad trait it need a total overhaul. Maybe something like ‘whenever you or your pet loose 20% health you gain might’ it will still encourage the same playstyle where you get more power with lower hp, but would be more consistent.
-Empathetic bond kills your pet and you cannot control when it triggers. It needs to ether be more consistent or more forgiving on your pet. So ether make it transfer 1 condition every 3.5 sec or 3 conditions every 10 sec (like it dose now) but whenever it transfers conditions your pet gains 50% reduced incoming condition damage for a few seconds (let’s say 4).
-Natural healing is almost worthless because there are only 2 pets that can actually benefit from the healing power: the fern hound and the moa, also keep in mind that the moa heal is in a small radius and you have little control when the pet uses it.
There are 3 way to make this trait alluring:
option a) ‘your pet gains increased healing power, natural hp regeneration and removes 1 condition from allies within ~400 radius with its command skill [f2] 20 sec icd’
option b) ‘your pet gains increased healing power, natural hp regeneration and increased vitality (100 vit [1000 hp])’
option c) ‘You and your pet gain natural hp regeneration while your pet is alive. your pet gains increased healing power’ (you would get 1/4 of the regeneration value the pet gets).
And regardless of the trait version the regeneration the pet has should be increased to let’s say ~175 hp/sec (so option c would give the ranger 43 hp/sec while the per is alive).
There are more traits that could use some love, but i fell these are the worst ones (honed axes i am ignoring because the main hand axe should get a rework first).
Fell free to discus/add your ideas and opinions on trait reworks.