Why are this traits still here?
Primal Reflexes – Got buffed by halving the CD on the trait, that pretty much makes up for the vigor nerf. The triggering on evade is not a bad thing either.
Strider’s Defense – Still pretty meh, 25% of all projectiles is pretty nice but RNG being RNG, it is too unreliable. For me, I would like to see a Rousing Resilience (+1000 toughness) type buff after a successful evade, along with +10% damage on sword. Drop the CD reduction as sword skills do not really need it imo and other effects are more desirable. That and QD is in the same line and will most likely be taken if you want to evade all day. I would use that quite a bit if it were like this.
MDG – Bad.
Soften the Fall – Obligatory Fall Damage Reduction trait that all classes have. Sorry, it will never go away. Ever.
Strider’s Defense – Pretty bad still. It will see some play after the patch for Rangers that are neither condi or PVE. Doesn’t mean it’s good. Could use the damage modifier back into it and possibly change the RNG to making the final auto attack chain into an evade.
Invigorating Bond – Could use a condi cleanse or boon conversion, but the devs think it’s “strong” so it will never see any change.
MDG – Most Disappointing Grandmaster
Will update once Path of Fire releases.
MDG needs to be just … buffed
If a trait does nothing but might stack and even has a pretty heavy requirement then those stacks should better almost reach 25 by themselves.
Light on Feet needs to apply tornment after dodge or bleed or whatever.
Soften the Fall – Obligatory Fall Damage Reduction trait that all classes have. Sorry, it will never go away. Ever.
No, it’s not needed it’s waste of an trait slot.
Strider’s Defense – Pretty bad still. It will see some play after the patch for Rangers that are neither condi or PVE. Doesn’t mean it’s good. Could use the damage modifier back into it and possibly change the RNG to making the final auto attack chain into an evade.
I don’t want to trait for the 3rd chain evade, because it’s very inconvenient. And the chance is a lot lower if we do that. I don’t see people using that in PvE i’ve talked to dungeon runners and others that try to use it for other PvE things, and they every single one asked me why would you want to use that over even a minor trait. I rather side step juke to avoid damage. I think we need 100% transfer dmg to pet on successfully attacked projectile or simple block. It’s not OP at any point because you actually have to time it really good to succeed.
Invigorating Bond – Could use a condi cleanse or boon conversion, but the devs think it’s “strong” so it will never see any change.
F2 heal was way better then actual thing, because 20 sec RNG? What’s the point of this ? The problem is that pets are so dumb and get easily cough on their own, so they don’t even heal closest allies to you because they get stuck behind. (WvW wise), cc/cliffs/ water/walls/stairs. 20 sec is way to bug cooldown for ability that you can’t even control. And this encourages even more passive pet play…
SOLUTION: every 3 sec perform small heal, better then 20 sec decent heal wasted because of RNG… No control = no awarness = no use By that i mean, if you cannot predict when passive will strike, it’s not really a passive if you never can have benefit. How could we know? How could we predict it? There is not enough said on that one, way to little information, no icons to show passive heal coming up. What would my professor for game development say: “Read simple Nielsen rules, there are 10, you didn’t even try to full-fill one of them!”
MDG – Most Disappointing Grandmaster
Exactly, give us passive might that i’ve mentioned before, lower you get stronger you are. With my idea, your power is linear, with their way, you can get maximum 8 stacks and you MUST be under 50%.. which i would move to adapt trait line, it’s not even worth standing in grandmaster trait position.
I’ve never heard of a trait being able to apply and then remove boons. Instead it should just give flat power and condition damage based on health %. Something like:
For every 10 % below max health, gain 50 power and 50 condition damage.
No, it’s not needed it’s waste of an trait slot.
Be it as it may, fall damage reduction traits are here to stay unless the devs decide to reduce fall damage as baseline. Will that happen? I hope so, since even the devs commented on these traits, saying that their main purpose was to help people with Jumping Puzzles.
I don’t want to trait for the 3rd chain evade, because it’s very inconvenient. And the chance is a lot lower if we do that. I don’t see people using that in PvE i’ve talked to dungeon runners and others that try to use it for other PvE things, and they every single one asked me why would you want to use that over even a minor trait. I rather side step juke to avoid damage. I think we need 100% transfer dmg to pet on successfully attacked projectile or simple block. It’s not OP at any point because you actually have to time it really good to succeed.
Of course no PVE Ranger would take Strider’s Defense, we have Spotter in the same tier now. It also can’t be a guaranteed block without an ICD since Anet balances around best-case-scenarios.
The scenario here would be a sword auto spam with quickness against projectile only foes. Is it likely to happen? Not really, but you try convincing them that. Hence, why they dropped the 50% chance down to 25%, then stripped the damage modifier.
As for MDG, Heimskarl has a thread that proposes and discusses ways to improve MDG into a worthy GM trait that can compete with Quick Draw.
https://forum-en.gw2archive.eu/forum/professions/ranger/MDG-needs-more-thought/first#post5193192
Will update once Path of Fire releases.
Skirmishing:
- Primal Reflexes, vigor got nerfed from 100% > 50% endurance regeneration rate, 8 sec CD, 5s duration. This trait only works if you successfully evade.
– seems like dodging is hard work for you, when you cant see that it is still a good trait.
- Strider’s Defense, that is way to much RNG to actually perform the projectile blow.
– it was never used because the other two GM (Trap GM and MoC) were superior, now it will be used because it is the sword cd trait. add +5% dmg instead of the prior planned 10% for the GM version of it and will be a nice trait.
- Most Dangerous Game, GRANDMASTER, you get 1 stack of might per sec, if you drop below 50%, how is this useful When you have to care to survive ? And grandmaster rune?
-* idk what you mean with GM rune, when u mean that that could be the (6) effect of a rune it would be quite strong, more for other classes, but outside of Powerranger and Trapper (forget trap runes) we have good survivability to have an effect of that trait, we will see today*
Wilderness Survival:
- Soften the Fall, 50% less dmg on fall. Why is this in game? every class should have one, atleast for PvE
- Poison Master, not strong enough for Grandmaster compared to the far superior GM in same line. Even when PM gets merged with refined toxins, no matter what trait will come instead of PM, it will be rarely used because we are forced to take EB or WKNatural magic:
- Invigorating Bond, your pet heals allies in area around them, 20s CD. How does that even trigger RNG? No activation? Needs further look.. How is this Grandmaster trait?
PET: I’ve healed, ups, u werent in range? Try again in 20s, but i wont tell you when i do it:3 they heal when activating F2 attackThere is so many good stuff out there that could replace this stuff easily:
- throwable traps
- traps that spawn 300 range in front of you defak no.
- Grand master: “Dou*B*le edged knife”: passive: for every 8% of HP that you drop, you get 1 stack of might, you lose same amount on recovery:
92% = 1 might stacks
84% = 2 might stacks
76% = 3 might stacks
68% = 4 might stacks
60% = 5 might stacks
52% = 6 might stacks
44% = 7 might stacks
36% = 8 might stacks
28% = 9 might stacks
20% = 10 might stacks
12% = 11 might stacks
4% = 12 might stacks
– PSSSSTTTT ranger will not get this too stronk stuff, but devs could read it and add it to other classes!- Invigoration Bond: When ever you use healing skill, your pet heals your allies for X% in range of X. – 1K heal afaik on f2, maybe more now cause stat increase and such
- Primal Reflex: Vigor is nerfed now because other classes abused it, so basically what i would change now is, that you need to be rewarded more because of vigor nerf, and reflex should mean if you let me evade your skill, i’ll punish you: When you successfully evade, you gain 5 sec of vigor and your next auto attack has +20% chance to crit. – pffff if that makes a different?
- Strider’s Defense: To much rng, this skill doesn’t even work as intended because almost never in my life i was able to destroy the projectile with that, we either need 100% on that, or make it rise the destroy chance 50% >100% upon auto attack. People don’t realize how hard it is to actually block projectile. And Doing it in PvP/WvW it’s not even worth taking this trait, because you would either dodge then eat the damage, if you want to make this trait work, i see two options:
a) On melee auto attack you transfer damage from projectile to your pet. Your sword skills recharge 20% faster.
b) On melee auto attack you have chance to block projectile with 50% chance. If you get struct your chance rises for 25%. Your Sword skills recharge 20% faster.Strider needs more reactive chance, less RNG.
—- i think rangers already hate the concept of killing their own pets.
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
The thing that irks me with MDG is that other classes get synergy amongst their traits, like Warriors can increase the length of endure pain and then get an endure pain for free if they are on low health. The Ranger on the other hand has no real synergy with MDG, atleast none I can see right now.
Talking about synergy, Remorseless seems to get most of it. If you don’t pick Remorseless, there isn’t much synergy left unfortunately. It’s basically stealing the show.
Wilderness Survival:
- Soften the Fall, 50% less dmg on fall. Why is this in game?
Two words: Jumping Puzzles
I Play WvW to have fun. I don’t find it fun anymore. Therefore I don’t play.
I don’t see why they don’t just roll all the fall damage traits into the minor of one of the traitlines. Makes no sense to have to waste another trait for that at all.
Because I don’t want to waste a trait on falling damage when I don’t need it. So make it an adept and I can select it when I want it and replace it with something else when I don’t but want that same Specialization.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
If it was just rolled into the minor on the same traitline, you are getting it as well as the choice of an additional Adept. Cannot fathom why you would want to have to choose an actual trait for it if it could just be tacked onto Natural Vigor for instance, removing the muddy terrain part. So, Natural Vigor would then be “You gain +20% endurance regeneration and take 50% less damage from falling.” Then make a new Adept trait which should be something for a power build.
(edited by Heimskarl Ashfiend.9582)