Why still "if you hit them from behind"?

Why still "if you hit them from behind"?

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Posted by: Shtra Quo.1932

Shtra Quo.1932

Thief’s autoattack on pistol doesn’t have that and has the same range now.
Also, with the “from behind” limitation to it’s condition application I strongly believe the base damage for a 900 range weapon is way too low. If it’s “close range” it should hurt.

And while we’re at it: Why is there only one trait that actually improves the shortbow? I’m not talking about an improved range trait, but there’s absolutly not one single trait that gives the shortbow more usage than it has by default. Where is +x% damage on shortbow or +x% damage to bleeding/poisoned enemies or +x% condition duration on shortbow? Every other class can pull that off.

Thief:
- Deal 10% more damage if your target has a condition.
- Increases poison duration by 33%.

Warrior:
- Increases damage to bleeding foes by 10%.
- Increases damage to weakened foes by 5%.

Only these examples show, how these classes can improve the use of their weapons with traits giving them more use.

I wished my shortbow would have gotten something like this instead of a 14% base damage increase on very situational utility weapons-skills.

Freck – You’ve been desolated!

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Posted by: Quarktastic.1027

Quarktastic.1027

If there’s one thing anet does consistently, it’s inconsistency. Making one class work harder to achieve the same results as another class seems to be their idea of “diversity.”

For example: thieves can hit 10k crits with a single backstab. For my ranger to reach those numbers with maul, I have to spec 30 in marksmanship, and blow two signet cooldowns.

Those armadillos would be a lot cooler if they looked more like real armadillos. mmm armadillos
-BnooMaGoo.5690

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Posted by: Serraphin Storm.2369

Serraphin Storm.2369

You can not and i repeat can not consider ranger weapons with out considering our pets. You have pets that can bleed we have other traits that can cause bleed or conditions. classes dont do things in the same way.

You want to compare a thief attack damage that uses one of its main mechinisms to do it but not compare the damage that ours is doing. Its a rather short sighted a narrow view.

The sb is a low skill based weapon. Auto attacking to win is a problem in my view.

Why do people incorrectly compare the classes?

In order to properly understand the big picture,
everyone should fear becoming mentally clouded and obsessed with one small section of truth.

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Posted by: JJBigs.8456

JJBigs.8456

Ranger isnt a DPS Class. Thief/Warrior are. Sounds like you know other classes better than Ranger. Thats comparing apples to oranges.

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Posted by: Cufufalating.8479

Cufufalating.8479

I suspect the reason is the SB’s attack speed.

The theifs pistol stacks 5 bleeding at most (excluding condition duration increases), whereas the rangers SB can get 8? I cant remember exactly, but its certainly more than 5.

Cufufalating – Ranger / Part-Time Mesmer
Gunnar’s Hold

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Posted by: Dojo.1867

Dojo.1867

Because it makes the weapon special and somewhat challenging? Can you stop trying to remove any challenging content from the game?

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Posted by: solrik.6028

solrik.6028

First, shortbow is only low-skill in PvE. Second, how am I supposed to get behind or to the side of someone?

The person can be
A: Ranged, which means he has to face me to hit me and makes the range unable to hit the side/back
B: Melee, which means he will try to get into my face to hit me and SB is not a melee weapon.
C: Fleeing, which means they have their back turned, allowing for bleeds
D: In a zerg vs zerg fight, which means the bleeds will be negligible and the ranger has to flank the whole zerg to apply bleeding at 900 range.

This is not a challenge.
This being a challenge is the same as jumping of a cliff and surviving is a challenge.
In case this IS a challenge, there is far greater challenges for Rangers.

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Posted by: Serraphin Storm.2369

Serraphin Storm.2369

If a weapon has an ablitly that you find difficult then it doesnt suit your playstlye or your ablities. Most builds Have an underlining idea. Whether that be regen, might stacking, crit, chill or any other condtion or effect.

Implementing an Idea can be as difficult as jumping of a cliff and trying to survie. It comes down to your skill and knowledge of the game. While the formentioned cliff jumping may seem impossible it is not if you have the right gear. Like a parchute and or a glide suit. Circle straifing and dodging can put you in postion to get your bleeds. Fear as well. While you can argue that other class dont have to do this and that.

Bleed on the bow may not be the best way to build stacks of bleed. Just becuase its on the bow doesnt mean it was meant to be stacked in that manner. It might have been add just to bring the damge up a pinch to be more competitive.

While adding one pont in base damge may not have been enough and adding two point may have been too much when considering all other damage boost and bonuses.

In WvW is so easy to get flanking shot. You can alway choose your target you dont have to kill the guy attacking you. Also with the new path of scar changes you can pull an enemy as far as 1200 units (if traited) and watch as he running like a kitten after getting pulled into no man’s land.

The biggest limitation to the ranger is the mind of the user(s).

In order to properly understand the big picture,
everyone should fear becoming mentally clouded and obsessed with one small section of truth.

(edited by Serraphin Storm.2369)

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Posted by: Fomby.4295

Fomby.4295

Probably because of the speed that we would apply conditions if it was a hit them from anywhere skill. However, I don’t feel like it would be that much more than P/D thieves.

BUT, it would be a constant application of bleeds, compared to the kinda bursty application of of thief bleeds via the stealth attack.

All in all, I do feel like the Ranger SB is lacking in bleeds.

PROPOSITION:
Make the Ranger SB #1 skill a progression with 2 attacks and the only thing different about the second attack, is that it applies bleeds from any position, while taking bleeds off the first attack.

Maguuma [PYRO]
Kal Snow – Norn Guardian

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Posted by: Durzlla.6295

Durzlla.6295

two very good reasons why thief pistol doesn’t have the requirement that rangers do.

1) It doesn’t even come close to the attack speed

2) It doesn’t deal nearly as much Direct Damage

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: XelNigma.6315

XelNigma.6315

Then add the engi’s pistol and it even has a slower attack speed and even less direct damage but still adds short lived bleeds.

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Posted by: Bran.7425

Bran.7425

This just reminds me of the old arguments (pre-quickness change) when people were against Quicken Zephyr not being a stun break because it effects the pet as well as the ranger.

Pets have been hidden due to rising Player complaints.

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Posted by: Manekk.6981

Manekk.6981

I suspect the reason is the SB’s attack speed.

The theifs pistol stacks 5 bleeding at most (excluding condition duration increases), whereas the rangers SB can get 8? I cant remember exactly, but its certainly more than 5.

Normal attacking with no modifications is 5-6

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Posted by: Durzlla.6295

Durzlla.6295

I suspect the reason is the SB’s attack speed.

The theifs pistol stacks 5 bleeding at most (excluding condition duration increases), whereas the rangers SB can get 8? I cant remember exactly, but its certainly more than 5.

Normal attacking with no modifications is 5-6

with 10 points in Marks i can maintain 7-8 by myself, throw in pet bleeds and it becomes ~18 without me using #4 on SB, there’s a reason theirs doesn’t have a requirement to bleed and ours does…

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: BobbyT.7192

BobbyT.7192

With 0 condition duration, Vital Shot can stack 4-5 bleeds while Cross-fire can do 5-6. even though CF base bleed duration is 3 sec while VS is 4 sec, the attack rate makes it so much better then the pistol if your landing the bleeds, if your not landing a single bleed, then the two skills seem to be pretty much on par with each other, and that not even factoring the pets dps either.

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Posted by: Manekk.6981

Manekk.6981

I suspect the reason is the SB’s attack speed.

The theifs pistol stacks 5 bleeding at most (excluding condition duration increases), whereas the rangers SB can get 8? I cant remember exactly, but its certainly more than 5.

Normal attacking with no modifications is 5-6

with 10 points in Marks i can maintain 7-8 by myself, throw in pet bleeds and it becomes ~18 without me using #4 on SB, there’s a reason theirs doesn’t have a requirement to bleed and ours does…

Well I am not arguing for or against anything here just stating how many stacks it gives without modification, one thing though if it’s 5-6 with no modification then it’s 5-6 with 10 in marksman the 10% increased duration does nothing for a 3 second bleed so you must have other sources increasing it aswell.

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Posted by: Durzlla.6295

Durzlla.6295

I suspect the reason is the SB’s attack speed.

The theifs pistol stacks 5 bleeding at most (excluding condition duration increases), whereas the rangers SB can get 8? I cant remember exactly, but its certainly more than 5.

Normal attacking with no modifications is 5-6

with 10 points in Marks i can maintain 7-8 by myself, throw in pet bleeds and it becomes ~18 without me using #4 on SB, there’s a reason theirs doesn’t have a requirement to bleed and ours does…

Well I am not arguing for or against anything here just stating how many stacks it gives without modification, one thing though if it’s 5-6 with no modification then it’s 5-6 with 10 in marksman the 10% increased duration does nothing for a 3 second bleed so you must have other sources increasing it aswell.

I know for a fact id on’t have other sources because the build isn’t condi, like at all so i’m not taking anything to boost them…

And sorry idk why i quoted you in the other post.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Manekk.6981

Manekk.6981

I can tell you wich kind of hitting from behind that bothers me the most in pvp , it’s pets attempting to hit players from behind that can totally take your pet out of the fight just by running back and forth through you wich will make the pet do the same and never hit them once, it just happend to me lol.

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Posted by: Cirian.8917

Cirian.8917

The warrior’s longbow actually has traits that give +10% vs bleeding foes and other 10% vs burning foes, 33% chance to cause bleed on crit, 20% cooldown reduction, a 6th skill with potentially a +10% crit chance, +10% damage and 30% cooldown reduction and every skill is either a combo field or a combo finisher and they can all have 1200 range. For conditions it can inflict bleeding, burning, blind and immobilize.

Now, what can I upgrade my ranger’s shortbow to do again? Nothing nearly as epic as that.

The main gripe I have with shortbow is that there isn’t a trait to make the auto attack automatically inflict bleeding or otherwise load a target up with conditions. The poison fan has to be fired point-blank to get any decent duration on a target.

Compare this with an engineer pistol that inflicts aoe bleeds on auto attack and it can even be traited to pierce, the poison volley loads up on a single target (albeit it fires a little wildly), and after that the weapons diverge into quite different areas (engie pistols having confusion, blind, burning and immobilize on 3, 4 & 5).

Shortbow 3, 4 & 5 are pretty nice as they are; 4 & 5 are both strong, 3 not so much but an evade is an evade. 2 is weak; needs a trait to liven it up. 1 could be more condition focussed but it’s really better in power builds. There’s no way to make the bleed 100% reliable in a condition build; possible place for a trait.

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Posted by: Manekk.6981

Manekk.6981

The warrior’s longbow actually has traits that give +10% vs bleeding foes and other 10% vs burning foes, 33% chance to cause bleed on crit, 20% cooldown reduction, a 6th skill with potentially a +10% crit chance, +10% damage and 30% cooldown reduction and every skill is either a combo field or a combo finisher and they can all have 1200 range. For conditions it can inflict bleeding, burning, blind and immobilize.

Now, what can I upgrade my ranger’s shortbow to do again? Nothing nearly as epic as that.

The main gripe I have with shortbow is that there isn’t a trait to make the auto attack automatically inflict bleeding or otherwise load a target up with conditions. The poison fan has to be fired point-blank to get any decent duration on a target.

Compare this with an engineer pistol that inflicts aoe bleeds on auto attack and it can even be traited to pierce, the poison volley loads up on a single target (albeit it fires a little wildly), and after that the weapons diverge into quite different areas (engie pistols having confusion, blind, burning and immobilize on 3, 4 & 5).

Shortbow 3, 4 & 5 are pretty nice as they are; 4 & 5 are both strong, 3 not so much but an evade is an evade. 2 is weak; needs a trait to liven it up. 1 could be more condition focussed but it’s really better in power builds. There’s no way to make the bleed 100% reliable in a condition build; possible place for a trait.

Poison volley actually pierces by default, in a little blob of any kind you can put 5stacks on all of them sometimes, not that it happens all that often but it can be good when taking camps and such in wvw so not totally useless for aoe.

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Posted by: Dante.1508

Dante.1508

Ranger isnt a DPS Class. Thief/Warrior are. Sounds like you know other classes better than Ranger. Thats comparing apples to oranges.

So…what is Ranger if it’s not a DPS class? are we suppose to be support, because rangers have jack support (spirits die too fast to be used)..

Tank? hmm yeah our tissue paper armor suggests we aren’t tanks..

Healers? one heal skill which is ok at healing but very situational…

So if we aren’t dps what are we…