This should not be a discussion topic. Do not clutter this thread with discussion about miniscule details in some slight idea someone had. All I want in here is an overview of what you guys actually expect/wish from a big ranger patch.
Full, detailed changelogs, no “made x better”. If you don’t know what’s wrong with the class, you’d like to play, how the hell should the changelog look like to suit your tastes to begin with?
Also, changes on other classes only when they directly affect the ranger, e.g. “CnD does not cloak against summoned creatures and pets” would be acceptable here.
My wishlist:
Pets:
-Improved the damage point on attack animations, removed the self-root on some attacks(no specifics given here)
-Pets now trail directly behind the ranger when put on passive to reduce unwanted aggro
Longbow:
-Increased the arcing over all skills to reduce terrain issues
-Barrage no longer requires LoS(honestly… it just looks stupid… You fire up in the air and can’t let arrows rain down behind some random stone.)
-Long range shot is now a 100% projectile finisher
Greatsword:
-Maul is now a blast finisher, slightly reduced damage to reflect this change
-Crippling Throw no longer roots you
Shortbow:
-Fixed Crossfire interaction with quickness
Sword:
-You can now dodge out of the autoattack chain
-Slightly decreased the damage on Autoattack chain
Axe:
-Whirling Defense now only lasts 4 seconds
-You can move while using Whirling Defense
-Path of Scars now inflicts Weakness(4 seconds)
-Fixed Splitblade interaction with Sharpening Stone
Warhorn:
-Hunter’s Call is only affected by LoS on cast.(once the cast is succesfull, the birds will continue to damage, even if LoS is lost)
Spear:
-Slightly decreased the damage scaling on Dart(this skill is just too good right now)
Utility Skills:
Sick’ Em:
-Reduced cooldown to 50 seconds
Search and Rescue:
-Now Ground targeted. Pet will revive the ally closest to the center of the spell
Protect Me:
-Instantly teleports pet to your side
Signet of Stone:
-Reduced cooldown to 90 seconds to match similar skills of other professions
Signet of the Wild:
-Reduced cooldown to 100 seconds
Lightning Reflexes:
-Reduced the pullback range under water
Quickening Zephyr:
-Now lasts 4 seconds.
-Now has a cooldown of 45 seconds.
Traps:
-[OKAY, I REQUESTED A FULL CHANGELOG, BUT I FAIL TO DO SO MYSELF…]
-[insert some nerfs and rebalances to certain aspects here to make them slightly less powerfull in Spvp.]
Spirits:
Complete overhaul. Now have more interactive effects.
Sun Spirit:
-Grants Allies in the Area a chance to burn foes(unchanged), 5 seconds cooldown.
Active:
Sunburst
-Blinds the closest 5 enemies facing the Sun Spirit(Similar to that very annoying temple event. You probably know what I’m talking about :>) for 3 seconds every second.
-Duration: 5 seconds
Earth Spirit:
-Chance to gain Protection, … totally unchanged
Active:
Ring of Earth
-Creates a Ring around the Earth Spirit. Everyone who crossed the ring will be immobilized for 1.5 seconds.
-Duration: 5 seconds
(I love this effect because it gives Rangers access to unlimited AoE)
Storm Spirit:
-Chance to grant allies Fury on attack. 8 seconds cooldown
Active:
“The I of the Storm”
-Creates a Storm around the Spirit which destroys projectiles.
-Duration: 5 seconds
Frost Spirit:
-Chance to grant allies +15% damage on attack
Active:
Blizzard
-Creates swirls of ice particles, bleeding and damaging foes in the Area per pulse
-Duration: 5 seconds
Spirit of Nature:
-Passive remains
Active:
-Now pulses similar to Elixir R
-Removes Conditions per pulse
-Duration: 5 seconds
—————
Traits:
Sharpened Edges:
-Critical hits deal 5% bonus damage, if the target has a boon and 1% bonus damage for each additional boon on the target
-Reduced Vigor duration on Vigorous Renewal by a second
Spirits Unbound:
-No longer causes spirits to follow you
-Spirits have ground targeting
-Activated Effects of Spirits have Ground targetting, causing the spirits to teleport to the target location aupon casting their abilities and activate the effects there
Rending Attacks:
-Bleeding to certain pet families stays as it is
-Grants all pets +1% damage per Boon on their target
Stability Training:
-Stability to certain pet families stays as it is
-Grants all pets 50% reduction on conditions applied to them
Intimidation Training:
-Cripple effect for certain families stays as is
-Grants all pets +1% damage for each condition on their target
Vigorous Training:
-Vigor to certain families stays as is
-Grants all pets 10% damage reduction
Edit: Change for clarification:
Earth Spirit: Everyone trying to cross the ring -> Everyone who crossed the ring
Edit2: added Sharpened Edges
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)