hide in plain site bugg ?
aahahahahah…Yes it happened to me too…and in pvp
We’re working on a fix.
Thanks!
Hey Grouch;
While your on it, could you pass along to the team that the balance notes look incomplete?
There was supposed to be: “# changes to some of the Ranger weapons.”
I can only find notes pertaining to Maul, and I just figured since this was a big balance update and all, there had to be more since that wasn’t the only problem.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
^
….Maul wasn’t the PROBLEM with Greatsword’s DPS… Infact it was literally the only thing good about it and anyone who could use a calculator already knew that.
….Maul wasn’t the PROBLEM with Greatsword’s DPS… Infact it was literally the only thing good about it and anyone who could use a calculator already knew that.
Actually Maul did take a pretty big DPS hit when they changed the bleeds to vuln. This change brings Maul back in line with where it previously was, which was pretty good.
But yes, other weapons really need more attention.
Main: Caeimhe – Sylvari Ranger
Alts: Charr Guardian, Asura Elementalist, Human Thief, Norn Necromancer
There was supposed to be: “# changes to some of the Ranger weapons.”
I can only find notes pertaining to Maul, and I just figured since this was a big balance update and all, there had to be more since that wasn’t the only problem.
You’re forgetting the fix to Barrage’s condition duration when traited with Eagle Eye.
Charlie
There was supposed to be: “# changes to some of the Ranger weapons.”
I can only find notes pertaining to Maul, and I just figured since this was a big balance update and all, there had to be more since that wasn’t the only problem.
You’re forgetting the fix to Barrage’s condition duration when traited with Eagle Eye.
Have you tested it? And has anyone tested Nature’s Voice? I’m bored of doing QA because I got better thing to do with my time.
There was supposed to be: “# changes to some of the Ranger weapons.”
I can only find notes pertaining to Maul, and I just figured since this was a big balance update and all, there had to be more since that wasn’t the only problem.
You’re forgetting the fix to Barrage’s condition duration when traited with Eagle Eye.
I’m not forgetting it. That’s more of a bug fix related to an unintended function of a trait than an actual weapons # change. But I am glad they fixed Eagle Eye.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
^
….Maul wasn’t the PROBLEM with Greatsword’s DPS… Infact it was literally the only thing good about it and anyone who could use a calculator already knew that.
You mean it was the only thing keeping GS on the radar. Maul was never amazing for its activation time/ratios.
Wow, 2 red posts?! That’s officially more than we’ve received in a year I think?!
Wow, 2 red posts?! That’s officially more than we’ve received in a year I think?!
And both of them are from Grouch whose sole purpose on these forums is to post that stuff is on bug tracker and they are working to fix them.
Wow, 2 red posts?! That’s officially more than we’ve received in a year I think?!
It’s Grouch though. Even if he knows or has a response to any of our queries, I would suspect that based on post history, he is only authorized to respond to issues pertaining to bugs, and only to provide a brief PR explanation.
I would love to be wrong, of course, but until I see a discussion from a dev pertaining to the actual state of the ranger (reasoning, explanation, apology, additional info, something), then I’m not impressed lol.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Chopps.5047Have you tested it? And has anyone tested Nature’s Voice? I’m bored of doing QA because I got better thing to do with my time.
If I have time later this evening I will, but I’m going to presume there are other, more capable people out there to ascertain this before I can.
jcbroe.4329I’m not forgetting it. That’s more of a bug fix related to an unintended function of a trait than an actual weapons # change. But I am glad they fixed Eagle Eye.
It still affects a weapon skill, regardless of how minute or inconsequential, in the grand scheme of things it would still fit under the umbrella of “weapon # changes.”
Besides, what you and I define as such may not fit what the developers choose to label them under either.
Charlie
@Lunchbox;
It’s true. I’m just thinking in terms of the coding (granted I’m unfortunately not an ANet dev) that the longbow is probably one object, and the Eagle Eye longbow is another object entirely. Eagle Eye (and every other weapon altering trait in the game) very strongly points at it’s function working similarly (if not exactly) to creating a new Eagle Eye Longbow object, as opposed to altering the values of an actual weaponset, and the not having the cripple function properly on that object was an oversight because only the original weapon was patched, and the trait doesn’t ever interact with the original weapons object at all (instead, creating a new one).
So, the only reason I’m even separating them is because they seem to be entirely different entities in the code, which is why I chose to define it the way I did.
So I agree that it is changing a weapon skill that is created by a trait, but I’m nitpicking in my head that the traited longbow and the base longbow are the same object, and that because the Eagle Eye longbow is a separate object but not its own weapon, it’s a trait change and not a weapon change.
I know its such an oddly specific and largely assumed way that I process that lol, sorry. I’m not trying to argue it though, I’m just explaining my thought process.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Your logic is more than sound, I think that I just looked at it in a reverse sense that no other skills on the longbow or harpoon gun were having their condition duration shortened by the trait and therefor was a specific change to the weapon skill itself.
Charlie
I hope someone actually does playtest rangers.
more deadly than any that walks this earth. Put aside the Ranger.
Become who you were born to be. I give hope to men. I keep none for myself.
I hope someone actually does playtest rangers.
They play test rangers @ _ @
By the way, do you know where Companion’s Defense is?
I hope someone actually does playtest rangers.
keep hoping bro, anet fired the only dev that actually played ranger a few months back. That is how much they dislike the class that not a single dev play or test anything and if they dare to bring and idea or talk about the ranger situation they get fired so no one dare to speak up.
And I didn’t even think of that interpretation until you first said something haha. Which means as far as our friendly debate goes, it is more than indicative that the topic is subjective, and therefore in the realm of what ANet considers to be a part of the vaguely stated “# changes on some ranger weapons.”
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Those familiar to with 40k/GW will appreciate the parallels:
http://www.youtube.com/watch?v=_zSxQnZ3TM8
To the original topic…
Hide in plain sight is also being applied to me when I use pet #2 skills. With fern hound and brown bear at least…the #2 skill makes hide in plain sight proc and I turn invisible.
To the original topic…
Hide in plain site is also being applied to me when I use pet #2 skills. With fern hound and brown bear at least…the #2 skill makes hide in plain site proc and I turn invisible.
One of the greatest buffs we receive with the patch is a bug.
I don’t see how you can call Maul change a buff when they change it from 6 to 8 seconds cooldown.
33% Longer cooldown between atacks for a 7% damage increase (9% with 2 more stack of invul).
Yuck!
The CD ist the same only vulnb ist increased by duration from 6 to 8 and more stacks and more dmg so it is a buff ( only a rly rly small buff)
I don’t see how you can call Maul change a buff when they change it from 6 to 8 seconds cooldown.
33% Longer cooldown between atacks for a 7% damage increase (9% with 2 more stack of invul).
Yuck!
I think you misread the patch notes. They did not change the cooldown – they increased the duration of the vulnerability. So the change is, in fact, purely a buff.
Maul: Damage for this skill has been increased by 7%. Vulnerability has been increased from 3 stacks to 5 stacks, and the duration has been increased from 6 seconds to 8 seconds.