[iR] RANGER Redesign

[iR] RANGER Redesign

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Posted by: RoyalPredator.9163

RoyalPredator.9163

A short list what the [iR] Club waits for rangers:

  • 20% Faster overall arrow speed
  • Smokeless, pierce like arrow effect
  • LB Long Range Shot (Skill#1): Base range of 1400 (traited to 1550), damage increases on lenght, attack speed decreades on lenght. Mutch more attack speed on close close targets.
  • Lightning Reflexes breaking chain lockdowns.
  • Rampage as One: Equal to warrior’s Signet of Rage
  • Spirits: Invulnerable circle buffs on 600 range, unique models for each one (listed in this topic)
  • Slightly bigger base health and precision.
  • Traps: Lines instead of circles in some cases (had no time to discuss)

Plus: Improved racial skills.

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Posted by: RoyalPredator.9163

RoyalPredator.9163

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Posted by: RoyalPredator.9163

RoyalPredator.9163

A quick cut concept about how rangers should look like if they want to…
“Elite” tier.

Attachments:

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Posted by: rpfohr.7048

rpfohr.7048

I think if Pets were invulnerable on guard mode, and this acted like a toggle f1 perhaps it solves a ton of issues. Effectively no more pets die in dungeon traps. And you now control a dodge for your pet.

Thoughts??

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Posted by: RoyalPredator.9163

RoyalPredator.9163

The idea of Invulnerable pet’s has doubts. Mostly because of fairity and PVP issues.
As I suggested, as long as pets had health, they should try to absorb incomming damages and conditions on Guard Mode. If they catch risen’s immobilise throws and some projectile, some hit, it would be okay.
But just in case they’re smart enough. Pet AI needs a huge improvement, and total reanimation for the illusion of working properly.

Basicly, Pet’s design should base on “true friendship”.
Different kind of animals must be used for different special abilities.

  • Like if I have a bird, it should give me visual advantage, like bit increased fire range, or shortening the stealth effect on the foe by ~2 seconds.
  • In my “dirty little mind”, my eagle is a spotter. He should support me in hunting.
  • But if you have a hound or something, you should be more effective at chase hunting.
    Bit increased movement speed?
  • You have a drake, witch improves your burning damage?
  • Having a shark gives you bit of critical damage, or Armored fish gives bit toughness, jellyfishes giving better condition damages?
  • Wolfs may give 3 sec of chill by fearing enemies on 30s cooldown, when the enemy enters closer of 50 range to the player?
    And these buffs should be permanent on pet selection…

Update: I’m working on a fullHD video, where I can explain my toughts on the GW2 Ranger, and where I can show directly how it should be. I’ll even show how a bossfight should look like – and I mention again, it will be a direct composition. After you saw the vid, you should say:
“Omg… This less we have in GW2?!”

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(edited by RoyalPredator.9163)

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Posted by: RoyalPredator.9163

RoyalPredator.9163

Hey fellow Rangers & Devs again!
The forum burns after the new AN Post.

After all the lot suggestions and wishes we made, I’ll still continue the work.
Now I’ll add some details of what I wish to see at Rangers in the future.

As improving skirmishing abilities (weapon damages, animations, etc), I think even the “hunter” side of us needs some attention. A kind of Stealth would be nice, but not for escaping, but approching with the element of surprise.
The goal of new skills and traits, witch I hope it will work with my reasonable design, aims to multiple our possible builds that supports our playstyle.
Even if our stats are kind of pathetic in the current state, Rangers are playable and enjoyable in that some restricted way – if the user plays well enough.
As Rangers, we wish to have closer connections with our pets. They need to be true friends instead of tools. Maybe some kind of cross-transformation Elite Skill would be nice.
(You can become Were-Pet ^^)
On the side of Armors, we lack the goods. Very small in quantity, askable quality.
I don’t know where the Ascended items leading in crafting, but I would work on the customization options a lot.

I wish ArenaNet to learn from other games like AION, TERA, Vindictus, Skyrim, etc.
If GW2 is a real revolutionary game, it needs to pay a lot of attention on the style, because as you know, the illusion of being awesome is the very base of every class.

Meanwhile: https://forum-en.gw2archive.eu/forum/game/suggestions/YAY-Azureflame-Suggestion/first#post2442933
P.s.: I’m still working on the Ranger video.

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(edited by RoyalPredator.9163)

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Posted by: RoyalPredator.9163

RoyalPredator.9163

Okay… Here comes my Ranger Overhaul that based on the current state.

I would like to run Ranger on Adrenaline-like “mana” that consumed by using weapon skills.
There are 5 adept, 4 Master and 3 Grandmaster „signets” of each kind, making the builds feel more specialised on a way.
> Slightly improved base values of Critical Chance (5%) & Vitality (50)

Marksmanship
Marksmanship is a trait line for the ranger that focuses on long range damage and the use of signets. Per point: Power +10 Condition Duration +1% | Pets have Opening Strike as standard.

Adept | Opening Strike | Cause vulnerability with your first strike when entering combat.
Master | Predator’s Instinct | Opening strike have double attack speed. Always Critical.
Grandmaster | Remorseless | Regain Opening Strikes whenever you kill a foe or gain stealth.

  • Adept | Steady Focus | Damage increases by 10% when endurance is full.
  • Adept | Hunting Traditions | Critical Chance versus animals increased by 10%
  • Adept | Keen Edge | Use Sharpening Stone when your foes health reaches 50%. Can only be triggered once every 45 seconds.
  • Adept | Signet Mastery | Signets recharge 20% faster.
  • Adept | Predator’s Rage | Apply cripple to foes you hit when they are below 40% health (15-second cooldown).
  • Master | Piercing Arrows | All arrow attacks pierce targets.
  • Master | Beastmaster’s Might | Activating a signet grants 3 stacks of might (15 seconds).
  • Master | Trained Hard | Decreases taken condition durations by 15%
  • Master | Inner Flame | Block next Stun/Knockdown/Knockback and gain Stability for 5 seconds (30s cd)
  • Grandmaster | Eagle Eye | Increases projectile weapon attack speed by 15% and precision by 10%.
  • Grandmaster | Martial Mastery | Sword, greatsword, and spear skills recharge 20% faster.
  • Grandmaster | Iron Will | Gain 5 stacks of Might for 5 seconds when taking critical damage. (20s cd)

Skirmishing
Skirmishing is a trait line for the ranger that focuses on mobility, rampage and switching weapons in combat.
Per point: Precision +10, Critical Damage +1%

Adept | Tail Wind | Gain swiftness when swapping weapons in combat.
Master | Furious Grip | Gain fury when swapping weapons in combat.
Grandmaster | Hunter’s Tactics | Deal 10% more damage while flanking.

  • Adept | Pet’s Prowess | Pet do 30% more damage on critical hits.
  • Adept | Sharpened Edges | Chance to cause bleeding on critical hits.
  • Adept | Primal Reflexes | You gain 3s of quickness when you are struck by a critical hit. This can only trigger once every 15 seconds.
  • Adept | Companion’s Might | Critical hits grant 5 seconds of might to your pet.
  • Adept | Bountiful Hunter | You and your pet deal 5% more damage while you have a boon.
  • Master | Agility Training | Pets move 30% faster.
  • Master | Carnivorous Appetite | Pets gain health on critical hits.
  • Master | Trapper’s Expertise | Trap skills use ground targeting and are 50% larger.
  • Master | Honed Axes Fo 10% more critical damage when wielding an axe in your main hand.
  • Grandmaster | Quick Draw | Shortbow and longbow skills recharge 20% faster.
  • Grandmaster | Spotter | Increases precision of nearby allies by up to 150 points. (including user)
  • Grandmaster | Moment of Clarity | Gain an attack of opportunity for you and your pet on interrupting a foe. This effect can only trigger once every 5 seconds. Daze and stun durations you inflict are also increased by 50%.
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Posted by: RoyalPredator.9163

RoyalPredator.9163

Wilderness Survival
Wilderness Survival is a trait line for the ranger that focuses on defensive combat maneuvers.
Per point: Toughness +10, Condition Damage +10

Adept | Natural Vigor | Increases endurance regeneration by 50%.
Master | Companion´s Defense | You and your pet gain 2 seconds of protection when you dodge roll.
Grandmaster | Peak Strength | Deal 10% extra damage when your health is above 90%.

  • Adept | Soften the Fall | Create Muddy Terrain when you take falling damage. You take 50% less damage from falling.
  • Adept | Healer’s Celerity | Grants swiftness to you and your ally when you revive someone. Increases revive speed by 10%.
  • Adept | Shared Anquish | Incoming disables (stun, daze, knockback, knockdown, sink, float, fear, launch) are transferred to your pet. This effect can only trigger once every 30 seconds.
  • Adept | Vigorous Renewal | Gain vigor when using a heal skill.
  • Adept | Wilderness Knowledge | Survival skills recharge 20% faster.
  • Master | Off-Hand Training | Offhand skills have a longer range and 20% quicker recharge.
  • Master | Oakheart Salve | Gain regeneration for 5s when you suffer from bleeding, poison or burning. This can only trigger once every 20 seconds.
  • Master | Hide in Plain Sight | Applies 5s camouflage when you are dazed, knocked down, launched, pushed back, or stunned. This effect cannot trigger more than once every 30 seconds.
  • Master | Oak Flesh | You gain 5s of vigor when you are struck by a critical hit. This can only trigger once every 15 seconds.
  • Grandmaster | Trap Potency | Conditions caused by traps last twice as long and traps recharge 20% faster.
  • Grandmaster | Bark Skin | You and your pet take 30% less damage when under 25% health.
  • Grandmaster | True Survivor | You have 20% more downed health.

Nature Magic
Nature Magic is a trait line for the ranger that focuses on improving boons and spirits.
Per point: Vitality +10, Boon Duration +1%

Adept | Rejuvenation | Gain regeneration under 75% health.
Master | Fortifying Bond | Any boon you get is shared with your pet.
Grandmaster | Bountiful Hunter | You and your pet deal 5% more damage while you have a boon.

  • Adept | Circle of Life | Create a healing spring on death and reveives 1 downed ally in its range.
  • Adept | Concentration Training | Boons applied by your pets and allies last longer.
  • Adept | Nature’s Bounty | Regeneration you apply lasts 33% longer.
  • Adept | Vigorous Spirits | Spirits have twice as much health. Spirit bonuses have a 35% better chance of providing their benefits.
  • Adept | Strength of Spirit | 5% of vitality is given as a bonus to power.
  • Master | Nature’s Protection | Receive protection for 10 seconds when you take more than 10% damage in a single strike. This effect can only trigger once every 30 seconds.
  • Master | Nature’s Vengeance | Activated skills of spirits are larger and trigger when the spirit is killed.
  • Master | Evasive Purity | Dodging removes blind and poison from you (10 second cooldown).
  • Master | Enlargement | Pets get enlarged when you reach 25% health.
  • Grandmaster | Life is Power | 10% of Vitality given as a bonus to Power.
  • Grandmaster | Spirits Unbound | Spirits can move and follow you.
  • Grandmaster | Nature’s Voice | Shouts apply Regeneration (10 seconds) and Swiftness (10 seconds) to Allies. 360 degree radius.

Beastmastery
Beastmastery is a trait line for the ranger that focuses on improving pet abilities.
Per point: Healing Power +10, Pet Attribute Bonus +1

Adept | Instinctual Bond | When you are downed, your pet gains quickness for 5 seconds. 50 second cooldown.
Master | Loud Whistle | Pet swapping recharges 20% faster.
Grandmaster | Nature’s Wrath | 10% of healing is given as a bonus to power.

  • Adept | Speed Training | Pets recharge their skills 10% faster.
  • Adept | Shout Mastery | | Shouts recharge 20% faster.
  • Adept | Compassion Training | Pets heal for more. Pets deal extra condition damage & duration.
  • Adept | Commanding Voice | Pet skills (F2) recharge faster.
  • Adept | Natural Healing | Your pets have natural health regeneration.
  • Master | Master’s Bond | Your pet has a bond with you that increases its attributes each time you kill a foe. When it is defeated or deactivated, the bond is reset.
  • Master | Rending Attacks | Predator pets bleed on critical hit with their basic attacks.
  • Master | Stability Training | Pets gain stability (3s) when you’re disabled.
  • Master | Zephyr’s Speed | You and your pet gain 3 seconds of quickness when you swap pets.
  • Grandmaster | Mighty Swap | Pets gain 3 stacks of might (10s) when they are activated.
  • Grandmaster | Signet of the Beastmaster | Active effects of signets also affect you.
  • Grandmaster | Beastmaster’s Bond | Gain 10s fury and might when your pet’s health reaches 50%.
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Posted by: RoyalPredator.9163

RoyalPredator.9163

Ultility

  • Frost Spirit: Ice Djinn skin
  • Stone Spirit: Stone Elemental like skin.
  • Storm Spirit: Zapp skin
  • Sun Spirit: Flame Djinn skinn
  • Spirits should be eqippable as „armor layer” fusion with effects, buffs & condition – on useage lf secondary spell. This feature would be really awesome and lore-strong. Place the spirit for party support, or order to wield them for strenghtening your own buff

Elite

  • Rangers should have norn’s transformation skills, meanwhile Norns should have stronger spirit signets instead.
  • Spirit of Nature: user gains buffs until spirit dies.

Downed Skills

  • Licking Wounds or Thundercap should have an additional ability to move rangers out of danger, with short distance.

PET

  • AI improvement would be nice, but I think it would may work better without it…
  • Reanimated for smooth curve movements
  • Inmediate skill uses of orders, no delays
  • Offensive Behavior: AutoAttack player target or else on order only. Continous animation.
  • Defensive Behavior: Attack on order only, otherwise sharing incomming damage with user, maybe some chance to block.

Armor
The ranger is an adventurer profession and thus wears medium armor.
>> These ones should be good’old D&D style, not lame clothes or trenchcoats.

New Weapons

  • Main-hand Pistol: Quick skirmishing weapon relying on movement, bleeding and stuns for quick kills. (Range: 800)
  • Off-hand Pistol: Used to deal conditions and doing quick strike tricks. (Range: 800)
  • Two-handed Crossbow: Medium ranged shooter with high damage and conditions. (Range: 1400)

Weapon skill changes

  • GS Swoop: Dealing weak but ~10s bleeding condition on the way.
  • LB Long Range Shot: Attack speed on closer targets are faster. Range: 1700, 1850 w/trait.
  • LB Rapid Fire: Animation rework: Aim, then fire all arrows superfast within rest of time (Vindictus style)
  • LB Hunter’s Shot: No Stealth, just; Fire a shot that strikes for more damage the less health your target has.
  • LB Point Blank Shot: +Applies 5s Stealth.
  • SB range: 1000, 1200 w/trait
  • SB Poison Volley: Arrows bounce next to target.
  • AXE Richochet should work like sword lock-on seen in current state.
  • SWORD Slash may should be as free-move as GS.

Animation Changes

  • Dodge becomes sliding instead of rolling
  • ShortBow wielding is half-crouched
  • GS Slash: Bit more Hack’n’Slash style
Game Designer || iREVOLUTION.Design \\
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(edited by RoyalPredator.9163)

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Posted by: RoyalPredator.9163

RoyalPredator.9163

Would AN give a 1 week trial peroid on our Ranger Redesigns?

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Posted by: Aeri.5738

Aeri.5738

you are literally the only one posting here, and thats because nobody actually sees any point in discussing this with you.
Your “redesign” is never going to happen, because its either way too much to rebalance a whole class or your thoughts are just other the top.

Again: Not Gonna Happen

“We just don’t want players to grind in GW2.” – Well, I guess you really failed, ANet!
Update 5.9.2013: getting better ANet, still way to go!
A Lannister always pays his debts – For everyone else, there’s Mastercard.

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Posted by: RoyalPredator.9163

RoyalPredator.9163

When people are tired of posting suggestions that will not happen, and not even care to read anything that “not gonna happen”, the only thing they may do is to shoot our a crypost.

As you Can see, I’m discussing with people even in the topics, meanwhile on TS & map chats.

Nearly everyone wants some positive update towards playability of Rangers,
so my design here has vaild points, even if some can’t imagine the big picture

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Posted by: Manekk.6981

Manekk.6981

My own redesign simplified:

*Remove pets and adjust the ranger damage accordingly.
*F1-F4 abilities are now traps, ground targeted with a 900range.

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Posted by: Aelfaeth.6512

Aelfaeth.6512

Agree with Aeri, this wont happen end of story, Anet is more likely to simply remove the ranger class (which I would almost welcome since ranger in it’s current stage is just making me sad)

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Posted by: Pvt Frosty.6973

Pvt Frosty.6973

Woow guys calm your horses.

Thank you op for your suggestions and for trying to be constructive.

Unfortunately, I’ll have to say your proposed changes are ways too drastic and abrupt. And in that I’ll have to agree with what’s been said. They won’t happen.

On a lighter note. Rangers really are not that bad as they are right now. In fact I would say they are only a few minor tweaks away from being very much balanced.

Giving the ranger pet a boon and condi to be applied may be an idea, but in all honesty, I like the way the pet f2 is designed right now. It just needs to be fixed.
Brown bear f2 for example should be a clutch button. And dogs f2 needs to work and not bug out so often.

Your lick wound suggestion is a pointer in the right direction. I’d like more interaction with my pet. Give us a protect me at 20% HP for example. Or let pet f3 be a little more than it is right now.

What does need to happen is to give rangers the ability to deal with soft cc (think immob) rangers should have been the first class to get a 33% condi reduction on cc condis. Not elementalists and warriors. Also lightning reflexes should remove all soft cc on activation.

If we get those little changes. Rangers will Be very very strong!

Just Filthy Kasuals – Bowscoooped!
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Posted by: RoyalPredator.9163

RoyalPredator.9163

I’m glad for your post Pvt Frosty! Thank you!

I know I am drastic. How would a revolution look like without being drastic?
90% of my playtime is at my Ranger. I’ve been in every adventure, and I have my own vision for this class. Since in my opinion, the fight mechanism needs to be more dinamic (as mentioned in my other topics and posts), I’ve adjusted this overhaul for the big picture.

I believe I always kept logical at my suggestions, and only aiming towards the next evolution step with no new flaws and disadvantages.

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Posted by: Adacian.9752

Adacian.9752

Rangers bow shots need to move much faster, they are too slow and very easy to avoid.
Pet issues, ANET said there is no fix for pets. I agree that we should have a ranger build that does not have to use pets. Put pets into the traits , make it an early 5 pt trait if you want a pet.

I still haven’t figured out why Rangers cant use guns….Must be the trigger that throws them. /sarcasm.

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Posted by: RoyalPredator.9163

RoyalPredator.9163

In WvW, Rangers show off their real weakpoints. I do not wonder if everyone targets us first for an easy loot…

  • The first arrow shot needs to be a lot faster (Opening Fire’s buff?), then a little more on continous shooting
  • The arrows needs to be faster, people can dodge/evade it way easy
  • The 1200 range is just low, can’t even hit anyone down from a fort wall. Totaly unrealistic, even pathetic. 1500 base range should be the minimal on Skill#1.
  • Hits are always Out of Range/Obstructed, meanwhile standing clear at target 5 steps away. Can’t even hit the NPC Archers up on forts, its automaticly aims the top edge, but on range it should be a clear headshot!
  • We’re hunters, but can’t catch anyone…
  • Meanwhile Elementalists can heal fully up and hit serious criticals on us + being invulnerable for a LONG time, and Thieves just backstab us with 8k damages then disappearing whenever they want for long & heal fully up, we can do Nothing.
    Yes, we have 3 sec stealth if it hits (mostly just fails because of bad targeting and sent to recharge, we die…) AND STEALTH FINISHING THAT YOU CAN NOT DEFEND.
    (Shouldn’t be the Stealth brake when taking damage????)
  • Pets do not work at all, die before can hit, can’t track target, every skill/trait on them is a waste.
  • Survivality is close to zero, meanwhile we should be the number 1 survivors.

This is why I & many others say Rangers needs a stronger rework,
This is why people opening cry-topics,
This is why some joking with the class being deleted soon,
This is why we’re not welcome in parties,
This is how the hunters became easy prey…

Our strenght should be to burst damage our targets meanwhile we can evade a lot.
Recharge is way oldschool, an Initiative/Adrenalin like “recharging mana” would fit on this class mutch mutch better.
We need to be feared enemy.

P.s.: I would not mind using a gun, its fun and why not allowing archers to use any kind of projectile-type weapon?

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(edited by RoyalPredator.9163)

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Posted by: runeblade.7514

runeblade.7514

Most of these suggestion are awful and unnecessary except this:

  • They have to react very quick. No casting times on their attack skill or anything

I need this. To balance this, move the cast time to after cast. Most pets will be viable now. Some pets, like wolf, shouldn’t get this as the fear is already strong without it.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: Chrispy.5641

Chrispy.5641

In WvW, Rangers show off their real weakpoints. I do not wonder if everyone targets us first for an easy loot…

  • The first arrow shot needs to be a lot faster (Opening Fire’s buff?), then a little more on continous shooting
  • The arrows needs to be faster, people can dodge/evade it way easy
  • The 1200 range is just low, can’t even hit anyone down from a fort wall. Totaly unrealistic, even pathetic. 1500 base range should be the minimal on Skill#1.
  • Hits are always Out of Range/Obstructed, meanwhile standing clear at target 5 steps away. Can’t even hit the NPC Archers up on forts, its automaticly aims the top edge, but on range it should be a clear headshot!
  • We’re hunters, but can’t catch anyone…
  • Meanwhile Elementalists can heal fully up and hit serious criticals on us + being invulnerable for a LONG time, and Thieves just backstab us with 8k damages then disappearing whenever they want for long & heal fully up, we can do Nothing.
    Yes, we have 3 sec stealth if it hits (mostly just fails because of bad targeting and sent to recharge, we die…) AND STEALTH FINISHING THAT YOU CAN NOT DEFEND.
    (Shouldn’t be the Stealth brake when taking damage????)
  • Pets do not work at all, die before can hit, can’t track target, every skill/trait on them is a waste.
  • Survivality is close to zero, meanwhile we should be the number 1 survivors.

Especially the last one. Anet talks about how Warriors are meant to be a Sturdy profession and thats why they don’t want to be too quick to change Healing Signet, but, why can’t Rangers be a Surviving profession. Seriously, we have a Traitline called WILDERNESS SURVIVAL

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Posted by: RoyalPredator.9163

RoyalPredator.9163

Yesterday evening I’ve played 6 hours straight in Blue Borderlands. Here is the story;
Apart from our own forts’s edges BLOCKING (Obstructed) the arrows, it is still clearly hitting enemies without any damage dealt. Then I’ve tried to get in a better spot, but our enemies was able to pull me from a long distance, nearly falled down…
Somehow close targets are Out of Range, or just 0 dmg criticals on them for ~10 seconds, or just continously Evading when running normaly…

When some random enemy gets in my way, they just move out of my ranger’s aiming, leading skills unuseable. Hunter’s Shot gives me 3 sec of stealth, which is enough for nothing here. My dead pet just following me, so they track me down with AOEs.

And my DMG has decreased by ~40% in WvW, I don’t know why.
(Traits, buffs, etc – then how can they still be a glasscannon with 8-12k damages?!)
Not to mention a Guardian can make the same dmg with full buff protection,
and even warriors has more dmg with a bow. Hell, my Toughness/Vitality warrior does same damages… Rampage of One has the same effectiveness like Signet of Rage, which has Passive effect too with HALF RECHARGE TIME. OMG

What happens when a ranger gets downed? We have 1 interrupt that worth nothing, stability makes it ignored, other traits just passing it, the best you can do is to buy you ~3 seconds. Not worth anything.
Only thing I can do is to swap to Wolf & use Fear on them.

  • Pet dies within 2 seconds in the effect mess, unuseable.
  • Pet just won’t use the skill on swap, takes ~4 seconds to cast its fear.
    Anyway, what should I do with those OP thieves who finishing in Stealth?
    If I were Colin, I’ve already ordered Stealth to end when took dmg after 1-2 sec from casting it…

I can evade by every 3rd GS sword hit which just won’t really happen in WvW, 2 dodges in cost of 10% of my dmg loss, 1 lightning reflexes what should give stealth, 1 GS skill#3 swoop if its not autotargeting backwards to the enemy zerg…
(without this broken Autoaim, its even worse to keep targets)

Skirmishing Rangers should be very dinamical, evading a lot while shooting targets fast, being able to catch fleeing ones. ~ some kind of Ranged Thieves | in this current.

I did not meant this be a wall of crytext, these are just my average experiences playing ranger (commander…) in WvW. I know what other classes can do, and thats way mutch more than we can.

Game Designer || iREVOLUTION.Design \\
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(edited by RoyalPredator.9163)