Showing Posts For Baelnorn.5710:
If they fix mesmer GS1 they can also take a look at thief SB1… it’s the same kitten and more often than not being near a cannon/oil/memser clone/ranger pet makes you a free target for the thief down below who couldn’t even target you normally.
Imho bouncing attacks should never target anything to which the direct attack would be “Out of Sight” or “Obstructed”.
Question. When you leveled your first character to 80 in PVE levels did you get your next character automatically at 80?
When you crafted that Legendary with that one character, did you other ones get it to?
What about your fotm level? Or your dungeon story modes?
Yeah, it should definitively be the same as glory rank and the locker. You know, the thing that shows off your individual skill with a single character in sPvP. I mean, how silly would it be to get to glory rank 30 on your thief and when you switch to necro still have the same rank. Or if you earned a rare nice looking drop of medium armor on your warrior to switch to ranger and use it. That’d be completely ridiculous.
Wait…
Since we already started with the questions/requests (we don’t want to give Mr. Carver any impression of this forum being nice or anything ^^)…
Why was WXP implemented as a character bound grind that fails to reward very important meta-game tasks within WvW, only reinforces the allmighty zerg and further punishes (like the FotM progression) people that play several alts?
Right now sPvP is the only game mode with account bound progression (glory rank, pvp locker). I fully support adding pointless, stupid tedious grind to that as well: https://forum-en.gw2archive.eu/forum/pvp/pvp/Suggestion-sPvP-progression-character-bound
Support my cause, let’s turn GW2 into the “meaningful progression grind machine” MPGM the devs want it to be. Character bound glory rank! Character bound pvp locker! Unleash the character bound meaningful progression! Let’s help turn the game away from what was promised in ArenaNet’s “Manifesto” even faster.
<.<
>.>
On a more serious note, I think character bound wvw progression is kitten. I completely lose any drive to actually play any WvW at all just thinking about the countless hours grinding WXP, the frustration and rage of even more JP camping and useless fights because everyone has this huge raging [errect male genital] for those kitten points, the evenings wasted in mindless zerging because it’s pretty much the fastest and safest way to get WXP…
They are dangling this kitten carrot right in front of our noses but then turn around and turn it into a stupid grind with ridiculous mechanics (like the veteran wurm giving more WXP than killing a dolly – wtf, I thought WXP should be a measurement of actual WvW skill and participation not yet another pointless PvEmeter -.-").
Let’s recap:
- PvE/FotM progression – character bound
- PvP/Glory progression – account bound
- WvW/WXP progression – character bound
One’s the odd one out, guess which one.
Since the devs have repeatedly stated that they think binding stuff to each character is the way to go to provide a meaningful progression, I think sPvP rank and the PvP locker system should be changed to be character bound as well.
I mean, where’s the “progression” if you can earn PvP skins with your thief and then use them on your guardian? Where’s the individual, meaningful progression for each character?
Also, the same argument which was made for FotM level being character bound can be made for sPvP as well – just because you got to level 30 with your warrior doesn’t mean you know how to play your new necromancer at the same difficulty scale. Similarily, just because you got to rank 30 with your warrior doesn’t mean you know how to play your new necromancer against similarily skilled opponents.
I think it is very strange that the one progression which really depends on specific skill and character control is generic across the whole account, thus making the individual rank completely and the importance it should carry completely meaningless.
The point is that the game mechanics should reward positive/expected behavior and not punish it. That’s the reason why in sPvP you get glory/rank points for being proactive about attacking/defending points, rezzing allies, doing the optionals (killing the keep lord, killing svanir/thatotherguy, destroying the trebs, communing with the buffs, etc).
Can you win a sPvP match without doing the optional target? Sure, been there done that. Still you get rewarded for doing them and not just farm the center point.
But in WvW this “positive reinforcement” for optional but beneficial tasks is completely missing. The game only rewards the absolute basics and many additional tasks go unrewarded. Actually, the game indirectly punishes you for doing those since you’re missing out on rewards you could have gotten if you stuck with the zerg.
And that’s the big problem here. The game mechanics should guide you to become a better player that is contributing more to your side’s chance of success as time goes on. But with the current reward mechanics a new player only learns that the most rewarding cause of action is:
- run with the biggest group for ease of invader kills and safety from ganking
- kill veteran wurm/harpy/warg (and probably the champion spirit, the overgrown grub, etc)
- flip as many camps/towers as possible
The game mechanics don’t incent escorting dolyaks, staying in a tower to treb a keep’s walls for a long time, or scouting enemy objectives.
Heck, the fact that WXP is character bound pretty much completely killed my interest in GW2. Just thinking about having to grind the same stupid kitten 3 times (4 times, but haven’t played my engineer much yet) makes my stomach churn. :S
Yeah, my image may not be completely accurate on what exactly now gives WXP and what doesn’t – I just made it to illustrate a point. ^^
I think we are all in agreement that trebbing a target from the distance for a prolonged time, or escorting dolyaks, or repairing cannot be rewarded with currency (since those are usually easy and low-risk tasks). We saw dolyak escorting getting botted to hell and back and we don’t need that again.
But handing out WXP for those tasks would have been perfect. It would have been a way to reward meaningful contribution to your server’s endeavors without opening the risk of it being botted (since you cannot pull money out of it in any way and the time constraints/limits I suggested would make progressions exclusively with those tasks so incredibly sloooooooooooooow).
But when I read that killing some noob-bait veteran NPCs (wurm, harpy, warg, …) gives out higher rewards than actually going after an important goal (enemy supply deliveries) I really don’t understand ANet’s game designers.
An image says more than a thousand words: http://i.imgur.com/rZS3u8x.png
(Since for some weird reason I can’t edit my post right now…)
Why didn’t they add 1 WXP for each silver you spend on upgrading an objective?
Why didn’t they add 1 WXP for each 10k HP you restore to structures with repairing?
@DeWolfe.2174: Not at all. The point is that again ArenaNet rewards playing “effective” more than playing “smart”.
With the character-bound non-monetizable WXP they would have had the perfect opportunity to reward playing in a way which actually helps your server with the objectives instead of mindless zerging. Did they do it? Nope.
Still the guy running with the zerg gains a better reward than the guy escorting/speeding up dolyaks.
Still the guy running with the zerg gains a better reward than the guy scouting/checking in on contested objectives held by your server.
Still the guy running with the zerg gains a better reward than the guy getting into/staying behind to defend an objective against the enemy.
Still the guy running with the zerg gains a better reward than the guy staying behind and trebbing SMC from Durios for 45 minutes.
WTF?!
Why didn’t they add 1 WXP for each 10k damage you do with siege to structures?
Why didn’t they add 10 WXP for getting close/into a contested tower/keep?
Why didn’t they add 10 WXP for getting close to a series of objectives held by the enemy (once per 10 minutes)?
Why didn’t they add 10 WXP for escorting a dolly?
Hey, we are just playing the game ANet wants us to play. If they make zerging and karma-training the most rewarding thing to do, then that’s what we’ll do. Taking the path of least resistance has always been human nature and the game designers really should have expected that. With WXP they just added another incentive to play “effective”, not “smart”.
Very important points (and great reads!) in this thread. I’d like to add one more from my perspective:
- A good commander is not ashamed to ask for upgrade donations or siege blueprints when the situation warrants it.
Not everyone is internet rich (or running around with lots of gold on each player) and repeatedly upgrading towers and keeps (especially keeps, omg the waypoint costs!!!) can really put a strain on a player’s purse if he is from a smaller guild or even not in a guild at all.
And I’d rather donate some silver and a handfull of blueprints than see a tower/keep going unupgraded (since often there isn’t time to waypoint back to the spawn, grab money/blueprints from the vault and then walk back to the recently capped objective) or a critical attack depending on how random players place siege (and yes, I’ve seen ACs placed right at the gate and rams too far away).
Of course this trust shouldn’t be abused (we’re talking about good commanders, right? ^^).
I see some BT guilds are bored, 5 hours before the reset happens. ^^
I don’t really care about any fancy new features like improved commander system or reward tokens or whatever (although that surely would be nice ^^), I just want to see culling gone. That’s my one and only hope/expectation for the March update. Everything else is for me personally completely irrelevant because if I can’t properly play WvW I’m just going to not play WvW at all.
Whatever they did in the last few patches has made it infinitely worse for me (and I have a pretty nice computer and a 100Mbit connection, so it’s very unlikely that the issue is on my end).
For me culling now happens with as low as 1 (ONE!!!) enemy:
- Hey look, an undefended supply camp! http://i.imgur.com/72SGDyx.jpg
- Ummm, well… http://i.imgur.com/oLWqSpm.jpg
- Hey, where’s my ally going? http://i.imgur.com/3XWEbg9.jpg
- Obviously running from that invader. http://i.imgur.com/SlmASTv.jpg
Seriously, if I can see NPCs or allied players I should be seeing hostile players at the same distance. But instead I have to basically run into melee range before they appear. It’s really getting ridiculous.
using #2 on mesmer will always 100% gaurentee to stop the initial stomp, no matter where you get teleported to.
And this is just plain wrong.
If I had a silver piece for each time I was downed, used #2 and teleported like 5 pixel further the left and still get finished off by the first stomp I could buy half a dozen precursors off the TP. <.<
Also, warriors are okay to deal about 1300 damage with their spammable #1 while downed? Yes? Sure? http://youtu.be/vQkhUOoltWA (from 5:20)
I don’t understand the argument about going for the weaker target…
Surely its up to either server who they want to go for. If the gain is 200 / 100 / 20 for example, I don’t see the crime in the 100 gain server finishing off the 20, or focusing on them to scrape as many points as they can. If theres a massive difference in class between servers, thats the matchup system to blame, not the commanders tactics? If theres free points to be won, I know i’d take them lol.
The problem is that winning against a weaker opponent doesn’t necessarily improve the glicko rating of your server. Glicko takes into account the rating of your opponent, and the higher the rating difference between you and the other server is the higher you need to win by or you actually start losing points.
Just take a look at http://mos.millenium.org/matchups and you’ll see that despite Dzag coming in 2nd they still lose 6 rating points. This is because the point difference to RoS is too little to prevent point loss and the point difference to UW is far too high to prevent point loss.
If Dzag keeps this tactic up they are in for a rude awakening. Abaddon’s Mouth has about 150 more rating points and Ring of Fire has 60 points less (compare that to the current match’s differences: Underworld has only 80 points more and Ruins of Surmia only 30 points less). This means (at least as far as I understand Glicko2) that if Dzag came in 2nd place next week with a similar point distribution they’d lose rating points again, since the 3rd placed server is even weaker than RoS (thus winning against them yields only very little points) and they didn’t shave enough points off the stronger server.
It’s basically the same as with guarding camps and towers – do you want personal gain or benefit the server? If you want personal gain you join the karma-train herpzerg (respectively focus on the weaker server to gain kills/loot/humiliate your opponents). If you want to benefit the server you guard camps and towers (respectively focus on the stronger server).
(edited by Baelnorn.5710)
cuz I don’t want to karma-train for hours like a braindead lemming
Fixed that for you. Anyone really interested in actual skill-focused pvp goes to the HotM not to Wuvwuv.
You want easy cakewalk for a legendary? Bad luck, I guess. Do the JP properly or no legendary.
Again this nonsense talk of cakewalk. What’s the big difference between doing the JP for the badges for a legendary (which assuming only doing the Obsidian Sanctum puzzle requires – assuming the highest drop chance according to the wiki – at least 34 runs) and a zerg being portalled behind a keep’s inner walls?
Why is one considered a cheat/shortcut/cakewalk, while the other is considered tactic/smart/clever? Portalling people past a tower’s or keep’s walls is just as cheap, since it bypasses the core gameplay element the game expects you to deal with before being able to take a tower/keep: destroying the gates or walls.
All this talk about taking shortcuts makes we wonder if people realize that you’ll make more badges in an hour karma-training with a zerg than trying to make your single run through the puzzle that is camped by various groups and guilds without end. And you’ll also make money, karma and get item/mat drops with much less risk of actually dying.
It gets especially bad when the other servers are camping (more or less at the same time):
- the entrance
- the place in front of the second fountain (using said fountain to hide their numbers)
- the top of the well
- the plateau before the dark room
- inside the dark room
- the arena after the dark room
So you get past the campers from server A on top of the well, just to be ganked 8vs1 by server B 2 minutes later (which of course are so l33t that they need to /dance and /laugh and /sit on your corpse after facerolling you), and vice versa. A one time Underworld even had a commander in there organizing the “defense” of the JP.
[…] people trying to take shortcuts through content […]
Oh, you mean like portalling a zerg into a keep instead of tearing down the gate or a wall?
I’m certainly not the only person who is glad Anet didn’t design the game for mindless buttonmashers.
That’s something I can sort of agree with. I mean, seriously. You get several stacks of a condition on you and you take substantial damage each time you press a button. So apparently the perfect course of action in most people’s mind seems to be to… press more buttons more quickly? And heck, it’s not just a tiny icon in the status bar but also that bright purple glow around your head!
I know I’m not that great with reaction speed and combat awareness, but at least I attempt to always keep an eye on my buffs and debuffs. So far I’ve never died to confusion once, neither on my ranger or my mesmer or my warrior. And I do run with small/mid groups and big zergs (basically randomly, whatever strikes my fancy on that particular day).
But if you’re just slaving away on your damage rotation without caring about what actually happens in the battle… then imho you deserve to go down because of confusion. It’s similar to going down because you didn’t pay attention to the telegraphing of the warrior’s killshot. That’s been one of the important things about GW2 combat right from the start – you don’t play the GUI but have to pay attention on what’s happening around you.
As I said before, try it out. Get 3-5 guildies together and make lvl 1 mesmers with scepter and have 1-2 lvl 80s for protection. Just watch how fast you kill a geared 80 with those lvl 1’s just using confusion. It’s pathetically funny.
Okay, let’s see…
According to the wiki, confusion scales with condition damage. Since we’re talking about upscaled level 2 characters in white gear, each stack inflicts a whopping 130 points of damage per skill use.
You also explicitly mentioned scepter as weapons so you’re probably referring to Confusing Images as the way to stack confusion. CI can not only be dodged, but the inflicted confusion also only lasts 5 seconds on a 15 seconds cooldown.
Assuming a halfway competent opponent, he can easily dodge at least (!) 5 stacks completely, probably more depending on class/playstyle (extra dodges, invulnerability skills, etc. etc.). In the worst case he has then – assuming 4 mesmers – 15 stacks of confusion for 5 seconds which deal 1950 per skill use, which is probably orders of magnitude more than what the mesmers deal with their other skills.
And once the confusion runs out or is cleaned the level 80 character can proceed to easily butcher your mesmer squad since it deals next to zero damage without confusion. To deal a significant amount of damage to the level 80 character the confusion needs to be stacked as high as possible, but that in return means that it will only be applied for 5 seconds every 15 seconds.
Compare that to a group of 4 necromancers using dagger/dagger to chain 3 seconds immobilize (on 25 seconds cooldown), 6 seconds blind (on 18 seconds cooldown) and 10 seconds weakness (on 25 seconds cooldown). Which do you think is worse?
No. Confusion is bad because it keeps you from defending.
You mean like a group of hammer warriors chaining knockdown/knockback/stun? Or like a group of necromancers chaining fear/blind/chill? Or like a group of thieves chaining immobilize/blind? Or like a group of elementalists chaining blowout/knockdown?
A coordinated group can pile so much stun / knockdown / knockback / blowout / daze / stun / chill / cripple / blind on you that you wouldn’t have enough counters even with twice the number of utility slots.
A lot of bundle items have been turned off while within WvW since launch. If you think you’ve found a bundle item that should be added to that list feel free to post it in this thread, send me a PM, or send in a bug and someone from the team will look into it.
Gears, Skale Venom and Spikeroot Fruit have been removed, but you wont see the changes until the next build.
Just an idea: couldn’t you just disable consumables globally in wvw and instead put in an NPC which grants specific buffs for a small fee?
This would instantly put an end to any and all consumable shenanigans going on (and we both know sooner or later people will something else which is broken in the context of wvw) and also remove some of the more… well… creative builds (aka. crit fishers using buff food that grants heal on critical hits without cooldown).
And some of those are from minor traits which you pick up automatically when you put points in a tree. So your solution is “well, just don’t invest points in that tree that is necessary for your build” and you find that reasonable?
Well… tough luck? Not all builds are created equal.
I use block, invulnerability, and knockbacks. Stun breaker is used if they have basilisk venom.
And how many of those do you have? I find it extremely hard to believe that your whole build exclusively (and of course all by coincidence) focuses around those boons and skills which can effectively counter thieves.
I use stunbreaker and stability.
Same here.
My ranger build for example doesn’t have a stunbreaker or stability. Do you see me going to the forums and QQ about how imba and op D/D elementalists are because my build choices allow them to effectively hardcounter me?
Nope. I accept that either I manage to outplay them and quickly down them, or they get the better of me because of my build choices.
I use stability or ports to get out.
Oh, please tell me again what a ranger should use here. Perhaps Rampage as One, our only 20s stability on 120s cooldown? And of course our non-existing teleport…
You sure that isn’t a L2P issue?
Nice, now you’re in denial that there’s an issue with culling at all and instead put up an ad hominem. You see, coincidentally I have a screenshot from an earlier fight today:
At the entrance to the camp there’s about 10 of my allies and ontop of the cliff in the poison cloud there are at least 5 invaders. Good to see them all, right? Hey, at least I see the arrows from my ally… it’s something, I guess.
Confusion only triggers on dodge if you have anything attached to the dodge roll mechanic which counts as skill use. Other than that, how do you deal with mass thieves instagibbing you? How do you deal with mass eles stun locking you? How do you deal with mass guardians perma trapping you with their whatsitcalled bubble?
At least you can deal with confusion since it’s a normal condition. You can remove it, you can transfer it to enemies, you can convert it to boons, you can clear it with combo fields, etc. etc. etc. Against a bunch of thieves abusing the horrible culling in mass combat to instagib targets there’s nothing you can do.
Also, please keep it classy. FR doesn’t need to exploit the buggy terrain in Hills inner to hide their siege golems, does it?
A great idea but I think for that to work ArenaNet would need to greatly improve the tools a commander has at hand to manage his lemmi… uhm… squad.
It could work if a squad wasn’t just a bunch of people with yellow chat, but rather much more organised. I’d imagine a squad to be composed of several units (each unit having a leader) and each unit to be composed of several groups (each group having a leader as well).
Now add the ability for the commander and the leaders to set (chains of) waypoints for the whole squad/a specific unit/a specific group and we’re getting there. This would allow a commander or unit leader to much more effectively lead the other players and actually work out strategies and tactics like proper flanking, or simultaneous capping of far away objectives.
One other thing -
A passive 25% speed boost to this class would make it practically impossible for anyone to get away from a greatsword mesmer.
The last thing this game needs is more noobs running around facerolling with a gs.
You can auto-attack most of these morons to death yet they run around owning everything in their path already because of how stupidly OP the gs autoattack is when combined with the right sigils and 9k shatters.Worst. Idea. Ever.
And how do you get away from a thief who uses shortbow and scorpion wire and has 25% movement speed increase?
I’d argue having almost no condition removal (i.e. warrior) is a much more crippling weakness. When it comes to weaknesses mesmers have it best (just like with pretty much everything else). And you don’t even need mobility to get away because you have stealth. Plus blink.
Wait, what? Warrior and no condition removal? Wut?
- [Heal] Mending: removes 2 conditions on use
- [Shout] Shake It Off: removes 1 condition on use
- [Signet] Signet Of Stamina: removes all conditions on use
- [Trait] Shrug It Off: triggers Shake It Off if you have more than 1 condition on you (30s CD)
- [Rune] Superior Rune Of The Soldier: all Shouts remove 1 condition
That’s “almost no condition removal” for you? o_O
I’m running a primarily support oriented build with…
- Shake It Off
- On My Mark
- For Great Justice
- Full set of Superior Runes Of The Soldier
- Vigorous Shouts
…and conditions are really the last thing I worry about.
Of course I do less damage than the fotm copypasta greatsword/bull rush/frenzy/100b warrior and I have less pure damage mitigation/immunity than a warrior running with stances. But as always, it’s a trade-off I’ve made because for my requirements this build gives me the best set of abilities I need.
On the other hand… mesmers don’t even have anything to trade for increased mobility since they don’t have the selection of viable options other classes have. Signet Of Inspiration is completely random and is certainly not “a reliable source of swiftness”, and Focus#4 pales in comparison to the ranger’s Warhorn#5 and the warrior’s Warhorn#4.
The biggest issue is that other classes have several options for swiftness/movement speed increases in their utility skills and their weapon skills, while mesmers only have one weapon skill which reliably grants that boon.
Heck, just take a look at the warrior’s Signet Of Rage – 30s swiftness on a 60s cooldown, with an easily reachable trait that brings the cooldown down to 48s. All and any applications of increased boon duration push this single skill into completely absurd dimensions.
@Red Jay.2516:
Yet they have no problems using underwater rifles or other weapons who cannot be manufactured without technology like swords and daggers (and last time I checked those didn’t grow on trees). Therefore, this explanation doesn’t exactly fit either, since then rangers would only be able to use clubs (read: tree branches) as weapons.
Thanks for the input folks, quite some food for thought. I’m currently still levelling the warrior (although my first forays into wuvwuv went much better than expected ^^) so I guess I will get the opportunity to try a Power/Precision/Crit/CritDamage build to compare.
Any other advice regarding utilities and elite skill? Going for 100% uptime of SoR still a good idea or rather a waste of points compared to something else?
Hello fellow warriors,
I recently started levelling a warrior twink and I wondered how well a warrior focused on ranged combat could do, especially the combination rifle/longbow. Basically I’m trying to find out how well a warrior can do as a ranger-without-a-pet roaming in wuvwuv.
Seeing as both weapons have sort of a focus on condition damage (rifle: bleeding, longbow: burning) my idea was to go pretty much full condition damage since both weapons would equally benefit from it. The longbow would be used for AoE damage and hard CC (blind, immobilize) while the rifle would be used for single target damage/support (vulnerability) and soft CC (cripple/immobilize with trait).
I’ve been playing around with the skills/runes and so far I’m aiming for this build:
http://en.gw2skills.net/editor/?fIIQJATUjgOxwtQGPMRCEThe4oIJCQVB7I9QMOjyA;ToAAzCpo6y4lwL7XuukftCYIA
Now my question is, how viable is this build? I know that I’m missing out some nice traits/bonuses for going tactics/30 and breaking up the runes like this, but I think having 100% uptime on Signet of Rage is worth it (especially the added critical hit chance, which alone is equivalent of over 400 points precision). I also chose the utilities with lots of defense in mind, since I’m planning on running this build in wuvwuv and my ranger always had the problem that he was pretty screwed once someone started throwing CC or burst damage his way.
So… any suggestions on how to make the build more effective? Are there already any threads/builds for ranged warriors using rifle/longbow (been using the search function but haven’t quite found what I was looking for)?
So the pet feature is working to less than 18% (7 ranged pets out of 39 pets in total)? Cool, that’s almost what I’d call “ready for closed beta”.
Even if one accepted this “argument”, it still leaves
- the horrible pathing
- targetting limitations (ever seen a spider/devourer attack a target in a location the pet couldn’t walk to, e.g. up a wall or so? no? guess why)
- lack of responsiveness
- aoe vulnerability
- positioning issues (when you’re standing on a wall your pet always stands right at the edge facing the enemy to clearly tell them where they need to drop their aoes to hit you)
- weird aggro mechanics (sometimes your pet can hold aggro, sometimes it can’t – even when using the same skill rotation against the same mob type)
which are subpar.
I chose ranger because for me it was the only logical choice for my race (sylvari). You know... being the nature guy... from the nature people... and so on. Also, I liked the idea of having a profession using a bow (I’ve always had something for bows... *-*) to the same effect others use rifle/pistol.
I guess on the way to 80 I’ve tried pretty much most of what the ranger has to offer - signets, traps, nature spirits. The only thing I haven’t played was a pure beastmaster since my pet was quickly really kittening me off. It got a little better after switching to spiders, but the pets are still much to wonky to try to base a full build off of them.
TL;DR: I liked the flavor of the ranger, so kitten me, right?!
@nldixon.8514:
What options would you suggest for serious sPvP? Where’s the ranger’s versatility there?
Do pet master builds work in sPvP, with the massive delay/unresponsiveness of the F2 skill and the pets’ inability to hit moving targets?
Do nature spirit builds work in sPvP, with the absurdly low number of spirit hit points and the really bad proc chance?
Trap builds work extremely well in sPvP but only because all maps have clearly defined choke points and locations where the enemy team must come through at one point or another, giving a trap build an inherent advantage. In wuvwuv trap builds lose quite alot as well since the terrain doesn’t cater to them as well, but they are still very useful (more than the others, at least).
So, where does that leave us? Yep, traps. What do traps profit from? Yep, condition damage. What’s the natural weapon for a condition damage build? Yep, short bow. You’re right, that’s an awesome amount of versatility.
Is there any other class that has any bow attacks that can exceed a range of 1200 besides the Ranger? In fact, are there even any ranged attacks that come close to the 1500 range of the longbow? As far as I know, there are not. That makes Rangers the unparalleled archers.
How is that false advertising?
SizeRange doesn’t matter. It’s efficiency. At LB max range you can easily evade the arrows without even using dodge rolls (when your attacks aren’t flying into some invisible wall yielding the lovely [OBSTRUCTED] message). So against an opponent that’s not completely braindead you’ll do close to 0 damage with your LB. Something like the warrior’s Killshot is much more useful since it
- can deal massive burst damage
- is much harder to evade (actually requires dodge rolls)
In any case, the focus of the Ranger page is on the versatility of the Ranger class, not the ranged damage. With traps, nature spirits, and a stable of loyal pets at their command, rangers can adapt to any situation. It’s the very last sentence on the lead in to the Ranger page. Then the rest of the page is about… Traps, spirits, and pets.
Actually, the whole page and description only mentions ranger killing stuff with bows. Swords or axes or horns are only mentioned as weapons options, but never does the page say that rangers would kill anything with those.
So actually the page categorizes the 4 topics like this:
- [primary] Bows/ranged in general
- [secondary] Traps
- [secondary] Pets
- [secondary] Nature spirits
with traps/pets/spirits being equally powerful options. All secondary options the ranger profession has to account for its versatality (other than traps) have a metric ton of issues and bugs which make them either completely useless (pets) or even traps (nature spirits, as they are incredibly weak in pvp compared to what other professions get even after sinking 30 points into the related traits).
It sounds to me like the Ranger class is working exactly as described on the Ranger page.
Uhmm… nope. Just compare the utilities from thieves/warriors with the ones the ranger gets (e.g. on gw2skills.net). The other two professions get incredibly useful and strong stuff which is far ahead in versatility of what we get. So unless the page somewhere describes the ranger as an inferior combatant, I can’t possibly see it working that way.
@nldixon.8514:
See my post in the other thread, I won’t have the same discussion in 2 separate threads.
@nldixon.8514:
What you call “one snippet” is the punch line with which they try to sell the profession to the players. So it’s basically just another case of false advertising – promise something in the punch line which never gets delivered in the final product.
I also like how you backpedal on the other things and move your goal posts. They mention
- nature spirits – which you don’t lose a single word on because they are obviously useless as they die the moment something even looks their direction.
- pets – iirc there are 39 pets in total of which 7 (4 spiders and 3 devourers) are ranged, which leaves us with a ~18% usefull feature.
- traps – the only really usefull thing that also almost works as promised (see the bugs about thrown traps relocating when they are triggered).
Btw: the signature character for the profession is depicted carrying a bow. And one of the four videos shows a ranged skill. But yes, ranged combat is never mentioned again on that page other than the single sentence…
Jeeeze please stop with the Ranger has Range in its name comments go look the term up, then just stop.
Sure, no problem. From this page right on this very homepage:
Rangers rely on a keen eye, a steady hand, and the power of nature itself. Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows. With traps, nature spirits, and a stable of loyal pets at their command, rangers can adapt to any situation.
// Edit: Oh, and btw: this is the only definition that matters since it defines how the creators of the game/profession see it. And if you pull some other dictionary into the discussion I’ll bring up Wikipedia and Wikipedia says that there are rangers who use Arctic Warfares – and everyone who has played CounterStrike knows how this ends. ^^
(edited by Baelnorn.5710)
All I can add is that with such a patch and balancing policy ArenaNet’s dreams of getting GW2 into the e-sport scene will brutally crash and burn. People don’t play e-sport for fun or recreation, they play e-sport because it’s their kitten job and they need to win (or at least, not to lose).
Now I wonder why someone would willingly choose to play a profession that has several non- or malfunctioning skills and traits, an irresponsive and misbehaving pet, and is lacking of proper defensive options (I just checked the utilities of the thief… omgwetdream o_O)? Because they are masochists?
E-sport will mercilessly unveil and punish all bugs and imbalances the various professions and weapons have, and in the end it will boil down to only the
- most powerful/useful professions
- most powerful/useful skills/traits
- most powerful/useful weapons
- most powerful/useful sigils/runes
being used. Everything else will have no place in e-sports. My personal prediction from the current state of classes for the composition of e-sport spvp teams: 1 full-def guardian, 1 mesmer, 3 roflthieves.
(edited by Baelnorn.5710)
@nldixon.8514:
From here:
Rangers rely on a keen eye, a steady hand, and the power of nature itself. Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows. With traps, nature spirits, and a stable of loyal pets at their command, rangers can adapt to any situation.
Just sayin’ …
After this post from JonPeters my answer is: yes, without missing a heartbeat.
@JonPeters: Sorry that I have to break [Obstructed] to you, but in wuvwuv damage [Obstructed] everything. The faster the enemy dies, the less [Obstructed] you need. You basically took away 7% of our [Obstructed] (much more for the condition damage builds or the builds relying on Quickening [Obstructed] for burst [Obstructed]) without giving us anything in return but “we want you to use other [Obstructed], lol”.
If you deem it necessary to take away from our damage, I guess we were just dealing too much damage compared to those noob [Obstructed] like thieves who can only deal 23k or more damage in less than 3 seconds. Cool, didn’t [Obstructed] that we were so OP.
As others have already said, the shortbow only has Crossfire for damage, since [Obstructed] other skills are conditions, control or defense. How is a shortbow using ranger supposed to kill his opponents? Discuss them to death? -.-" [Obstructed] funny.
Ranger already has so little to offer compared to other classes, now we don’t even have great burst damage. And to put it bluntly: sustained damage is completely irrelevant and [Obstructed] [Obstructed] [Obstructed] [Obstructed]. I’d rather have a skill that deals 36k damage in a single shot and has a cooldown of 1 hour than a skill that deals 10 damage each second for the next hour. The first one gets you kills, the other is a mild inconvenience for the opponent before he tears off your face.
There’s a metric [Obstructed] ton of issues with the ranger class that desperately need attention (just take a look at the aptly named sticky thread on this forum, in case you haven’t). And you have nothing better to do than nerf the single burst damage ability we have? Seriously? How about fixing the really [Obstructed] pet controls we have? Or the not working skills/traits, like for [Obstructed] that Opening Strike doesn’t work at a range higher than 900? Or the kittenannoyingnerdrageinducing [Obstructed] obstructed thing which makes your shots miss even if the target is standing right [Obstructed] in front of you on plain ground?
[Obstructed] [Obstructed] [Obstructed] [Obstructed]!
<.<
>.>
-.-
@JasonKing: Perhaps you should create a sticky thread for that with guidelines how to get that file for technically less savvy people (perhaps something like this).
One thing that would be very interesting to know is how many of the affected players are running a 64bit OS (based on this question on superuser.com). Perhaps the latest patch introduced some unexpected side effects regarding drivers on 64bit systems.
Attachments:
I think you see the account name if you open the report window on an enemy player.
@Ragnar Dragonfyre.1806:
No it’s not. You can’t simply go around with an argument that basically boils down to “well, in a perfect world…” and expect everyone to accept it.
How often would you visit a bar that has great and cheap drinks, but always gives you a punch to the face and a knee to the balls before letting you in? Because that pretty much sums up the current situation of RoS and FoW vs Dzagonur. Btw, the latest queue times:
This data is over 2 weeks old and the numbers likely haven’t changed much since.
You really forget (or outright ignore) the fact that there’s a strong difference between “fighting against the odds” and “tilting at windmills”. One of them implies that you actually have a chance at succeeding, while the other is an indicator for one not being very clever about estimating the situation.
And with the current landslide game mechanics in place, there is no frigging way in hell for a server that doesn’t have the same population level as the others to have a chance at winning the match – especially against a server which managed to grab all 3 orbs.
@Ragnar Dragonfyre.1806: You still haven’t answered my question from above…