Showing Posts For Bandido.8719:

Read the Wind - Add Damage Increase

in Profession Balance

Posted by: Bandido.8719

Bandido.8719

This trait should be baseline. A GM trait yo make arrows work? It’s really unjust with an already poorly designed weapon.

All 40 new GM traits for feature patch

in Profession Balance

Posted by: Bandido.8719

Bandido.8719

has anyone the Feeling too that the ranger WS trait was created after a known post in CDI? xD

Yep, they take in consideration one of the most useless proposals ignoring the real things that rangers need.

All 40 new GM traits for feature patch

in Profession Balance

Posted by: Bandido.8719

Bandido.8719

Pure rubbish for rangers. Not a surprise.

(edited by Bandido.8719)

About Rangers

in Profession Balance

Posted by: Bandido.8719

Bandido.8719

the world is very very terrible. It is only one of the coming 5 GM of the ranger. so enjoy the time until the 15. april and don’t cry about ONE ADDITIONAL trait. everybody cries. the thieves, the guards, the engineers… and u was able to complain/improve/propose at the ranger CDI …

This is not simply one additional trait. Is a trait designed to solve a problem. And no doubt it was the worst way to solve the problem.

About Rangers

in Profession Balance

Posted by: Bandido.8719

Bandido.8719

This is the first time I post something like this, but these are my real feelings and I can’t resist more. I will try to be constructive, this is not a rage post.

I think Anet laughs at us. The new ranger trait and especially the context accompanying it (the explanation text of the trait and the recent ranger CDI) disappointed me by new limits.

Ranger: Read the Wind
Ranger: Your arrows are swift and deadly, but in some scenarios they are not as fast as they need to be and your enemies can dodge them easily. With Marksmanship’s new Read the Wind, your longbow arrows will fire at twice their base velocity, allowing for supreme accuracy at long range.

Swift and deadly. Sure? This is just hilarious. I think a lot of rangers feel hurt by this affirmation.
If they were swift… why the new trait? but I agree with that our arrows are deadly… deadly for us! Not a better way to get killed that trying to kill somebody with longbow. It’s poor damage (close fights in many situations and many gap closing skills in all classes), retaliation and projectile reflections skills (new possibilities here for engineers with the new turret reflecting trait, this is a indirect nerf for the ranger) made this weapon a really poor choice.

Longbow has 3 problems
- 1. Slow moving arrows. The new trait show that you are aware of this big issue but the new trait is not going to solve this due the second problem:

- 2. In marksmanship there are too many bow traits and we can’t equip them at the same time. In master and grandmaster we have 5 traits that all ranger should have the possibility to equip:
VII: Spotter (not strictly a bow trait, but with the ranger lack of ways to help party this is a must).
VIII: Piercing arrows.
X: Eagle eye.
XI: Signet of the beastmaster (another big ranger problem here, why we have to use grandmaster traits to use our utility skills?)
XII: Remorseless.
but we only have 2 spaces for them! With the new grandmaster trait this problem is aggravated.
Some of these traits should be baseline or merged.

- 3. Poor bow skills, specially barrage (roots yourself, long cast, poor damage, long cooldown, easy to evade). Too much has been argued in the CDI about longbow skills.

About all this problems was argued in the recent CDI, but what was the first change we get? a trait that ruins the possibility to get a nice way for fixing the #1 longbow problem. This is extremely disappointing.

Also, there is unfair that with the new announced traits other classes get new things but rangers only get a “weapon fix”.

Solution for traits:
- Read the Wind should be baseline, no doubt here.
- Merge Piercing Arrows with Quick Draw. Warriors have exactly this same trait on rifle.
- Merge Opening Strike with Alpha Training. Move Precise Strike to minor master and move Remorseless to minor grandmaster. Opening Strikes traits are too weak, we get no benefit from them without Remorseless.
- Move Spotter to Skirmishing major adept. It grants precision, so has a lot more sense to have it on skirmishing (the precision and critical damage line). This is a great trait to help party, where the ranger is too weak, so have an easy access to this trait will make rangers much more reliable in groups.

Collaborative Development: Ranger Profession

in CDI

Posted by: Bandido.8719

Bandido.8719

  1. General QoL changes.
    1. When the pet is stowed, the Ranger should gain “aspect of the <pet name>” effect which provides unique buffs based on the pet family and specific pet.

Please don’t do this. When I make my build and play the game, I want to select a pet and work alongside it to succeed. I don’t want to select a static buff that’s just going to sit there.

And no, it will not be “optional”. I foresee a future where rangers who use pets instead of the Aspect Of the _ will get auto-kicked from most elitist parties.

We are auto-kicked without this option anyway. Having more options will not hurt us more than we are actually.

Collaborative Development: Ranger Profession

in CDI

Posted by: Bandido.8719

Bandido.8719

Warhorn
#4: Too long cast. Reduce cast time from 1.5 to 1s. Add a new function: the last (or the first) hit blinds target. Consider add a buff to the party when cast or remove a condition.

#5: The best and nearly only reliable skill rangers has to help party.
Reduce cooldown from 35s to 30s.
Add a new buff: aegis. This will be a great way to make rangers welcome in groups.
Also consider increase the power buff to 3 or 5.

Sword
#1: Remove the autoroot. It makes this weapon unusable in most situations.

Greatsword
#1: Consider a little damage increase.

#2: It’s too slow. Decrease cast time from 3/4 to 1/2.

#5: Increase hit radius. Fails to hit too many times.

Axe
#1: Increase the number of targets to 5. We have very little AoE skills.

#5: Consider increase effect radius, damage or decrease cooldown.

Torch
#5: Too small radius and poor damage. Increase it, at least in PvE and WvW.

Collaborative Development: Ranger Profession

in CDI

Posted by: Bandido.8719

Bandido.8719

Longbow
Most important thing here, Arrows fail to hit too many times. It’s really hard to hit a moving target at high range. Solution: Make arrows fly significantly faster.

LB#1
Equate the -500 range with the 500-1000 range damage.
Add a new functionality when ranger is in stealth (like the thief #1 skills): 2s immobilize. Ranger has no benefit to be in stealth in most situations, making LB#3 useless. Also, ranger has only one stealth skill, I think add more stealth skills can be interesting.

LB#3
Increase damage, it’s really weak. Consider increase stealth duration (it’s too short when you use it trying to survive).

LB#5
This skill needs a major buff. It’s the only real AoE ranger has. It’s a really easy skill to evade and make ranger extremely vulnerable when casting due the autoroot.
-Make possible move while casting (if not possible give ranger aegis or protection while casting). Increase damage (it’s very low having in consideration how easy is to evade and the long cast) and decrease cooldown from 30s to 25s.

Traits
Bow traits require a strong point investment. These high point requirements leave very little room for trait in defensive lines, making longbow rangers (and all power based rangers) too fragile with no real compensation in damage or survival strategies. That’s why bunker rangers are the only viable option in sPvP. Also the bow traits are in the same line with signet traits making really difficult to make reliable power based builds.

- Opening strikes line is extremely weak. Only the first hit in the whole battle duration has benefit of these traits, just ridiculous.
Merge Opening Strike with Alpha Training. Move Precise Strike to minor master and move Remorseless to minor grandmaster.

- Merge Piercing Arrows with Quick Draw, on the same place where Quick Draw is. Warriors have exactly this same trait on rifle. We really need this.

- Move Spotter to Skirmishing major adept. It has no sense have this trait in the same line with bow and signet traits, we have no room to equip it. It grants precision, so has a lot more sense to have it on skirmishing (the precision and critical damage line). This is a great trait to help party, where the ranger is too weak, so have an easy access to this trait will make rangers much more reliable in groups.

Healing skills

Heal as one:
Decrease cast time from 1.25s to 1s.
Remove one condition. Having in consideration the poor capacity we have to remove conditions this will be a good improvement.

Map completion and no gifts of exploration

in Bugs: Game, Forum, Website

Posted by: Bandido.8719

Bandido.8719

Hi Gaile.

This is clearly a new bug. Same problem to all people completing the new LA map:
https://forum-en.gw2archive.eu/forum/support/bugs/Another-100-Map-Completion-no-reward-thread

Another 100% Map Completion no reward thread

in Bugs: Game, Forum, Website

Posted by: Bandido.8719

Bandido.8719

Same problem here. 100% map completion with the new LA PoI’s and no reward.

December 10th Ranger changes

in Ranger

Posted by: Bandido.8719

Bandido.8719

Posted on the general discussion post, but I need to post this also here:

Natural Vigor
Starting here because I think it requires the most discussion. This, simply put, was a wildly overpowered trait. I tell people not to compare one profession to another, but Engineer has this trait as a major grandmaster. It was simply too easy to put 5 points in this line and then be able to dodge every 6.67 seconds. As it stands after the change this still allows you to splash 5 points and dodge every 8 seconds. I don’t think this will ruin survivability, and I think by buff other traits further down this line it will encourge rangers who are looking to survive to go further into this trait line.

I’m sorry, but I have so say this: You fail in these maths. Natural vigor it’s 50% regen, it let’s a dodge each 7.5 seconds not 6.67. I check it in game: If you do a double dodge it’s 15s until the complete bar refills. With the nerf each dodge will go to 8.75s, not 8s.

If you think that 8s between dodges is ok, and without nerf the current dodge is 7.5s (not 6.67)…. ¿This is still being nerfed? You base this nerf in a math error, I think we need some explanation here.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Bandido.8719

Bandido.8719

Power rangers are in a very bad place at this moment (well, at this and since game releases). Opening strikes are realy weak, possibly the worst minor trait line in game, one secure crit at the strart of combat that causes 10% vulnerability for 6s and thats all we get until combat ends.

- Merge Opening Strike with Alpha training, move Precise Strike to minor master and move Remorseless to minor gradmaster.

I think it’s a pretty easy change. All we get with this is the option in long combats to regain opening strikes. It’s not much, but any buff like these will be welcome. Rangers only have 1 skill (GS#2, Maul) that really benefits of being a critical hit, all our other attacks have the same damage (or even less) than the autoattack. You have to admit that this change will not make ranger OP in any case, as in PvP you are not killing enemies often.

Longbow rangers have a big issue, doubled if we want use signets. We have to invest 50 points (30 in marksmanship, 20 in skirmishing) to get the related bow traits and even with this we don’t get all them. This leaves us only 20 points to invest in survivability options (here shines the natural vigor trait…).
In marksmanship master major we only have 1 room for it’s 4 usefull traits. And in grandmaster major we are forced to use XI, Signet of the Beastmaster.
Why rangers should invest 30 points and waste a grandmaster major trait to use it’s signets?

- Merge Piercing Arrows with Quick Draw (warriors have this same effect trait, Crack Shot and no one claims it was OP). This will leave us 1 room for Eagle Eye or Spotter. This merging is a MUST if we want be competitive in multiple game modes. In PvP in any case this can be OP, cause (with piercing arrows) is hard hitting more than 1 objective in this game mode due it’s nature. This will benefit bow users in WvW and instanced PvE (really, we need some love in these game modes).

- Eagle eye should affect the shortbow. After the last nerf to it’s range I think this is necessary.

- Merge any of the other 2 related signet traits (Signet Mastery or Beastmaster’s might) to Signet of the beastmaster. Ok, if we rangers have to use a gradmaster major trait to use our signets at least give us something to make this a little more attractive.

Related to traits these are my thoughts. In Wilderness survival and Nature magic I think we are ok.

Sorry for the long post, rangers like me are really disappointed with some aspects of his class and tired of being discriminated in many parties and WvW groups. Please take this changes in consideration, none of these will make us OP in any term and will help us to be, at least, a little more competitive.
Also sorry for my poor english, it’s not my mother lenguage.

I also have to thank you to let players give us our opinion about the incoming changes.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Bandido.8719

Bandido.8719

Ranger:

Natural Vigor
Starting here because I think it requires the most discussion. This, simply put, was a wildly overpowered trait. I tell people not to compare one profession to another, but Engineer has this trait as a major grandmaster. It was simply too easy to put 5 points in this line and then be able to dodge every 6.67 seconds. As it stands after the change this still allows you to splash 5 points and dodge every 8 seconds. I don’t think this will ruin survivability, and I think by buff other traits further down this line it will encourge rangers who are looking to survive to go further into this trait line.

I’m sorry, but I have so say this: You fail in these maths. Natural vigor it’s 50% regen, it let’s a dodge each 7.5 seconds not 6.67. I check it in game: If you do a double dodge it’s 15s until the complete bar refills. With the nerf each dodge will go to 8.75s, not 8s.

It is not overpowered, due the ranger context: we are realy weak in WvW and in instanced PvE (in open world PvE we are good because not require be very effective to play it). In WvW ranger is the worst class to play if you want to aid your server, no one discuss this. No one dedicated guild in WvW use rangers, counterwise, they encourage other players to not use them (I play in a server, Baruch Bay, with some of the best dedicated WvW guilds, I know what I’m talking about). We lack in survivability, damage, CC’s, AoE’s or support to be effective when compared to other classes.
Same case in instanced PvE. No one wants a ranger in high level fractals or hard dungeons if possible. Warrior, guardian, mesmer or ele are by far more effective than rangers.

We are good in PvP, but only using bunker builds. The nerf in natural vigor it’s a nerf for ranger in all game modes and for all possible builds. You say that you want more viable builds for ranger, but this change is completely counterwise. This will encourage PvP rangers for bunker more to cover this lose in survivability. And, even more, the PvP bunker builds have other survivability options, nerfing one when you have multiple options it’s not a great nerf at all, but it’s a terrible nerf for all other builds that lack other options to make us alive (and have to remark this another time: it’s a nerf in all game modes and for all builds).

Don’t nerf all of us when the problem (if really it’s a problem) is that bunker PVP rangers have too much survivability. Even more when these bunker builds are not much effective in WvW or PvE.

Sorry if too long post, but I think it’s necessary.

(edited by Bandido.8719)