Showing Posts For CreamRipper.2947:

Suggesting QoL-Changes of dead Pets

in Ranger

Posted by: CreamRipper.2947

CreamRipper.2947

As long as it doesn’t require me to physically rez the pet like a player like we used to have to do … great.

Thanks for pointing that out. I will add this into the original post to prevent confusion.
Of course I’m not suggesting to change the revive ability back to how it once was.

Suggesting QoL-Changes of dead Pets

in Ranger

Posted by: CreamRipper.2947

CreamRipper.2947

Try to forgive me for bad wording.

Suggestions for possible Quality of Life (QoL) changes concerning pets in WvW and sPvP.

Dead pets following the ranger

“The Problem”
Currently a dead pet is following the ranger on every step and is still visible for enemies. We as rangers have no control over the pet in this state (well it’s dead) and we can’t use stealth properly, because the pet is giving our position away.
Especially in WvW I’m in this situation a lot, that my pet is hit with cc and dies, it gets killed by a thief (this does happen quit a lot actually) or I accidentally send it into the fray (the passive-mode-bug drove me crazy a few weeks ago).

“Possible Solution(s)”
1. Should a pet die in combat let it stay down where it died (same thing that happens with a player). With one difference: the pet can’t be revived physically it will just lay on the ground with no interactions.
2. Maybe it is possible to use the “stow”-function for this. Pet is invisible but the pet-commands are still visible to swap to the second pet. (not sure if I could explain what I’m having in mind)

“Discussion”
We all know that it is not only hard to control the pet “perfectly” but pretty much impossible with all the different issues concerning ai/pathing/… . I have to admit that it is somewhat a learn to play (l2p) issue but it is often enough out of our control to keep the pet alive. A ranger is getting punished enough for letting his/her pet die (less damage, crowd-control, boons, …) and shouldn’t be punished even more.

Time it takes for pet to revive out of combat (ooc)

“The Problem”
If a pet dies in fight and the ranger goes out of combat, it takes a “huge” amount of time to passively heal up the pet to full until it’s “alive” again.
We can circumvent this by using the stop-option to stow the pet and call it out again or switch pets (if not on cooldown). With this we are able to revive the pet and have it full health “instantly”.
In my opinion this is pretty tiresome.

“The Solution(s)”
1. After getting out of combat the pet should instantly be alive at 100% health.

“Discussion”
Pressing “stow” and “un-stow” after a fight and a dead pet is pretty much a routine for every ranger. It would be nice to “not have to do this anymore”.


Thanks for reading and please keep the discussion civil.

Edit1:
Added the physicall revive section (thanks to Sebrent) to prevent confusion.

(edited by CreamRipper.2947)

Open Letter to the developers

in WvW

Posted by: CreamRipper.2947

CreamRipper.2947

I’d like to remember you guys that WvW has “a problem” concerning builds and the role you want to play in WvW.
I think the most people out here in the forums or in general on the internet complaining about thieves in WvW are built for some intense zerg-fighting.

Every now and then the leading commander will order a few people to protect the camp or the dolly. Most people that are “going to do the job” are not skilled for small-scale-fighting.

This happened ~2hours ago on my server and borderland. —> I was one of those 2-3 people that raised their hands “ok sir I’ll accept the job and kill the thief”. I know with my build I don’t stand a chance, but who knows maybe the goddess of luck grands me her favor and I’m able to kill the roamer.

The outcome was that because of stealth every few seconds my “teammates” left me alone with the thief, because it was just to tiresome to kill him.
This happens all day long, at least on my server (and no it’s not a bad server).

You may think now: “well good job, maybe you shouldn’t try it in the first place”. The problem is that if no roamers are there in the right moment to stop other roamers you have just a few options left:
1. change you built and crush the thief <— really really tiresome
2. outnumber him and try to kill him <— can be really tiresome too
3. just leave him alone and hope some roamer shows up and “does his job”

Depending on the role YOU are playing in WvW it may be the case that you never saw this problem. Maybe your server has enough roamers, or the players are overall just the crasiest godlike players out there, maybe you are a roamer for yourself.

Just one last word:
if I would have been on my ranger I could have killed him, but I was playing my heal-guard and am a sitting duck in small-scale. 50% because of my build and the other 50% are that I’m just plain bad with other builds and guards in genral concerning small-scale (but I do my healing job pretty kitten well).

TL’DR:
Most hate/flame/qq, or however you may call it, comes from WvW-players wih builds for zerging and not killing roamers (my hypothesis).

rangers take more to go out-of-combat?

in Ranger

Posted by: CreamRipper.2947

CreamRipper.2947

What some other people have mentioned, just get used to using your pet on passive and manually F1’ing and F3’ing it for control. You are (should be, can only speak for myself lol) much smarter than the pet on Guard and in particular instances like escaping combat when you need the pet to stop messing around with what you were trying to run away from, you will definitely notice a big difference when the AI isn’t on auto “attack everything that puts the player into combat forever until I or it dies.”

Maybe I made myself not clear enough, but I’m using Pet-Mode “passive” and I do use F1 and F3 probably more as 1 on my “champtrain-staff-guard”. Thanks for your tipps anyways.

Lol if your pet Re-engages combat after you recall it, you need to Detarget your target and Put it on passive then it won’t leave your side, don’t blame the pet as bugged when most of the time its the management of the player,.

Zenos I find your tone rather distrubing and kind of passive aggressive. I know probably 85% of the posts in this forum are from “unskilled” players, but you shouldn’t demote everyone from the beginning.

I’m pretty sure that OP knows how to play too.

rangers take more to go out-of-combat?

in Ranger

Posted by: CreamRipper.2947

CreamRipper.2947

Thanks OP for bringing up this topic. I’m a rather inactive player and tend to play for 2-3 weeks and be away for months just to come again for another few weeks. Actually this is my first post on the forums, but that’s another topic.

I too have noticed this kind of problem and it sometimes takes double or even tripple the amount of time for me to get ouf of combat. My partymembers, 99,9% of the time guildmates and good friends, just “run away” from me because I can’t get out of combat.

Just for some further information:
I have my pet on defensive-mode in order to have more control and I’m using the F3 “get back to me”-command everytime my target is killed/whatever.
I have no conditions noticed on myself or the pet.
Nothing is attacking us (pet and me).
I don’t know how “bad or good” it was a few weeks/months ago, because I often can’t play for several weeks/months.

The weird thing is, it’s not always just sometimes and this can be really frustrating. If my “observations” aren’t completly off, this happens a lot more in smaller/cramped places compared to wider places/open fields. And this also happens while there are no enemies around, just after killing the last one.

Hope OP and I aren’t the only ones noticing this. On the other hand I tend to create/get the craziest bugs and “hidden features” in computer programms. Thanks to this I’ll probably keep my job forever.