Showing Posts For DragonFlu.7314:

when is stronghold returning?

in PvP

Posted by: DragonFlu.7314

DragonFlu.7314

^ same exact situation as that guy. Would love to play with friends more since they don’t seem to like conquest anymore.

Anti-Class Stacking + Negate OP Builds

in PvP

Posted by: DragonFlu.7314

DragonFlu.7314

While I understand that this will heavily nuke everyone’s favorite builds, I don’t intend for this to replace the current pvp format, only as an option to create more interesting play. It is meant as a format where the player must ADAPT rather than just playing some preset build.

Anti-Class Stacking + Negate OP Builds

in PvP

Posted by: DragonFlu.7314

DragonFlu.7314

last ditch effort bump for comments

Anti-Class Stacking + Negate OP Builds

in PvP

Posted by: DragonFlu.7314

DragonFlu.7314

I read a post about having a pick-and-ban phase in our matches and I thought to myself, “I wonder how we can do that?”. Note, this is not a serious post since the development time required for this might be a bit much to implement. Think of this as more of a “what-if” proposition.

Before, I continue, this is kinda of like drafting your class and hopefully rewards the people who are most flexible/creative in pvp. It also, kinda requires a working knowledge of more than one profession if you want to play effectively.

Also, this is a long-time-investment format. (not sure what else to call it haha…)

So here’s my idea:

First! Profession Picking Phase

After the map has been selected, each player locks in a profession to play. This means we would need a new UserInterface/System that lets the player select the profession they want to play as, regardless of which profession enter the queue with. We would need a default skin for each professionXraceXgender combo. Of course, this will also be the option to play as one of your alts. (If we want to implement some sort of anti class stacking thing, we would do it here as well) .

Next step, Banning!
Once the professions have been selected, it’s now time for the specialization banning phase

Now that you know what your enemies are playing, your team can ban out specializations that the enemy team can’t play with. As for the number you can ban, I leave up for discussion. For now, let’s just give each team 5 points worth of banning, where core specializations are 1 point, and elite specializations are 2 points. This means you can ban out 2 elite 1 core, 1 elite and 3 core, OR 5 core specialization! This leads to metrics on which specializations are the most banned, and hopefully can aid a bit in learning which specs need more work (but this time with metrics).

One extra restriction: each profession(on that team) may only have as many specializations banned as that same professions on that team. This means, if there is only one mesmer on your team, only one mesmer specialization can be banned. If your team is crazy enough to play 5 of the same profession, the enemy is allowed to ban 5 of your core specializations. So, play nice and don’t stack.

Last but not least! The build phase!
Each player gets 3 minutes to quickly select their Weapons, Utilities, Healing, Elite, Runes, Sigils, Pets…. AKA their build. Anet already has a very good build swapping UI set up so I commend them for this, but it could always be improved if they had some build saving mechanism. Don’t forget, you might not have access to some of your specializations, but that’s probably because you picked a profession that everyone think is OP.

Then we play a best out of 3, gets rewards, and hopefully not get facerolled. Inbetween rounds, the losing team gets a 1 minute break period to update their builds.

That’s the core of the idea.

Questions? Helpful criticisms? Discuss please :]

edit: spelling errors

(edited by DragonFlu.7314)

swap smokescale f2 back please

in Ranger

Posted by: DragonFlu.7314

DragonFlu.7314

I say change it back as well. I just tried it, and as much as I like the idea of having a smokefield, not being able to know when it is coming really sucks. I am WAY in favor of having utility over dmg.

Druid Bugs [merged]

in Ranger

Posted by: DragonFlu.7314

DragonFlu.7314

Let’s try gathering all the bugs here. And please nothing about balance related things. Just focus on things that seem to actually be tech bugs.

Here’s one to start:

Quick Draw doesn’t reduce cooldowns on staff skills.

We Heal as One Feedback [merged]

in Ranger

Posted by: DragonFlu.7314

DragonFlu.7314

I’d say the durations on the boons (might not included) need to go up a bit. At least in pvp, the time it takes to cast leave plenty of time for an interrupt. Ideally, I think 20% the base skill duration (4 seconds) for each boon copied would good. More would also be appreciated because you already spend 1 second casting the WHaO.

I can kinda agree with the the 3 stacks of might, although I would have preferred 5 stacks. My main reason for this, is that you can’t really make use of multiple skills providing might. On pet swap, you can trait for 3 stacks of might. The new warhorn 5 grants 3 stacks of might. Axe 1 also grants a good stream of might. If the max might stack was greater than 3 (and plz dont just say 4 for argument’s sake), I could at least combo (sorta) multiple sources of might.

Also, if the heal were to have a longer cast time or cooldown, I think longer boon durations could also be justified.

Super Adventure Box [merged]

in Guild Wars 2 Discussion

Posted by: DragonFlu.7314

DragonFlu.7314

Aw, icic… I’m all caught up with regards to this now. Still really bummed out knowing it could be serveral months before they are able to approach the rework.

At least I have this song to bide my time xD
https://www.youtube.com/watch?v=WKBKak4gU0g

Super Adventure Box [merged]

in Guild Wars 2 Discussion

Posted by: DragonFlu.7314

DragonFlu.7314

oh cool! I just didn’t see any threads related when I plugged “super adventure box” in the search bar. I guess I can try digging a bit. but if anyone could like me to it directly, that would be awesome :]

Super Adventure Box [merged]

in Guild Wars 2 Discussion

Posted by: DragonFlu.7314

DragonFlu.7314

What ever happened to that? Why hasn’t it come out in what feels like years? Also, does anyone know of a way to get any of moto’s weapon designs?

Collaborative Development: Ranger Profession

in CDI

Posted by: DragonFlu.7314

DragonFlu.7314

Specific Game Mode
PvP
Proposal Overview
Reduce Search and Rescue cooldown while giving the pet more support while it attempts to revive the downed player.
Goal of Proposal
Make Search and Rescue more appealing for rangers who want a revive option
Proposal Functionality
Search and Rescue needs its current cooldown drastically reduced. Currently it is 180 seconds in spvp and 85 seconds in pve. I think a 60-75 seconds cooldown in both pvp and pve before traits will be much more usable, which means no need to split skills! Also, in order to protect the pet, during the startup, Search and Rescue will give the pet protection and stability for 3 seconds.

If the pet dies before the downed player is defeated, the downed player is will automatically revive. Think of it as an animal compassion thing or the pet giving up its lifeforce. This gives the ranger the choice of letting his pet sacrifice itself in order to protect a teammate. This is mainly done as another means to cope with comps that put out massive aoe on a downed players.

Also (note: less srs), as a secondary behavior, if the pet is in “Search and Rescue” mode and the ranger downs, the pet will immediately come to res the ranger. This coupled the Instinctual Bond trait is sure to be quite fun xD

Associated Risks
This should have very little risk in upsetting the current meta. The Search and Rescue revive rate is only about 33% of a player. Although bumping up that rate would be nice too…

Collaborative Development: Ranger Profession

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Posted by: DragonFlu.7314

DragonFlu.7314

Specific Game Mode
PvP
Proposal Overview
Changing Empathic Bonds to be more active
Goal of Proposal
Give the player access to more active condition removal.
Proposal Functionality
Change Empathic Bonds so the pet takes away 2-3 conditions when called back (hitting F3) on a 10 sec cd. Also, as a quality of life change, it would be awesome to be able to see how many seconds we left on trait cooldowns.
Associated Risks
Rangers must learn to where the F3 key is. Jokes aside, this would mean the player must look at his conditions to decide the best time to use the condi-cleanse, but forgetting to send the pet back out to fight (F1) may get the ranger into sticky situations… At the very least, it should be more engaging then how the Empathic Bonds currently works.

Changes i'd like to see for skills and traits

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Posted by: DragonFlu.7314

DragonFlu.7314

Changes I would like to see with ranger skills and traits:

Serpent’s strike: add a 1 second immobilize to the skill to last the duration of the skill.
We are channeling the spirit of the snake, and although the constricting snakes don’t really use poison, I think the immob will provide some good utility for pvp and roaming wvw

Hornet Sting: Either reduce starting animation frames or add evasion frames at the start of the skill, or both
You hit people with bees which equals semi-panic, so a mini daze that lasts for smallest duration technically possible makes sense. The intention is to use the hornet’s sting as an interrupt, which when paired with Moment of Clarity will let Monarch’s Leap hit harder and help a bit with setting up pet bursts. At the same time, making the interrupt too long will make such a low cd daze/stun kinda OP…suggestions for balancing this one plox!

Two-Handed Training: This really should be a 10% damage increase to make it more compelling to for us to pick up. ALSO I think it should work on our bows too…cuz we use two hands for those things hahaha.

Opening Strikes: When pets are swapped in, they would automatically have Opening Stikes if you have 15 points down the Marksmanship line.

Signet of the Hunt: When this is applied to the pet, it would instantly refresh the “burst” skill on the pet, interrupt whatever it’s current action may be, and force the pet to use the “burst” skill on it’s next attack.
A quality of life change imo so the pet utilizes this buff better. NOTE that only the signet should refresh the pet’s skill but Moment of Clarity shouldn’t.

Traps in general: Spike Trap can you plz pulse 2 stacks of bleed and cripple every 2 seconds? Also, it would be nice to give all traps the ability to immoblize on activation if you are traited in Trapper’s Expertise, similar to how the trait affect Spike Trap.

Entangle: Can this sap a little endurance every tick. Also, create a circle of bramble around yourself so you can use it as area denial.

Search and Rescue: Reduce the cooldown on this, to something like 15-25 seconds. It’s not that useful right now, AND fix that pvp cooldown…it’s still 180 seconds for a res that isn’t instant res or even that fast.

Lightning Reflexes: Increase the damage from this skill. That way it could potentially be used in a burst combo. A stun would be nice too, but I don’t think rangers should get access to too many hard CCs.

Beastmaster’s Bond: uh…i’m not sure what to do about this…maybe allow it to give you 3 seconds of quickness as well?

Predator’s Instinct: change this to siphon hp instead of cripple but keep the internal CD

Bark Skin: Does anyone use this? maybe make it trigger at 50% but would that make it too strong?

I wonder when we will get a land pet that can put down a smoke field =[

All I had on my mind at the moment. Feedback would be great!

Ranger Opening Strike

in Bugs: Game, Forum, Website

Posted by: DragonFlu.7314

DragonFlu.7314

With 30 points into marksmanship and traited into Remorseless, Opening Strike only has 100% crit chance if the player is out of combat at the time of hit. If the player is in combat and stealths, thereby regaining Opening Strike, the next hit does not always crit.

Edit: I wanted to add that I’ve only tested this in PvP so far.

SOAC NA Prof Tourn - Live 1600 pdt

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Posted by: DragonFlu.7314

DragonFlu.7314

Name: Nargacuga Hunter
Accout name: DragonfluFlu.7314
Rank: 20
Recording: nope =\

A group-viable skill gone: No more QZ healing

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Posted by: DragonFlu.7314

DragonFlu.7314

I’m getting the feeling there is no one on the balance team that actually has the ranger’s best interest at heart. That, or the dev that was responsible for watchin over us left because he couldn’t take being ignored.

Beastmaster's Bond

in Ranger

Posted by: DragonFlu.7314

DragonFlu.7314

yup done. I just find it funny, that they posted that the trait was updated, but in actuality, it wasn’t. or maybe it’s a different bug…who knows

Ranger Bug List

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Posted by: DragonFlu.7314

DragonFlu.7314

Beastmaster’s Bond:
The tooltip says that it triggers when the pet reaches 50%, but after a few hours of playing with it on, I’m pretty sure it still triggers at 30-25%(cant really tell). Unless pet health being displayed on the class bar is wrong, I’m pretty sure the Dec14th update for this trait didn’t actually change anything.

Beastmaster's Bond

in Ranger

Posted by: DragonFlu.7314

DragonFlu.7314

The tooltip says that it triggers when the pet reaches 50%, but after a few hours of playing with it on, I’m pretty sure it still triggers at 30-25%(cant really tell). Unless pet health being displayed on the class bar is wrong, I’m pretty sure the Dec14th update for this trait didn’t actually change anything.

Drake Tailswipe is ridiculous.

in Ranger

Posted by: DragonFlu.7314

DragonFlu.7314

Dude! I was so happy to get the aoe might from a fire field. yay! xD

Will January have a Monthly Laurel reward?

in Guild Wars 2 Discussion

Posted by: DragonFlu.7314

DragonFlu.7314

alright. thanks for the quick response!

Will January have a Monthly Laurel reward?

in Guild Wars 2 Discussion

Posted by: DragonFlu.7314

DragonFlu.7314

And if so, what happens if we have already completely the monthly achievement?

Jumping Puzzle Fun w/ Pets!

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Posted by: DragonFlu.7314

DragonFlu.7314

Omg that’s funny, I just sent my pet up wall to fight people in WvW.

Fortifying Bond, if it were in reverse

in Ranger

Posted by: DragonFlu.7314

DragonFlu.7314

We would get any boon the pet received. That way, it seems more like the pet is supporting the player rather than the player supporting the pet. Also, Rampage as One might get a bit OP lol

Thoughts?

[thought] New Elite Skill: Reveal

in Ranger

Posted by: DragonFlu.7314

DragonFlu.7314

I’m thinking the “guard” skill that plops your pet into a defensive position should also give your pet the ability to detect/remove stealth. That’s where you can get the “sniffed out” flavor for our pets as well as provide some sort of way to handle stealth.

a Vote for Ranger speed..

in Ranger

Posted by: DragonFlu.7314

DragonFlu.7314

Rather than upping the passive move speed from the signet, I’d rather have it stack with swiftness. Move speed currently takes greatest buff and applies it to your character, so if our signet was allowed to stack with the 33% we get from swiftness, we’d have 43% total. I think that’s pretty good.

Well, then the other classes would really have a right to complain.

I personally don’t like that at all. For myself, one of the main reasons I want a 20-25% passive is so that I’m not forced to equip that warhorn whenever I want to get anywhere. I don’t like the warhorn, and I’d prefer not to be forced into using it just to get anywhere at a reasonable speed.

So, a passive 20-25% would solve several problems at once, in my book. Whereas, stacking the speeds higher and higher would just create more problems all around the board(not just with rangers), affecting the game as a whole.

I was hoping the speed would be a ranger specific thing. We are a jack of all trades, but it’d be nice to excel at a nice utility specifically, besides our awesome pets. Also, this would basically be what the rune of speed is supposed to do…(wish the 6th rune worked =[ )

a Vote for Ranger speed..

in Ranger

Posted by: DragonFlu.7314

DragonFlu.7314

Rather than upping the passive move speed from the signet, I’d rather have it stack with swiftness. Move speed currently takes greatest buff and applies it to your character, so if our signet was allowed to stack with the 33% we get from swiftness, we’d have 43% total. I think that’s pretty good.