Showing Posts For Glitchfull.5826:
Necromancer, the wielder of the legendary warhorns of the 9 divine toots. Call upon the gods with the all mighty warhorn and bask in the backdraft of the gods!
That moment you see the words “Free to play” and you get the biggest smile and say to yourself in a psychopathic way “Time to go kick some newbie kitten ”
Pets:
- Speed up all animations and cast times of pets by 40-50%
- Give pets another 150 buff to all stats for the time being
- Remove “Guard!” from the Ranger’s utility slot and add it to the pet toolbar. Remove the CD, protection, and stealth.
- Only allow the pet to go 1200 distance away from the Ranger unless they are commanded to guard. Which they will then be only be allowed to attack 1200 from the designated guard location. After pets are sent to guard they will either passively wait there or aggressively attack depending on what mode they are set in.
- Reduce AoE damage by 40-60% on pets, reduce condition damage by 20-30% on pets, and reduce the duration of all CC and movement impairing effects by 50% on pets.
- Allow pets to prevent capture point progress from the enemy as long as the pet is not in a downed state.
- On pet swap add a debuff to the pet that does not allow the pet to prevent capture-point progress for 5-15 seconds after pet swapping while in combat.
Ranger:
- Allow for more control over the ranger sword auto attacks to give movement while attacking and not locking the Ranger down.
- Increase trap trip radius to 240.
- Reduce Spike Trap CD to 30 seconds.
- Reduce Frost Trap CD to 20-25 seconds.
- Reduce “Sic’Em!” CD to 20 sec or reduce the damage and movement speed to 20% and reduce the CD to 10-15 seconds.
- Change “Sic’Em!” to cast on the pet’s target if it is 1200 or more distance away.
- Reduce “Protect Me!” CD to 30-40 seconds and require the pet to be 1200 or less distance away for the Ranger for the effect to apply.
- Reduce the CD of “Search and Rescue” to 40-60 seconds and allow players to CC the pet to stop the ability, but reducing the CD of the skill by 20-40% if the pet is interrupted.
- Make “Search and Rescue” cast on the pet’s nearest downed ally if it is 1200 or more distance away while still retaining a 20-40% CD reduction on the skill if interrupted and preventing the skill from going on CD if there is no target to be revived near it.
- Allow all spirits to follow the ranger.
- Make spirits immune to all damage or increase their defense by about 40-60%.
- Increase all spirit’s effect radius to 1200.
- Reduce Water Spirit interval to 5 seconds.
- Reduce the effect recharge of the Sun Spirit to 3 seconds.
- Reduce Stone Spirit effect recharge to 8 seconds.
- Increase Frost Spirit bonus damage to 20%.
- Reduce Sharpening Stone CD to 15-20 seconds.
- Reduce Lightning Reflexes to 30 seconds and remove all movement imparing effects.
- Increase Signet of the Wild duration to 10 seconds.
Traits:
- Apply Opening Strike when stealthed.
- Increase Predator’s Onslaught to 15-20% increased damage
- Increase Sharpened Edge damage by 50-80% and possibly adding an internal CD if damage is increased by a lot.
- Increase Light on your Feet damage increase to 20%
- Make Most Dangerous Game Health Treshold to 60-75%
- Increase Oakheart Salve damage reduction to 10%
- Decrease Refined Toxins health threshold to 60-75%
- Change Shared Anquish to only proc if the pet is 1200 or less distance away.
- Apply Poison Master to the player as well as the pet.
- Increase Bountiful Hunter damage increase to 2-3%
- Increase Nature’s Vengeance regen, vigor, and swiftness application duration to 2 seconds.
- Increase Nature’s Vengeance might application duration to 4-5 seconds.
- Add stat increases to ferocity, healing power, and condition damage.
- Increase stat increase of Pack Alpha to 200-250
- Only apply might to pet from Companion’s Might if the pet is 1200 or less distance away.
- Change Loud Whistle to only apply to pet if it is 1200 or less distance away.
- Increase Wiliting Strike weakness application to 6 seconds.
Misc.
- Begin removing unnecasary reflection from the game such as mesmer reflection. Keep reactionary reflects such as traited shield blocks to make reflect more of a skill based effect and not an effect that just happens.
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Yes, giving the Revenant’s traits more character and making sure that they are still giving them something as well and not just pretty effect. Yeah the hammer is cool and all, but it doesn’t really do all that much of damage, especially for a gm trait, and classes like the engi have not only better ones, but multiple ones that are better spread across all tiers.
I will say they did a great job at making the abilities of the class having character and for the basic part still being usable, but they can’t just stop there and then whip up some recycled traits.
Having more traits that tie into weapons, like other classes do and the specific one mentioned above that even has other effects, has been asked for by quite a bit of people I have noticed. Also have seen others wishing for more traits that deal with regenerating of energy or something other than just “Get might on skill press that takes you under 50” (Which is honestly strange because every ability does do that because you start at 50 anyways and to get enough energy to where it won’t take you under 50 would require you to not do anything for quite a bit of time)
I would like to add that “What I feel, or at least what I think they felt, the revenant was meant to be” talk should be avoided as much as possible. We are giving feedback about how the class plays in it’s current state and what we think could be changed to either buff them if they seem too weak in certain areas, how we think they are balanced so need no change, or how they are too strong and what should be done to fix that with this topic being focused specifically on the energy mechanics of the class. It is not a crime or sacrilege to give constructive criticism about the class for Anet to potentially see. Concepts are alright and all, but if those concepts don’t really work in the game or at the very core of the game aren’t fun means it’s not worth pushing for. Let’s leave it at that.
It’s not about spamming skills randomly, it’s that you’re restricted to not doing anything other than auto attacking. Anyways, it’s not like the Revenant utilities are anything game breaking strong. The Revenant is not in a good spot because of how limited they are in their capability. You also have to realize that this entails sPvP too. PvE you can get away with auto attacking but in PvP you get punished pretty hard for doing so.
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Also would be nice if the Revenant energy didn’t instantly drop to 50 once combat ends. Possibly a warrior type drain would play a lot better.
If you cast the ability “Vengeful Hammers” and then legend swap as it is about to finish casting you are able to create a hammer that will spin around you indefinitely that consumes no energy, does damage, and is only cancel-able by casting the ability again to create new hammers.
Let’s discuss Revenant traits here. Being specific can really help the devs out in terms of feedback and giving suggestions is the best to help Anet out.
My look at it is the traits have little synergy between other trait lines and too many traits are either absolutely terrible (Retaliatory Evasion) or just randomly place healing traits, most of which are outgoing only.
Maybe condensing the healing traits to two specific trait lines and then giving more character to the other trait lines, as in make certain ones focused on things such as assassin stance or certain weapons would help out a lot.
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Let’s discuss the Revenant’s energy system here. Being specific can really help the devs out in terms of feedback and giving suggestions is the best to help Anet out.
The energy system, while at the very least unique, is honestly a weakness for Revenant. You spend to much time either ooe or spamming autos. I think the biggest issue to why this is such is that the weapon skills also take energy, so you’re constantly at low energy if you don’t just auto spam. This makes it so you must legend swap to gain energy, which is fine as a regen mechanic, but it doesn’t fix the issue that you will either quickly go ooe again or you just are auto spamming.
Maybe just removing the energy consumption on weapons would do a lot to put them more in line. If it turns out there is too much spare energy then just increase the cost of energy for each utility, but that would kind of defeat the purpose of rev being a multi use utility class.
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EDIT I’m going to make a separate topic that discusses the energy system. I will reduce this one to traits only.
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Yes you can use your abilities sparsely to conserve energy. Why is that still a problem? If that’s what they want us to do they need to massively buff the damage and effectiveness of skills.
Saying “I don’t have problem conserving energy” is completely ignoring the fact that the energy rate is so low that you have to purposely handicap yourself (Which even at full the revenant doesn’t really do that much) to be able to use more than 2-3 abilities without going ooe.
Coming from a competitive player and someone who has talked to a lot of other competitive players the list goes like this. From highest required skill to play optimally to lowest.
1. Ranger
2. Thief
3. Necro
4. Warrior
5. Engi
6. Ele
7. Guard
8. Mesmer
Ranger is the absolute hardest class to play right now simply because they just suck. They have use to have faceroll when gs/lb was an issue way back in beta, they were also faceroll back before the condi bunker nerfs, and the current state they are in where they are considered the worst class in the game. Rangers have gotten almost no love from the devs and no one really sees Anet changing that. People will tell you ranger is faceroll because of a hate bandwagon that started 2 years ago that is completely irrelevant today.
Thief has always been pure risk and reward. Everything they do is a risk and at any moment they can be pretty much deleted from a fight, so they have to play extremely smart and pretty precise otherwise they are punished the hardest of all the classes.
Necromancer can be considered lower because of the blood tank build, but in general the necro has always been very tough to play at high levels ever since the bleed condition meta was killed, which is a good thing.
Warrior has been in the same boat as thief for sometime excluding the hambow days. They are a lot more forgiving though on their placement and don’t require the amount of precision gameplay that thief has to do. People give warriors bad names because of when hambow was god tier, but that isn’t the case now. That doesn’t mean the class isn’t easy to pick up. You can wreck from day 1 as warrior against unskilled players with relative ease, but once you get into high skilled players it becomes very difficult.
Why is engineer in the middle? Having more buttons does not equal being more skilled. That doesn’t mean that engineer doesn’t have things they must learn, but it’s nothing that every other class has to do already. They have and most likely will always be a safe pick for just about anything.
Eles are pretty kitten easy and extremely forgiving in every scenario. They would actually be considered less skilled than guardians if they didn’t have combos they used, even if extremely simple to do combos.
Guards are your standard paladin. Straight forward with high defense. Not much to really do with them. You just are tanky.
Mesmers are currently low on the spectrum since they were in in the top 3 hardest classes simply because they do so much damage, have so much utility, and so much control that it’s pretty kitten hard to lose as mesmer in any situation.
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Dragonhunter is alright, but that’s the problem. They don’t do much other classes already do. Specifcally in sPvP.
Bow 5 feels like it’s effects are played in reverse. The cage comes down after the arrow volley. Especially since you have to channel the full ability it would play much better if it applied the cage on cast and then did volley.
The virtues of very lackluster as well. They don’t really do that much damage in relative to their very long cd. Wings of Resolve should have about a 30 sec cd at the very least and push Shield of Courage down to somewhere between 45-60 sec. Also, Spear of Justice could use a damage boost.
Traps are a complete mess. They are super clunky and almost fully impractical in every scenario. The idea I think they had was to force players to trip them by you applying pressure on them with the bow which would force them to move in on you. The problem is they still don’t have to. The bow does alright damage, but it isn’t anything of much threat that even the ranger can’t already do better, which is saying a lot since the Ranger is considered the weakest class in the game for sPvP. It also just feels unnecessarily clunky to have cast times to plant traps or at least how long the cast times are. They also all do laughable damage. The trap that is meant to be purely damage actually doesn’t really do much of any.
All in all the dragonhunter is extremely underwhelming and there is very little reason to use compared to what you can already do better in other classes.
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Love the video, but I don’t understand your title. Are you complaining about when you get double teamed or excited about a close 1v1?
no, its ridiculous how you need to spam buttons as ele and make combos etc when some ez class like ranger click 2 buttons and deal 5x more dmg than you xD
look how combos looks as d/d ele and how combo looks as ranger ^^
Yeah . . . no. Ranger does no where near as much damage as the ele while simultaneously surviving. Oh wow, they have 1 skill that does a lot of damage! Too bad it’s damage split over a channel and is one of the easiest things in the game to block. Elementalist combos are easy to do and honestly you just need to apply burning and blast finish fire fields for might. Ranger is a hell of a lot harder to play than ele for the simple fact that ranger is in such a terrible place right now they have to completely out class their opponent by such a huge margin. Stop spewing 2 year old hate bandwagon things that are outdated and do not apply today.
If you are losing to rangers as an ele? You need to practice . . . a lot.
Anyways though, still an entertaining video.
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Most people were upset thinking Anet was making current players rebuy the core game to get HoT. Which they weren’t doing at all. The core game comes free with a prepurchase of HoT.
So now people are upset about what? Anet is doing an incredibly smart and “Everyone wins” move and you want to cry that it’s not fair? Why? We get an influx of new players, which is good in keeping the game alive, and now old players are even getting a free character slot for any of the packs in addition to the extra slot if you get one of the more expensive ones. Being mad about any of that is simply you just acting like a child who thinks of no one else but themselves.
As for those that are upset with the pricing of the expansion it basically comes down to this . . . don’t buy the expansion if you don’t think it’s worth your money. Anyways, they’ve already gone on to say they aren’t going to have gear in the expansion that is better than anything from the core game so having just the core game is perfectly fine unlike other MMOs that require you to get the expansions or be left behind a “You can’t participate with everyone else because they are higher levels and have better gear” wall. The expansion is 100% optional and is just bonus content to your game, something more game companies should do.
As for the character slot issue for Revenant? They already fixed that and you don’t have enough character slots with the core game to play all the classes, so it’s not that big of a deal since you already have to get 3 extra slots to play all the core classes. Not to mention you can get that character slot by just using in-game gold.
Did you not read my post and then fully think about it? Their passive healing is too strong A.K.A. signet. They don’t need to be attuned to water to keep up good healing. It’s a double issue. Their passive heal is so strong it’s dumb not to use it, and it’s not interruptable, while all of their active heals are too weak for PvP.
Top teams almost always pick necro and you can literally roll through all attunements and heal for insane amounts. I’m not saying “Ele is op because I can’t beat them” I’m saying “Ele is too strong and it’s boring to play Ele” I play an elementalist, I don’t like that my class is so easy to play and is also insanely strong too.
I honestly don’t think the “Ele has been weak for so long” arguement as something to defend keeping them where they are. Ranger hasn’t been used much at all besides when condition builds were king and when people didn’t understand how to deal with spirit builds but they still receive nerfs on things that are possibly abusable.
Cut the celestial stat boost down to be more in line with other amulets, revise how ele heals from passive to a more active approach, and buff the ele’s health pool to compensate for the changes.
The stat reduction being the main concern here since it’s what really is throwing the ele and necro from strong to nearly 100% pick.
I think celestial amulets would be fine if other classes were built around doing everything. The problem is the game isn’t built around that at all and elementalist is the only one who can do everything.
Maybe it’s more of an elementalist balance problem with have insane amounts of boon stacking, burning being still incredibly strong, and having insane amounts of healing.
Being jack of all trades is fine, but being a king of all trades is not.
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Also, the Revenants healing skills absolutely suck. The two outside of centaur have a really long cd (30 sec) and don’t heal for much at all. Yeah you have 2, but they still don’t heal for much of anything when you use both and they still are on a really long cd
My biggest concern, excluding incredibly lackluster damage, is that even if you build the Revenant full bunker with lots of healing the elementalist and necromancer will both still out-heal you, out-tank, out-boon you, and extremely out-dps you.
While it is a known fact that necromancer and elementalist do too much currently, I still fear that Revenant has little to no place in the current PvP. Hopefully elite specs, deserved nerfs to certain classes, and a revenant buff will help this out.
Also, the centaur legend stance is incredibly clunky. The healing burst takes too long to come out with not that much healing anyways and has too short of range. All the skills, excluding the bubble, also seem way to costly for what little they actually do.
Edit: I also feel like weapon skills costs energy is a little ridiculous. The energy system seems more like a gimmicky mechanic that actually screws the revenant over than buffing them.
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You mean the arcane/water/earth setup that does all of those excluding the blinding ashes? Yes, that type of setup exists.
Good luck getting people to finally look at ele as actually being way too strong. Even though the strongest competitive comp and team run double celestial ele. They are running two because they are so kitten strong and honestly don’t take that much effort to be that strong. Doesn’t help that a lot of sPvPers are absolutely in love with certain elementalist players to a near obsessive degree.
They have too much stacked onto them with the earth trait line, burning, blinding ashes, and massive healing. It’s also because of the celestial amulet, which influential figures in this game admit to being super strong, but refusing to say anything more in fear of their power ticket being no more. Being the jack of all trades is fine, but being the king of all trades is not. There are a few aces out there of certain things like mesmer and burst or necro and tankiness, but those are just that and aren’t great at other things.
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While I know there are a lot of problems with the core balance of the game currently that will most likely be addressed in the next balance patch (Burning being big one) which may take some time since they are preparing to get HoT through the door, I would still like to talk about Sigils which are very rarely discussed and Amulets which are discussed a bit. This is more of a discussion thread and I just want to see what everyone’s thoughts are on the subject matter.
- Sigils:
Even though they are not really looked at much, I do think there could be some major improvements to them to allow for more variety without making them all bland. Currently there are only a handful of sigils, when I mean handful I mean very few, which are picked.
The biggest culprits I find with why there are very little diversity in sigils is Fire and Air sigils. Both boost your damage by a suprising amount that it’s very hard to even consider anything else. Generosity is sometimes considered because currently burning is so strong it is nice to have another way to get those stacks off you, but Air and Fire still make the choice difficult.
I personally don’t think Air and Fire need a nerf. I think all the other sigils that aren’t really used should be buffed. Things like “7%” critical strike chance is incredibly low and is nearly laughable when you see Air and Fire. Maybe buffing something like that to 14% or even 20% would be a good step in getting people to consider something other than the standard picks and would help diversify everything.
- Amulets:
I only want to briefly mention them since it’s sort of been covered before, but my biggest concern with amulets is the Celestial amulet giving way too much and sort of seeming out of place in the game. The game feels like it’s built around players constructing builds with a strength and weakness and having it balance out because of such play, but celestial amulets seem to completely break that and create builds that have nearly no weakness. Elementalist being the prime example of a class that sort of abuses that. They are very versatile, which is fine, but when you give them stats that makes the versatility even stronger is when the game starts to crack. Maybe this could be solved by changing the values in the eles kit, but the celestial amulet is sort of the problem with those kind of builds.
Also, what is everyone’s thoughts on just having a customizable amulet that you decide what stats you want on it (With a minimum of 3 stats and a maximum choice of 4 stats) that all have a base amount and then you pick which stat you want to boost out of your selection. Would honestly make the amulet section less cluttered and prevent the issue of not having an amulet that gives a certain set of stats.
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This has been broken for quite some time now. This most be the lowest priority issue they have or something. Slightly annoying to get all those achievements done for the armor just to have this one block you from finishing it with nothing you can do to get past it.
Came back after some time and decided to get back into Arenas. I’ve started playing way back during betas and played for quite some time afterwards. I took about a 4-6 month break after maybe a little under a year of play and just recently got back.
I’m a flexible player that is very capable of learning a new spec very quickly and quick to correct mistakes when found. I play all the classes except for engineer at this time because I only have 7 character slots but I’m willing to swap out my mesmer for engi if it’s absolutely needed. Ask whichever you would want and I will answer if I’m proficient enough in it to queue with you as it. I play a lot of berserker focused builds, but have played bunkers in the past and even condi builds.
I’m available for most of the week days and weekends. I have a mic and I’ve been part of a pro Evolve team so I’m not new to the competitive scene.
Just hit me up whenever and we can play some games together and see how things go from there, this doesn’t have to be handled in a super serious fashion so lets just have some fun and go from there.
I’m asking because I don’t have the time to play the game right now, so I just wanted to know if it was worth my time depending on what you guys said it was like. I wouldn’t be asking here if I could just see for myself.
Curious to how the PvP is going now.
I don’t expect the game to be super competitive since they seemed to be a little late on that one, but it could be making a comeback with more interest being put back into the game and the new expansion to draw people in.
How have they done with the balancing? When I left it was a mess and was the main reason a lot of my friends left.
Also, I’m not worried about WvW. It was always just something I did for fun, so that doesn’t matter to me.
Edit:
Even though this thread would be handy for old players rejoining, I just quit again xD. The gameplay was just too clunky and slow for me to care much for. Guess I’ve just moved on.
I will keep it on here though for anyone wanting information . . . if anyone gives them such a thing.
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I haven’t been on for a long time. Last time I was on they had nerfed elementalist mobility so hard that it just wasn’t viable to even run any sort of damage elementalist and the only build you went was bunker ele.
They also added a thief stealth debuff to try and combat against stealth nuts, even though the problem was with d/p stealth field spam.
Rangers seemed to be only bunkers with a few condi rangers.
Mesmer was straight shatter builds.
Warrior was either 1 trick pony zerker or hammer.
Guardian was exclusive bunker.
Necromancers were only condi.
Engineers were either bunker or condi.
So, how did things change?
I left quite awhile ago, didn’t like where each class stood at the time and it just was a big bore fest. Sounds that the “meta” for sPvP is still the same, but what exactly changed specifically though?
When I was playing, the following classes had these roles:
Warrior: Had quite a bit of viable builds. Hammer builds for zerg trains or point control, sword/lb condi build. and the infamous 1 trick pony 100 hundred blades build.
Guardian: Bunkers, that was what the class use to be named.
Mesmer: Clone busters, not much else.
Necromancer: Faceroll condi damage,
Engineer: Condi build and the occasional bunker.
Thief: Well . . . burst. s/d dueling, d/d infiltrator, d/p moderate size confrontations, and the very rare p/d thief.
Ranger: Bunker/condi/evasion build, that was it.
Elementalist: Was nerfed hard, so was either a bunker you ignored completely or a burst build that was incredibly unreliable and had little to no actual survivablity.
I have a feeling that this hasn’t changed too much, since the last time I was here anet was still playing the “We’re talking about it” card to everyone then just continued to focus on the (personal opinion) brain dead living world.
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I can hit harder with my tanky warrior’s auto attacks than most of ele’s 40+ sec cooldown skills can hit for, so it’s not just people trolling, damage DOES indeed suck. Back in beta we had decent damage, but because idiots didn’t know how to dodge or simply walk out of the giant red circles, since you literally can walk out of them and not get hit because the attacks are so slow and obvious, we took a more than 60% cut to our overall damage on all our skills. So you can thank the terribad clueless noob players who can’t dodge highly telegraphed AoE attacks. We’ve been nerfed repeatedly.
You’ll hear thieves whine about being nerfed horribly since beta as well, but they’re spoiled and have it way easier than us. They went from being able to hit 17k damage on a backstab to 15k. WoW, such a huge nerf! Plus they have permastealth and omgwtfmobility while we have no active defenses or decent means of getting away after repeated nerfs to healing, condition cleansing, and mobility. They have literally nothing to complain about because they’re still ridiculously OP. At most we might be able to hit a 15k with churning earth or firegrab if we have full stacks of might and bloodlust, go full zerker, and our enemy is afk and glassy and doesn’t dodge the obvious attack.
But then we’ll die from a light fart in our direction being built to be that glassy, while a thief can take hidden killer and have 100% crit chance in full cavalier and valkyrie gear, and hit someone with 10k instant backstabs with no cooldown and just hide in stealth if they miss and try again until they do hit you with it. And if you do manage to hit them? I have about 3k armor on my thief in cav/soldier/valkyrie gear and 30 in shadow arts since stupidly the stealth trait also gives toughness. So thieves saying “oh we’re squishy if we can hit that hard and you can kill us easily L2p!” are full of crap and lying through their teeth. you can be tanky as hell and hit like a truck and hide in stealth and try over and over again. Yet we get nerfed repeatedly because people are stupid and cant dodge our obvious not from stealth attacks? I will normally NEVER post any of my builds on forums, but I don’t really care about my thief and never use it anymore so what the hell. Look at this and tell me if this looks squishy to you. http://gw2skills.net/editor/?fYQQNAoYVlYmaPncS6E/5Ex2jeqTiy9wpGtpdFuKA-j0CB4fCiEEAEIQEJgZPFRjtqpIasabYKXAqYLq2aWQ2iWZVKgIGDA-w
I wish I could have stats like that on my ele.Just to clear things up. We don’t have permastealth, if we attack we get a debuff that makes it so we can’t restealth within a period of time. We don’t hit for 15k in PvP situations, unless you count naked level 1s. We have mobility, no mechanic defense. Meaning a Thief has to actively position them self to avoid damage, thus we have mobility. That’s the point. Just so anyone isn’t confused about what a Thief actually does
Actually you do. Stealth stacks. As long as you restack it before revealed kicks in, you can stay stealthed as long as you want. I’ve gotten up to nearly a minute abusing that broken mechanic. I don’t particularly like offhand pistol, but carry one with me just for trolling people with that. The majority of the time I prefer offhand dagger. They need to make it so that stealth doesn’t stack. And I can tank most damage, way better than an ele can anyway and with superior mobility and condition removal as well. And i can do more damage with 1 button press than an ele can by putting every single ability they have on cooldown. That was my whole point. Were you even paying attention?
Whatever you want to believe I’ve gotten around 24sec of stealth, but that was by blowing everything I had, leaving me extremely open, which it was just a test. Anyways, go back to your make believe world and leave the ele thread alone from hate posts. I was merely just clearing things up.
I can hit harder with my tanky warrior’s auto attacks than most of ele’s 40+ sec cooldown skills can hit for, so it’s not just people trolling, damage DOES indeed suck. Back in beta we had decent damage, but because idiots didn’t know how to dodge or simply walk out of the giant red circles, since you literally can walk out of them and not get hit because the attacks are so slow and obvious, we took a more than 60% cut to our overall damage on all our skills. So you can thank the terribad clueless noob players who can’t dodge highly telegraphed AoE attacks. We’ve been nerfed repeatedly.
You’ll hear thieves whine about being nerfed horribly since beta as well, but they’re spoiled and have it way easier than us. They went from being able to hit 17k damage on a backstab to 15k. WoW, such a huge nerf! Plus they have permastealth and omgwtfmobility while we have no active defenses or decent means of getting away after repeated nerfs to healing, condition cleansing, and mobility. They have literally nothing to complain about because they’re still ridiculously OP. At most we might be able to hit a 15k with churning earth or firegrab if we have full stacks of might and bloodlust, go full zerker, and our enemy is afk and glassy and doesn’t dodge the obvious attack.
But then we’ll die from a light fart in our direction being built to be that glassy, while a thief can take hidden killer and have 100% crit chance in full cavalier and valkyrie gear, and hit someone with 10k instant backstabs with no cooldown and just hide in stealth if they miss and try again until they do hit you with it. And if you do manage to hit them? I have about 3k armor on my thief in cav/soldier/valkyrie gear and 30 in shadow arts since stupidly the stealth trait also gives toughness. So thieves saying “oh we’re squishy if we can hit that hard and you can kill us easily L2p!” are full of crap and lying through their teeth. you can be tanky as hell and hit like a truck and hide in stealth and try over and over again. Yet we get nerfed repeatedly because people are stupid and cant dodge our obvious not from stealth attacks? I will normally NEVER post any of my builds on forums, but I don’t really care about my thief and never use it anymore so what the hell. Look at this and tell me if this looks squishy to you. http://gw2skills.net/editor/?fYQQNAoYVlYmaPncS6E/5Ex2jeqTiy9wpGtpdFuKA-j0CB4fCiEEAEIQEJgZPFRjtqpIasabYKXAqYLq2aWQ2iWZVKgIGDA-w
I wish I could have stats like that on my ele.
Just to clear things up. We don’t have permastealth, if we attack we get a debuff that makes it so we can’t restealth within a period of time. We don’t hit for 15k in PvP situations, unless you count naked level 1s. We have mobility, no mechanic defense. Meaning a Thief has to actively position them self to avoid damage, thus we have mobility. That’s the point. Just so anyone isn’t confused about what a Thief actually does
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Use it to show what your opinion is on “Want this to happen” and “Don’t”. Helps keep things clear for those vague posts. I will edit it to better explain that though
Edit: Added a vote portion information
Yeah, anything with getting people inside would have to be looked at more in depth. A debuff is not a bad idea though.
I read the entire post and I think it’s a dumb idea simply because the last thing we need in WvW is more cute diversions instead of better game content and better PvP.
I thank you for reading it, but I do ask you explain a bit more. Right now the main problem is poppulation/zerg issues. This would give the incentive to not do such. Since if you just blob an area, your gonna get Yak bombed.
Also, define your definition of content. From what I see, this would be content. It would also better the PvP since it would require each server to have better strategies and be able to split your forces correctly for the situation.
I understand that the main reason people are going to hate this idea is that they just hate change, even when they ask for it. I’m not trying to be mean though, so I don’t won’t ya to take it that way, but I would ask of you to do the same thing to me. Using the terms “stupid” and sarcastic ones as “cute” are not constructive or friendly in any shape or form, unless you live somewhere where insulting someone is complimenting them, which is a bit of an oxymoron.
So, do explain a bit more in detail if you would. Help clear things up.
Hey, sounds like fun. Morer ideas for the “Trap Yak” make it that more interesting. Though I wouldn’t allow them to enter the fort, just kinda hide in it then get booted once at the gate.
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Lets make things interesting. Add a new WvW talent where you can turn enemy yaks into “Trap Yaks”. You would have to take the Yak down to set the trap and you can’t do it to your own. After the trap is set, the Yak will finish his path as normal. Once in the fort, the trap springs and you have a fun time.
How to counter these Yaks will be up to the community. I propose to see if a Yak is trapped, you must have someone inspect it, and if it is, the Yak turns hostile till hostiles players leave the area.
What the traps do can vary and be dependent on, again, what the community wants. I suggest:
“Explosive Yak” – Deals damage to certain things within a fortification. (What it damages can be what is decided on. Wall/Gate damage, Siege, and even Supplies if so)
“Shadow Yak” – This clever Yak will take it right from under their noses! (Again, depends on what you guys would want. Could steal supplies or destroy the supplies. Stealing them would probably require something else to be done afterwards, maybe.)
“Plague Yak” – This Yak will die within the enemy walls, allowing it to pass on the sickness to those within. (Debuff and/or straight damage to anyone in the walls for a period of time.)
“Experimental Yak” – Will momentarily allow those outside to enter the fortifications, ally or not. (This one I would need to have some sort of hold back on it. Like maybe a 5min charge time once it is inside, to allow people to counter it and not make it OP. Could also limit the amount of people that can travel through it before it dispereses. Allowing the enemy to waste it to counter. Dunno, just an idea)
“Hydrogen Bomb Yak” – Kills everything within the walls with a new experimental explosive! (This is a joke. I just wanted to add it to the list for kittens and gigs, so don’t get worked up about it.)
Would actually force people to defend their keeps and Yaks, two birds with one stone! Would also add a whole new dynamic to WvW and give more incentive to split up to both counter and control Yaks, something that doesn’t really happen. Not only would it increase the drive to do such things, it sure would be fun. The amount of WvW ranks per slot and acquisition list would be up to you guys.
What do you think? Lets not be all “AIN’T GONNA BE NO CHANGING MY WVW YOU DIRT EATING PICKLE RHINO!” Try to be a bit open minded here guys, and please be sure to read everything before getting kitten like “HYDRO BOMB IS kittenING STUPID!” Um, you didn’t read the entire post then
If your wanting something like this to be implemented, put a “+” in the post to show whether you do and a “-” if you don’t. Helps with vague posts and such.
(edited by Glitchfull.5826)
Ey’ look for me here in a couple days, may be interested. Moving down from t2, since there just isn’t good fights anymore. I rolled with you guys back when we kicked kitten to t2 and when you returned to the server. Will be able to fill a Thief, Guardian, and Ele slot for ya.
See ya when I farm 50g from CoF, what fun . . .
For all those saying how to churn the earth correctly. One simple and incredibly destructive condition that makes churn completely useless. Blind. Let’s just say most classes have some sort of blind and even instant hit blinds.
A long time ago in a world called WvW, churn bombs were viable tactics. Then someone said “Why not just blind field?” Thus the churn bomb disappeared. The end.
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We don’t really need any more range than what we have. Longbow does its job well. Yes, it could be better, but it’s not as terrible as people make it out to be. It’s not supposed to be (for Rangers) the omni-situational ranged weapon. It’s a very situational weapon designed for turreting not moving.
Honestly, what we really need is either a trait or utility like “Read the Wind” from GW1. This skill made all the shots you fire for X amount of seconds do more damage and fly twice as fast. Really, I would have put this in place of Sharpening Stones, but that’s just me. This is different from QZ because it doesn’t increase your attack speed, just the speed of your projectiles.
That ability would be good for rangers and I don’t think it would unbalance anyone. Would be just a different function for projectiles, but I will disagree on them not needing another ranged option.
Long bow is terrible, popular belief from a lot of these bad rangers is that they are good. Their view point coming from a PvE stand point for majority of them supporting it, where pets gain aggro and they never take a single hit. These are the same people that run double bear in PvP.
The only and I mean only time that it works is when you are in a position that they can not reach you. Issue with that even? Your already unreachable, so anything would practically work and almost all do better. Mass group fight? Dead from retaliation. Single target? They just avoid the damage all together with easily predicted animations from the long bow.
This weapon is just plain terrible and you know it is even worse when a power short bow is better than long bow. Not saying power build is good at all to begin with, just that short bow does it better when it’s mainly condi.
Long bow needs a definite modification to bring it back up to par with everything else and there is a high need for another ranged weapon to fill in the gap between short bow and long bow.
I’m very curious to what these weapons do, if anything, when used. On the wall between short bow and the pistol skin. The pistol has an interesting “smoke” trail, but the short bow looks a tad more well designed than the other. If these do something while used, that may change my decision.
i think they should use a spear instead of the rifle, the ranger has always been to me at least…the master huntsman who uses stuff he can find to hunt, lets face it..you cant really find bullets laying around the woods, plains, mountains. a spear would be a semi acceptable mid to long range weapon, in guild wars 1 it was put on paragons….or as i call them the jock strap! but in guild wars 2 i believe that a spear would be accpetable.
when the game was first being developed the ranger was supposed to be 2 different classes, and one of them was equipped with the spear. the spear should do several things.
the lore also supports this, being in that a ranger is one with nature, and never leaves tracks that he was in the area.
1.) inflict multiple conditions
2.) have a faster refire rate than the longbow at the offset of 200 range
3.) it would have a higher critical hit chance
4.) the damage should be in between the short and longbowand whats nice about this idea…the skins are already in game. they are unfortunately underwater weapons, but most people dont like underwater weapons, and this would give a weapon many more uses.
Sounds very interesting, the only issues I see coming up by others is how your character gets another spear and anet being stingy and not wanting to make spears usable off land. Other than that, it sounds like a good idea and would be very good for option choices.
Now we can go on on how to change these, but this isn’t a thread about changing ranger so that their old self isn’t possible. This is about adding things that can work with what is already there.
3a. With the stated, we need another ranged option. My suggestion? Rifle.4. They need more team orientated skills. Now this can be very touchy, for that it can change how fights are played. Honestly, I think that is a good thing. The game needs more options to make it more strategic, more dynamic, and just have more plain ol’ good fun.
3a. very very very bad idea – in the list of reasons there are climatic thing – rifle does not match to ranger! we(rangers) are warrior of the wilderness, silent fighters using powers of nature to defeat aur oponents – noisy mechanical industrial rifles are just oposite way.
4. with this one I agreeWould you rather keep a concept that has no bearing on the game itself, besides stopping things from being added, a concept that can be easily changed, or would you want new things added to the class to make it more diverse and interesting, thus making the game more diverse and interesting?
so what precisely is “more diverse and intereesting” in givig ranger weapon that first don’t match to them, second have no place – sorry man, but realy ranger already have a single-target long range weapon. Giving them another is like… nah bad idea.
I don’t say that our current single-target long-range option are best (we already have biggest range on properly traited longbow, but that don’t mean it make very difference when going to fight….) but still we have already that option and double’ing it is rather worse option that just some fixes to existing one didn’t it?
Then state what you believe should be done, this was not constructive at all and is why the response was questioning your desire for modification. If your on this thread just to argue pointless concepts, then you are in the wrong thread for such.
You are the second to attempt to create a topic that does not belong here, let’s get back on track.
I never said my idea was the perfect one and should be the only ones. I stated ideas to be considered and either taking into account and modified by other users or inspire new ideas. So, should be treated as such. Now, what do you purpose for the ranger? This is not an invitation to attempt to bash another user’s idea and bring nothing to the table to work with.
going Your thinking track criticism of any idea never could be constructive
Ranger already have the highest range in the game (1500 on traited longbow) and as for now only engi grenadier with some grandmaster trait have grenade range at same point (but all AoE circle have to be within the range, what makes them little worse at that point)
sugested by You range of 1900 would be first very OP second useless anywhere outside WvW (in sPvP there are no place to have good usage of such a range – even that 1500 is little useless and in PvE mobs deaggro even on actual 1500 and at the dungs… – again there are not even a romm that have 1900 range long)
so considering thing that have been said – yes in terms of rangers atack range I don’t desire any changes – for now is as good as it should be – still that’s about atack range – discussion cn start when we will proceed to effectiveness of those atacks.PS. the idea of spears could make it – after making my mind there is a problem with short/mid range AoE weapon
The problem I have is not the ideas that have been given, it’s the lack of ideas. I understand that range was a bit ridiculous, but it was a semi random number that was meant to be changed. The way I balanced the number was with the stationary approach to the charge up and could even add that the longer you hold, the farther it goes. The number starting around maybe 900 and then rising the longer held. This could add another skill factor in that you would then need to learn your skill properly and the range with it, giving people a better “That guy is skilled” statement to say.
This is just an idea.
The problem to begin with was that people were just posting “Omg, that be op, no no no” and then not given any ideas afterwards. That was not being constructive and by me pointing said things out, promotes constructive posts.
You say they are fine, that is okay. We understand where you stand, there is no need to continue stating it.
no rifles or mechanical weapons, and no class in the game should have a 1900 range weapon.
I have stated it before, will again. Please be constructive with your replies, give us ideas and why. Do not just say “Oh, I hate your idea! So I’m just going to argue and not bring anything to work with.”
these are internet forums. expect nothing much or you will be let down, and dont try to dictate the responses of others.
i dont want mechanical weapons because they are contrary to the feel of a natural class. 1900 range is obviously grossly overpowered and really shouldnt require explanation.
i think we could use a ranged aoe weapon (maybe multi-arrow themed, ala warrior longbow), but “snipe” is too much of a narrow niche and we already have ranged single target power based weapons. i’d rather see longbow 3 get a snipe possibility (triple damage) when a certain condition is met (like, the ranger has opening strikes active, or the target has x stacks of vuln, or the target is crippled).
I will expect constructive responses, because you all deserve that I know you can. Doing other wise would be an insult to you in my opinion. So, it is more of a compliment if anything.
I can see why 1900 is a bit long for a weapon in the game. My ideas aren’t set in stone and are not the final say, they never will be and I know this. I was merely was coming up with a semi random number, knowing that it would change.
A ranged AoE weapon would be a nice addition and could certainly conclude in helping the lack of team orientated skills. The main two problems I see with ranger that give them a bad image is the lack of team skills and decent ranged weapons. Though I think they should deal with the issue of their already present single target ranged weapon (Long Bow) first. With the LB fixed, that would give you the option between picking it, the short bow, or possibly that spear idea.
no rifles or mechanical weapons, and no class in the game should have a 1900 range weapon.
I have stated it before, will again. Please be constructive with your replies, give us ideas and why. Do not just say “Oh, I hate your idea! So I’m just going to argue and not bring anything to work with.”
(edited by Glitchfull.5826)
Now we can go on on how to change these, but this isn’t a thread about changing ranger so that their old self isn’t possible. This is about adding things that can work with what is already there.
3a. With the stated, we need another ranged option. My suggestion? Rifle.4. They need more team orientated skills. Now this can be very touchy, for that it can change how fights are played. Honestly, I think that is a good thing. The game needs more options to make it more strategic, more dynamic, and just have more plain ol’ good fun.
3a. very very very bad idea – in the list of reasons there are climatic thing – rifle does not match to ranger! we(rangers) are warrior of the wilderness, silent fighters using powers of nature to defeat aur oponents – noisy mechanical industrial rifles are just oposite way.
4. with this one I agreeWould you rather keep a concept that has no bearing on the game itself, besides stopping things from being added, a concept that can be easily changed, or would you want new things added to the class to make it more diverse and interesting, thus making the game more diverse and interesting?
so what precisely is “more diverse and intereesting” in givig ranger weapon that first don’t match to them, second have no place – sorry man, but realy ranger already have a single-target long range weapon. Giving them another is like… nah bad idea.
I don’t say that our current single-target long-range option are best (we already have biggest range on properly traited longbow, but that don’t mean it make very difference when going to fight….) but still we have already that option and double’ing it is rather worse option that just some fixes to existing one didn’t it?
Then state what you believe should be done, this was not constructive at all and is why the response was questioning your desire for modification. If your on this thread just to argue pointless concepts, then you are in the wrong thread for such.
You are the second to attempt to create a topic that does not belong here, let’s get back on track.
I never said my idea was the perfect one and should be the only ones. I stated ideas to be considered and either taking into account and modified by other users or inspire new ideas. So, should be treated as such. Now, what do you purpose for the ranger? This is not an invitation to attempt to bash another user’s idea and bring nothing to the table to work with.
(edited by Glitchfull.5826)