Showing Posts For Indy.8540:
Just popping in here to remind everyone that literally anyone that is saying they have increased damage after this patch is a liar or was not paying attention pre-patch
I’ve already posted all the numbers and comparisons when I made the thread. If you have anything to disprove those numbers, please show it to us. Otherwise, please stop trying to misdirect the point of the thread, and help get Anet’s attention to fix things so the class is playable again. Just because you are having fun with the new stuff, and just because the stuff is new, does not mean it good and does not mean its functional.
Power Rangers don’t just feel weak post-update, they are weak post-update. Speaking purely from longbow, because it does seem like other weapons were improved upon though.
Longbow Power Ranger lost 25-75% total damage based on other stats currently in use and skill in question. I started a thread a few days ago with more detailed information on that.
Now, look at every other class post update. Did anyone else take that hit? Did any other weapon/class combination take that kind of reduction? No. So, what I see a lot in here, is that Longbow Ranger’s were fine in PvE and PvP before the update, and now, after the update, they are still somehow fine, even though they took a massive hit to damage.
Does anyone actually see the logic in this?
You’ll notice my mention of exceptions. So, currently, on a dodged Rapid Fire, you can expect to, reasonably, do 3000. Maybe. If you are lucky. So you are doing slightly more than your Long Range Shot if that crits. Compare to the other heavily ranged damage class, Elementalist, who, while only at a 1200 range, is still putting up 4-6k AoE crits on Fireball. I choose that one because it is the most comparable skill to Long Range Shot, and it doesn’t require a specific range to go off. Again, I am not asking to be “buffed” I am asking to be “un-nerfed”
But 3000 damage on a dodged rapid fire is an advantage. What happens to other classes burst skills if they get dodged? Damage falls to 0, so 3000 is quite nice to have.
Elementaists damage is insane, you’re right, but got it’s downsides too. Elementalist is much more squishy and staffs damage against moving targets cuts down a lot because most of its skills are ground targeted aoe.
We’re going to keep going around and around on this, because you seem to think losing more than 50% attack power overall on skills is somehow not suppose to cause an issue. And again, 3000 is a high damage estimate based on if you manage to crit on the majority of the arrows that do hit. “Most other” classes have more than 1 burst damage skill. “Most other” classes can fall back on something else, another skill, another attack, a profession ability. Ranger doesn’t get those options. Not only is AoE damage practically non-existent, we now have sub-par single target damage at range. As stated by someone else, losing this much overall damage, and not just from Rapid Fire though you seem to want to make this all about the single skill when it is the entire weapon, removes the ability to keep pressure on the enemy. It removes a core function of the weapon and the class, which is, the ability to deal damage in a significant amount that cannot be outpaced by the healing abilities of the target. It needs adjustment. This isn’t an opinion. Power Longbow Ranger dropped from doing good damage to doing what is, essentially, nothing. It needs to be fixed. It is broken.
Also, “you don’t aim”. Yes. That’s how the game works. Once you have targeted something, the skill tends to do the rest for you (with some obvious exceptions)
Try to use engineers mortar kit AA and say this again please. XD
For engineers 1500 you have to aim, because even its AA is ground targeted. That is what I meant, the last class which has this range has to AIM to get a hit, with a VERY slow moving projectile btw.You can’t prevent the whole damage of rapid fire by one dodge roll and the skill has a low cd. If you start fighting, you will be at max range most of the time. Nobody wants a profession that is able to oneshot enemies outside of their range.
Thief backstab is strong too, that’s right, and should be nerfed but that’s not an argument for rangers getting more damage.
You’ll notice my mention of exceptions. So, currently, on a dodged Rapid Fire, you can expect to, reasonably, do 3000. Maybe. If you are lucky. So you are doing slightly more than your Long Range Shot if that crits. Compare to the other heavily ranged damage class, Elementalist, who, while only at a 1200 range, is still putting up 4-6k AoE crits on Fireball. I choose that one because it is the most comparable skill to Long Range Shot, and it doesn’t require a specific range to go off. Again, I am not asking to be “buffed” I am asking to be “un-nerfed”
(edited by Indy.8540)
2) Long Range shot damage pre patch 1600-2000 non-crit damage at max range, 1200-1500 getting closer, 1000-1200 at closest. Now Damage is down to 1000-1300 at max range. This is with a full power build. Rapid Fire dealt around 4000 damage if you somehow didn’t crit on most of the shots, and now with most of them critting you are lucky to hit 6000-8000. Barrage hit for around the same as mid-range long-range shot, which is still comparable, but has still dropped beyond use. I’ve managed to get to these numbers using kitten like Remorseless and Steady Focus. This was not an improvement. Do not act like gaining gimick-y traits that function sometimes improved the damage. Compare this to other classes post patch whose numbers generally improved (see Thief Daggers, Elementalist staff getting even more powerful, Necromancer and Engineer in general) and it comes down to being a kick in the teeth. Yes, other weapons are available. That is not the point.
Complaining about 6-8k damage using one skill at 1500 range (something no one else can do, there is only 1 more 1500 range in this game, it is engineers mortar kit and that is ridiculous compared to long bow), you don’t have to aim, just using the skill and arrows are tracking themselfes. You have a skill to push back near enemies even. Ranger is the best ranged damage dealer in game, it is okay because it fits their theme, but don’t buff it into heaven pls. It already is an extremely strong weapon, buffing it would make it totally broken.
I don’t want a buff. I want to function. 6-8k damage is what happens if every arrow from rapid fire crits. That’s 10 arrows. 10 crits need to happen, the enemy has to not dodge, which 1 dodge is going to cause 3 or 4 shots to miss entirely, and also not dodge out of range of any remaining arrows, assuming the skill is being used at max range already. Compare to Thief 10-12k crit on backstab which is just “well, I used steal so I am no next to to, I stealth myself and move slightly, and now you are dead”. Also, “you don’t aim”. Yes. That’s how the game works. Once you have targeted something, the skill tends to do the rest for you (with some obvious exceptions)
1) Still ignoring the “does not work on your pet” thing
Because it’s not a thing. You cast healing spring: it heals you, it heals your pet, just like it always has.
The only thing you don’t get is the instant water field/cleanse.
It’s literally not healing your pet though. That’s the issue. That’s what is being ignored.
(edited by Indy.8540)
1) Still ignoring the “does not work on your pet” thing
2) Long Range shot damage pre patch 1600-2000 non-crit damage at max range, 1200-1500 getting closer, 1000-1200 at closest. Now Damage is down to 1000-1300 at max range. This is with a full power build. Rapid Fire dealt around 4000 damage if you somehow didn’t crit on most of the shots, and now with most of them critting you are lucky to hit 6000-8000. Barrage hit for around the same as mid-range long-range shot, which is still comparable, but has still dropped beyond use. I’ve managed to get to these numbers using kitten like Remorseless and Steady Focus. This was not an improvement. Do not act like gaining gimick-y traits that function sometimes improved the damage. Compare this to other classes post patch whose numbers generally improved (see Thief Daggers, Elementalist staff getting even more powerful, Necromancer and Engineer in general) and it comes down to being a kick in the teeth. Yes, other weapons are available. That is not the point.
(edited by Indy.8540)
I don’t post here much, but there is a lot that needs addressed with ranger after this update.
1) Healing spring. Functioning as a trap, no longer functional as a proper cleanse, still does not heal your pet or allies. It only heals yourself. The fact that you can leave it laying around up to 4 times does not mitigate the fact that it no longer functions in its original capacity, nor does it change the fact that it does not heal your pet or allies.
2) Overall damage. Some of you may have noticed, other’s may have not, longbow for rangers took an enormous hit in damage. Berserker stat rangers have lost 50-75% damage on auto attack, and 25-50% damage on all other skills (both based on zone) as compared to pre-update. This is due to a combination of factors, one of which may very well be that stats are now being entirely based on equipment, with old un-needed soft caps still being in place that are not properly allowing stats to scale into damage, crit rate, and crit damage increases. The other being the loss of numerous flat damage buffs previously available through traits, the only ones still available being Steady Focus which, while potent, is kind of a bad thing to have up all the time as it requires you to not dodge ever, and Predator’s Onslaught, which requires the target to be under a movement-impairing condition, which we are generally not able to apply for more than a few seconds. Plus, Predator’s Onslaught being used means we cannot also have the cool-down reduction on longbow skills. Yes, there is a skill that gives a 10% boost after a dodge, but that is only for a few seconds. Not enough to makeup for the loss of other skills.
I post these both here as well as in the Ranger forum as these are huge HUGE issues that make a setup for Ranger’s unusable, and if the attempt is to force people to not play the game the way that they want, then what is the point of providing options?
I don’t post here much, but there is a lot that needs addressed with ranger after this update.
1) Healing spring. Functioning as a trap, no longer functional as a proper cleanse, still does not heal your pet or allies. It only heals yourself. The fact that you can leave it laying around up to 4 times does not mitigate the fact that it no longer functions in its original capacity, nor does it change the fact that it does not heal your pet or allies.
2) Overall damage. Some of you may have noticed, other’s may have not, longbow for rangers took an enormous hit in damage. Berserker stat rangers have lost 50-75% damage on auto attack, and 25-50% damage on all other skills (both based on zone) as compared to pre-update. This is due to a combination of factors, one of which may very well be that stats are now being entirely based on equipment, with old un-needed soft caps still being in place that are not properly allowing stats to scale into damage, crit rate, and crit damage increases. The other being the loss of numerous flat damage buffs previously available through traits, the only ones still available being Steady Focus which, while potent, is kind of a bad thing to have up all the time as it requires you to not dodge ever, and Predator’s Onslaught, which requires the target to be under a movement-impairing condition, which we are generally not able to apply for more than a few seconds. Plus, Predator’s Onslaught being used means we cannot also have the cool-down reduction on longbow skills. Yes, there is a skill that gives a 10% boost after a dodge, but that is only for a few seconds. Not enough to makeup for the loss of other skills.
I post these both here as well as in the Ranger forum as these are huge HUGE issues that make a setup for Ranger’s unusable, and if the attempt is to force people to not play the game the way that they want, then what is the point of providing options?