Showing Posts For Jine.6130:

How good is Healing Turret suposed to become?

in Engineer

Posted by: Jine.6130

Jine.6130

I totally agree with the OP.

In order to have more then one “fun to use” healing skill the Healing Turret has to be brought down a bit.

For me fun is about having choice and to weight the advantages with the disadvantages of a skill, to give something up to get another thing which might helps you more.

With the current HT, which is really really good, too good, the other healing skills can only hope to be usable in a very niche situation. Basically there is no choice to make because even the niche skills (AED) are not so good so that the HT couldn’t compete.

Collaborative Development: Ranger Profession

in CDI

Posted by: Jine.6130

Jine.6130

Specific Game Mode
PVE

Proposal Overview
Rework the attacks of the pets and give all pets the same autoattack. Increase the amount of control over the pet. Make lesser used pets more attractive to use.

Goal of Proposal
Give the players more room for customisation and control over the pet.

Proposal Functionality
All the pets should share the same autoattack. Melee and ranged autoattack should do a different amount of damage, but should have the same attackspeed. The pet itself shouldn´t do any other attack besides the autoattack.

The F1 key should be used to switch between attack and retreat.

The player should be able to choose which ability is on the F2. If one ability is chosen, the same can´t be used on the second pet.
The abilities you can choose from should depend on the pet family (e.g. feline, bear, dog, etc.) but with an overlap between the pet families (e.g. dogs can fear and bears can fear, moas can give regen also can dogs, pigs give fury like moas do, etc.). Every pet family should have the ability to give 5 stacks of might.

The F3 key could then be used for a dodge/evade on demand with a cooldown on it (maybe 10sec).

The F4 key wouldn´t be changed.

The pet should not have attributes by itself. It rather should use the attributes of the ranger, thus the pet get the benefits from better armor and weapons.

The pet swap cooldown should be just 40 seconds if your pet is down. If you go 30 points into beastmaster the cooldown would be decreased to 20 seconds and the normal pet swap cooldown to 10 seconds. Also the scaling from the attributes should be doubled. A full beastmaster ranger should get about 30-40% of the total damage from her/his pets. Other rangers should get around 15-20% of their damage from the pet.

Associated Risks
Can´t imagine one right now… but someone else sure does i guess

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: Jine.6130

Jine.6130

1. Ranger
2. Necromancer
3. Engineer

[all] Balance Base Stats between Professions

in Profession Balance

Posted by: Jine.6130

Jine.6130

I fully agree to the OP. I never understood the necessity of different tiers of HP-pools and the difference in Armor.

Just use the type of armor for the different look and bring the base hp of all professions to the middle tier of the hp pools.

+1

edit: forgot the +1

[PvE] Addressing the DPS race meta.

in Profession Balance

Posted by: Jine.6130

Jine.6130

I agree with many of the points in the OP.

Basically you have to get to a point where it´s more profitable to bring some defense in your group.

Maybe give each profession in one trait line the option to remove 5 stacks of defiant as a grandmaster trait if you rly want to have defiance in the game. That way it would be build defining.

I really looking forward to see faster hitting bosses. Maybe it´s better then for everyone to bring more toughness or maybe bring more healing power just on one party member. Things to try out. Would make things more interesting for organized groups.

edit: Maybe, just maybe, get rid of the different Healthpools on the different professions? Just a thought. I can´t help but i feel that difference just makes things more complicated for no reason at all. The difference in the Armor should be enough in my opinion. But as i said… just a thought

(edited by Jine.6130)

[All Professions] What defines the profession

in Profession Balance

Posted by: Jine.6130

Jine.6130

The double post is intended to separate the starting post from this one.

[Ranger] For that professions it´s certainly the classmechanic, i.e. the pet for me that defines the professions. Without it i would just feel like a weaker version of a warrior.

[Engineer] The ability to switch fast between kits. To go bombkit, elixier gun, rifle and back again to the bombkit in no time. I like that a lot.
The F1 till F4 i don´t feel that defining. It´s basically a 6th button on your kit.

[Necro] Here it´s the death shroud which defines the profession for me. To use it for the aoe (#4) in a power build or the aoe torment (#5) in a condi build.

[Warrior] The healing Signet… nah just a joke
It´s the straight forward play style. If i wanna have might and fury i take FGJ. If i want stability i use Balanced Stance or Dolyak Signet.

As said in the OP. That´s my opinion about these professions and will certainly differ from the point of view from other persons.

[All Professions] What defines the profession

in Profession Balance

Posted by: Jine.6130

Jine.6130

Hello guys,
i want to start a discussion about the defining aspects of the professions.

Which aspects do you think defines a profession in GW2?

  • Is it the things you can do with F1, F2, F3 and F4?
  • Is it the fact that the class mechanic exists in the first place? If you use it or not.
  • Might it be the lack of certain boons or conditions?
  • Skills and/or traits that are basically the same on other professions too but feel stronger at your profession?
  • Is it the armor type you can wear, i. e. soldier, adventurer and scholar?
  • Is it how mobile you are with your profession?

Maybe state at the beginning of you post about which professions you talk specifically.
Like

[Warrior] …

[Ranger]…

and so on.

Maybe this give the devs and us an insight what the playerbase (or the percentage of it which is active in the forums) sees in the professions. Might help out the balancing progress.

Thanks.

Class Balance Rankings Survey

in Profession Balance

Posted by: Jine.6130

Jine.6130

I agree with Guanglai. I had a hard time to figure out which profession i put on which place in the pve part. Except for Necro. I play one myself and enjoy it, but the professions just lags a bit of support utility.

[Ranger] List of very bad traits

in Profession Balance

Posted by: Jine.6130

Jine.6130

Piercing Arrows should be the grandmaster trait in marksmanship because it is build defining.

Signet of the Beastmaster should be in the adept tier so everyone who chooses to use signets could get it easily.

Signet Mastery could be a adept tier trait in the skirmish traitline.

Hide in Plain Sight could be in the master tier of marksmanship (also stealth not camoflage). Would fit perfect with Remorseless but you could not take Spotter and have to decide which you like more. Encouraging build diversaty hence to personal preference.

edit: trouble with url

(edited by Jine.6130)

[PVX] Ranger Shouts

in Profession Balance

Posted by: Jine.6130

Jine.6130

I thought about the shouts a bit more.

The grandmaster trait Nature´s Voice could be reworked. Maybe drop the Swiftness and instead reduce the cooldowns of the shouts by 20%. The regeneration could stay on it.

The adept trait Shout Mastery could be reworked also. Two 20% cooldown reductions make no sense. Instead the trait could give 3 stacks of might (10 seconds) to your pet and give 5 seconds of swiftness to your party.

This way the grandmaster trait is the defining trait for a dedicated shout user but the adept trait could also be nice for a beastmaster build.

Also a new shout could be introduced to give the ranger more active gameplay against conditions.

Name: “Endure” (maybe a better one )
The condition duration on you and your pet is reduced by 100% for 1 second
Cooldown 40 seconds or maybe 60.

This should work on conditions that are already on the ranger as well as on new ones applied in the one second.

[PVX] Ranger Shouts

in Profession Balance

Posted by: Jine.6130

Jine.6130

Hello everyone,

i would like to see changes for the Ranger Shouts. It would be great if we could get some support on them for the whole party. Maybe two stacks of 12sec might on “Sic´Em”, 3sec stability on “Protect Me” (also a cooldown reduction on that one would be great, like 40 seconds untraited). “Search and Rescue” could give 5 sec of regeneration and finally “Guard” could give 5sec swiftness for the party.

With this change, Soldier runes could be used for the 6 piece setbonus.

Also, “Sic´Em” should not get removed if i use another ability which effects the pet and it would be nice if it wasn´t bound on the target.

Thank you

edit: got rid of the kitten in the text

(edited by Jine.6130)

[PVE][Ranger Pet] The Handicap

in Profession Balance

Posted by: Jine.6130

Jine.6130

I would love to see a change to give 90% of the dmg to the player and 10% to the pet.

Let the F1 attack and if the pet is already attacking, call it back. Use F4 for a 1 or 2 sec evade and let the players choose what skills they want to use for F2 and for F3.

F2 could be like the current ones (but with better response time please ) but from the pet family (Lynx with stealth yes pls) and F3 a attack that already exists for the pets, like swiftnes from birds. The pets would just use the normal attack if F2 and F3 isn´t activated.

Kit backpieces

in Engineer

Posted by: Jine.6130

Jine.6130

if you go into a kit and use a skill of the kit, the normal backpiece and the kit backpiece are shown. so if your normal backpiece is big enough, like the one from the zepharyte living story, then you see it.
at least that is my experience. hope that helps

Interesting Point of View

in PvP

Posted by: Jine.6130

Jine.6130

Hello,

i just found this.

Might be interesting for some ppl.

Have fun watching.

Ranger Staff Idea

in Ranger

Posted by: Jine.6130

Jine.6130

Ranger/Druid Staff

This is an idea for the staff on a ranger. The range of the attacks is 600, because we already got three 900+ (Axe, Longbow, Shortbow) and two melee (Sword/Greatsword) weapons. The idea is to have a power-based weapon with support.

Staff #1: Bird Hit/ Bird Bash/ Wind
Hit
1/4 sec, Range 600
A Bird hits your Enemy.
Bash
1/4 sec, Range 600
Another Bird hits the Enemy.
Wind
1/2 sec, Range 600
Wind hits up to 5 Enemies in a cone. Applies 3 Stacks of Vulnerability (5sec).

[The idea is that the player have to make the decision if he/she goes for the last attack in the chain or does something else. The Damage should be as high as Guardian Staff 1 attack.]

Staff #2: Nature´s Wrath
Groundtarget, 1/4 sec, Range 600, Duration 5 sec, Radius 240,(10x) 2,000 Damage, Cooldown 7 sec
A swarm of Insects does Damage in an Area.

Staff #3: Sapling of Life
1 sec, Duration 5 sec, Pulse every second, Radius 360, 10k Hp and 1,5k Armor, Cooldown 20 sec
Creat a sapling that heals up to five allies and gives them protection (1 sec).

[The Sapling can be targeted and be destroyed. Healing without Healing Power (just base Healing Power on Level 80) 200. The Enemy have to decide if he/she goes for the sapling or deal with the protection and the healing.]

Staff #4: Spirit of Raven
1/4 sec, Radius 600, Cooldown 25 sec
The Spirit of Raven appears and blind (3 sec) up to five Enemies and damages them.

Like on the Greatsword and Spear a green spirit is shown.

Staff #5: Vile Thorns
1 sec, Radius 130, 20k Hp 2k Armor, 20 sec Duration, Pulse every 2 sec, unblockable, Cooldown 40 sec
Cast a wall of Thorns on your location. The Thorns damage nearby Enemies, apply 1 second of immobility and 2 seconds of cripple every 2 seconds.

[Can be used to keep the Enemies form an area or to hinder them to enter through a small passage. Can be damaged with conditions.]

Thanks for reading.

Show your rangers here!!

in Ranger

Posted by: Jine.6130

Jine.6130

Here is my Ranger

Attachments:

Server Match up is terrible

in WvW

Posted by: Jine.6130

Jine.6130

Why not do it like in the football (soccer) leagues.

A fixed amount of servers fight for a month or so. The matchups rotate in this tier. At the end, all points from all matchups will be summed up and a ranking list will be created.
The first and second server go a tier up and the last 2 go one down.

If they aren´t to many servers in the tiers, then it should be a better matchmaking.

I´m to lazy to do the math right now but what about 6 servers in one tier or so. Adding a system which provides better loot to servers in lower tiers would be good too. Like perma magic find on the last 2 tiers. That might attract some players or guilds to join these servers.

(sry for bad english)

Still having a blast.

in Ranger

Posted by: Jine.6130

Jine.6130

I like to play the ranger, even post patch. Sure our overall dmg got nerfed but in a zerg in wvw our pets didn´t survive before patch neither.

I change constantly between condi trapper, direct dmg with longbow/axe,warhorn, and spirit support build.

The spirits active affects are way to slow to trigger in combat and the spirits die to fast, but at least i can help some ppls out in the zerg. Protection and 10% more dmg on a 70% chance on hit isn´t that bad. The elite skill i switch depending on the situation. I never run 3 spirits. Always have a stunbreaker on the bar.

Time to bring Thiefs to a normal level

in WvW

Posted by: Jine.6130

Jine.6130

I did some research on that topic. Yes it was d/p. My bad sorry for that. Really thought i saw a sword. Maybe was the second weaponset or just a big big dagger

Pistol 5 and Heartseeker leapfinisher. I also learned that i maybe can force the thief to hit me if i go in the circle of the blind or at least near enough to get hit with the heartseeker.

As for the 5 vs 1. I didn´t knew anyone who was in the jp at that time. It was more everybody was alone in there. There was no fighting going on in there, just a few single ones and the thieves.

Well sure was a frustrating evening for me and a few others.

My opinion didn´t change on this topic. The stealth mechanic as it stands now in the game is broken.

It´s just plain frustrating fighting a thief, bring him almost down and then he disapears. A few seconds later, not enough time to get back my health, he opens again.

Well most of the time i survive this because i run a bunker build in wvw but it´s still frustrating because i know i can´t kill him. I simply have not enough burst and cc in my build to do so.

There is another Topic about that in the WvW discussion so i guess that might be the better place to discuss this.

Thx for your help… and flame

Time to bring Thiefs to a normal level

in WvW

Posted by: Jine.6130

Jine.6130

As i wrote above. 5 vs 1 was the greatest difference in number. Everyone was in there by himself at the beginning. No groups or guilds.
The place was at the entrance to the dark part. Rigth at the fire where you get those torches.
Apperently on those walls you can stealth.

Well my opinion stands…. perma stealth is just a broken mechanic. Get rid of it and let the Thiefs adapt to that….

Time to bring Thiefs to a normal level

in WvW

Posted by: Jine.6130

Jine.6130

Yes a medal for playing a profession with a broken mechanic

I didn´t say they were bad players. They were good, but it´s a difference to be good and to be not to be killed.

But i guess it´s just natural for thiefs to defend their stealth mechanic. Something so strong isn´t given away lightly

Time to bring Thiefs to a normal level

in WvW

Posted by: Jine.6130

Jine.6130

Well i don´t think that a Thief is that good in 1 vs 1. Yes at the start of the game they were my nemesis, but as i got better they just annoyed me and nothing more. Thiefs just get me in a bigger fight when i already out of cds.
The problem is, you can´t kill them. At least these two. Perma stealth is just to strong. They could abuse the walls for stealth. I don´t know the number of the skill, i guess it was 5, but they were able to stealth on the walls with that.
I could see the red circles where they hitted the wall, but my grenades and flamethrower weren´t good enough to kill them and they never were clearly visible.

Btw. i play Engi, Ranger and Necro. And even on the ranger i can fight them. I say i got about a 50:50 ratio in winning the fight. I´m not so good to be honest.

Time to bring Thiefs to a normal level

in WvW

Posted by: Jine.6130

Jine.6130

As i wrote. They were 2 of them.
We didn´t have enough ppl in the jp. But 5 ppl couldn´t kill them. They just perma stealth all the time.
I was killed 2 times when they both focused me.
One alone i have no problem with. I can´t kill him he can´t kill me. But 5 vs a thief an he don´t die because of perma stealth…. come on…. don´t give me a l2p…. it´s just a broken mechanic

Time to bring Thiefs to a normal level

in WvW

Posted by: Jine.6130

Jine.6130

Hello,

i normally don´t write on the forums, but now i just have too. Two Thiefs ganked about 20 ppl in the EB JP. Nobody could kill them. Perma stealth and insane damage. Both were s/p.

Can we pls see a fix for that? I really don´t mind if i get ganked once in a while, but this is going on for 2 hours now. They just won´t stop.

I managed to survive about 3 min alone against them but in the end i just couldn´t handle the damage.