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Soulbeast Trait/Skill Interactions

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Posted by: KehxD.6847

KehxD.6847

Naming problems

  • F2 in normal mode is called “Beast” ability.
  • F3 in Beastmode is a “Beast” ability.
  • They do however not trigger the trait effects of each other (e.g. Go for the Eyes vs. Live Fast Traits)

No Changes

  • Taste for Danger: No change/effect (Tested Expertise and Vitality changes)
  • Poison Master: No change/effect (Tested poison application)
  • Sharpened Edges: No change/effect (Tested bleed application and increased duration)
  • Lesser Signet of Stone: No change/effect (tested duration and condi damage)
  • Opening Strike stuff: No discernable no change/effect (Tested condition applications (Didn’t test damage))
  • Search and Rescue/Allies Aid: Triggers, but does nothing
  • Pet Swap Traits: Beastmode change doesn’t trigger pet swap ability
  • Old Beast Ability Traits: No change/effect (as stated previously) (-> Go for the Eyes, Wilting Strike, Beastly Warden, Invigorating Bond
  • Signet of Stone: Passive and Active no no change/effect (Duration, Conditions and Toughness amount tested)
  • Companion’s Defense: No change/effect (Boon Duration tested)
  • Signet of the Wild: Passive and Active no change/effect (Duration, Conditions and Ferocity amount tested)
  • Signet of the Hunt: Passive and Active no change/effect (Duration, Effect and Passive Speed)
  • Signet of Renewal: No discernable no change/effect. Didn’t double check but I think ho heal increase. Also no resistance to you. Don’t know about the Conditions.
  • Rugged Growth: I think the heal didn’t change, but didn’t double check and not sure.

Changed Effects

  • Pet’s Prowess: 150 Ferocity, 25% Movement Speed (It actually says so in the tooltip! Yay!)
  • Pack Alpha: Increases all Primaries by 80 (Also Tooltipped!)
  • Refined Toxin: 2 instead of 1 poison applied
  • Potent Ally: Apply Might to yourself
  • Natural Healing: Applies healing to yourself
  • “Sic’Em”: Applies effect to yourself (Not sure if it’s full 40%, but maaaan this one gets me pumped)
  • “Protect Me”: Taunt still applies, but taunted to you
  • “Strength of the Pack”: Applies Might to yourself
  • “We heal as one”: Copies one stack of the boons onto yourself. (Doesn’t double your Might or Stability)
  • Empathic Bond: Was too lazy to test that (would have been annyoing)
  • Shared Anguish: Same, too lazy to test.

Other weird stuff:
Vitality gained from Beastmode does not affect “Taste for Danger”. So no Expertise for that… so sad.

No Pet Ranger/Druid
You can “kill” your pet. Go into Beastmode then swap that trait line. You don’t get stat increases, but the pet stays merged. This makes you weaker, but the pet can’t spawn, even when damaged. You can even go Druid without pet. xDD
“Repairs” itself when you get downed or change maps.

My take on this
I absolutely love Soulbeast and I find many of the changes done very nicely, but I think some of the unchanged things should also receive changed effects on the Character. Would be more interesting. However, I understand the intention to introduce it as a more temporary effect, and how it is handled supports that idea.

Tell me if I missed anything or you found different results =D

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*Detailed* Ranger Bugs and some "Odd" Design

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Posted by: KehxD.6847

KehxD.6847

post reserved for updates to the list

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*Detailed* Ranger Bugs and some "Odd" Design

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Posted by: KehxD.6847

KehxD.6847


Odd Design:

- – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - –
1. Pets loose boons on swap:

This always struck me as an odd design choice. Now more than ever. With raids being a thing and more boons being added to the ranger trait lines, it confuses me. This in addition will become WAAAY more important with the Soulbeast. If the boons get destroyed when absorbing your pet, it either will end with “never leave” or “never enter” the absorbed state.
So for both ranger and Soulbeast it is important that something happens with these boons. On absorb maybe transfer part of the boons onto you? And for pet swap, just leave the boons on there please… It would make build crafting way more fun, since it would add all “on pet swap” traits into the discussion for build crafting.

Proposal:
Let pets keep their boons even when swapped…. please. Or at least make a trait for it. It would open up SOOOOOO much more interesting stuff.

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2. Glyph of Unity:

Glyph of Unity’s purpose is currently extremely weird. It is being used as a free stack of GotL. The effect of this Glyph noone really cares about. And for heal druid the only other option is the Spirit (which is amazing). So the glyph only gets use when min-maxing team damage for raids/fractals.

Proposal:
Add a Condi/Boon sharing element to it. So outside the Celestial Form it pulses conditions you currently have also onto enemies for a short duration. When using it in Celestial Avatar, make it pulse your boons onto your allies. Kind of a weaker Signet of Inspiration as added bonus.
This way the skill would be useful for interesting boon sharing mechanics in raids and fractals, and for open pvp not only direct damage gets shared onto enemies, but also condition damage.

- – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - –
3. Beastmastery Traitline:

I hoped for more changes on this line. I find this trait line so odd (for PvE. It’s fine for PvP), as it seems to not synergize with your pet well and is mainly used for the axe recharge trait.

So what is exaxtly weird? Shotgun round:
- Minor Grandmaster gives Ferocity. Many pets really don’t care about ferocity.
- Two weapon based traits… makes it really weird to navigate this traitline
- Resounding Timbre is underwhelming. Swiftness and Regen?
- Pet swap recharge reduced, but as discussed, this destroys boons, so why would I want to change pet?
- Go For The Eyes (Blind on F2) and Beastly Warden (Taunt on F2) are kind of contradictory. You want to blind before a big hit, but taunt makes the next attack an auto attack. Essentially combined, the first trait mitigates 1 auto attack on F2. Really weird.
- Minor Master trait only increases damage and not condition damage

So yeah, lots and lots of weird stuff.

Proposal:
- Resounding Timbre: Scrap Swiftness, add Fury. -> Interesting Pet+Remorseless builds
- Natural Healing: Make it minor Grandmaster and add the Movement speed from the older, scrap the rest of the old minor gm.
- For Pet swap stuff, see issue 1 on “Odd Design”
- add new trait where Natural Healing was: “Increase all secondary attributes (Expertise, Concentration, Ferocity, Condition Damage) of your pet”
- Change either “Go for the Eyes” of “Beastly Warden”

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4. Light on your feet.

The trait has always been fairly interesting, but definitely looses to Quick Draw. I also understand that if it beats Quick Draw it is definitely overpowered. None the less, I would like to be able to use this trait.
So what is wrong?
10% increase (which was added later): Really odd since Shortbow is clearly condition, but ok I guess?
Condition Duration Increase on dodge: Interesting, but 4s every dodge? Assuming 1 dodge takes 1s and you have infinite endurance, you have to dedicate 1/5 of your time to activating this thing. 20% of your time is lost in order to get 10% Condition Duration for 80% of your time. That is a terrible trade off. Assuming the 10% duration is a straight damage increase of 10% (which it isn’t), then you would get 8% more damage for the loss of 20%. Why would I do that?

Proposal:
Change the dodge to any evasion skill. That way shorbow 3, sword 2+3 and dagger 4 are also getting a way more interesting application. Also add 10% Condition damage or something. Then it would be at least somewhat competitive with Quick Draw.

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*Detailed* Ranger Bugs and some "Odd" Design

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Posted by: KehxD.6847

KehxD.6847

This is supposed to be a detailed list of things that currently are broken (from what I’ve tested) or in my personal opinion odd about the ranger. If there are any other gameplay changing bugs, please let me know. I’ll test and expand gladly.

Also, all of this was tested again post patch, so all of these are still in there. Of course those are not all bugs, but the ones I tested and are quite important in terms of gameplay mechanics. Visual and sound bugs were not specifically tested and are not listed here.

Qualification wise, I am getting close to 6000 hours of ranger gameplay and I primarily focus on PvE and some PvP.
The Bug and Odd Design lists are both ordered by importance (as I deem it). Just to make it easier to get a read on important things.

I also want to say that I think ranger has improved incredibly over the past years. Especially with the HoT update, ranger got really interesting additions, which made playing a ranger even more of a blast (looking at you Quick Draw xD)


Bug List:

- – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - –
1. Pet unresponsiveness:

When using pet active and then changing pets, (and some other times?) the swapped-in pet becomes unresponsive. This bug was introduced with the last patch.

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2. Ancestral Grace: Pet Stow -> Boon Destruction (Not sure if a bug or odd design)

When using this Staff Skill 3, the pet disappears and reappears when the destination is reached. This causes the pet to loose all boons.
Because of this, this skill will loose a lot of its attractiveness in high end PvE, but also PvP. Boons on a pet are incredibly important for its dps and changing pet or loosing the boons on the pet in general is something a ranger tries to avoid by all costs. This bug was introduced with the last patch.

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3. Glyph post animation “added” to cooldown: (most glyphs)

When using glyphs, they only go on cooldown after the animation finished except for Glyph of Tides (and Equality, but has no cast time so..) oddly enough. To replicate: Try useing Glyph of Rejuvenation, Glyph of Empowerment and Glyph of Tides after each other. All of them have the same cast time, but Rejuvenation takes longer to start its cooldown than Empowerment than Tides (Tides being instat after cast time).
This is really odd. Essentially this means Rejuvenation has 1-2s more cooldown and Empowerment 0.5-1s more cd… The same applies to Unity and Alignment.

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4. Many Pets don’t use all their actives
(This was test in the Training Forces Area and in Orr (to get pets damaged). Pet was always on passive and used F1 to attack. (Just for full context ^^))

Since the Soulbeast was upcoming I wanted to check on some old bugs/ weird things with pets, since I want to use different ones in the expansion

Shotgun round of pets not useing their skills/useing skills weird:
- Drakes (Tail swipe (I absolutely could not get them to do that skill) (tested on reef drake)
- Moa (Harmonic Cry (only when pet damaged, not when player damaged) (tested on blue moa)
- Spider (Entangling Web. Never used it. Maybe it triggers on enemies running away, but that doesn’t happen in PvE really.) (tested on jungle spider)
- Bear (Defy Pain. Only casts at 20%…. stupid bear xD) (tested on black bear)
- Devourer (Tail Lash. Only when the enemy is within the 130 range (which makes sense.) but not when the enemy is on the 130 range (at least when I tested it). So when I artificially pulled my pet on top of the enemy, he used it. When enemy rang into melee range on his own, he didn’t.) (tested on whiptail devourer)
- Bristleback (Rain of Spikes. Not even with 5 enemies nearby.)

…. was a pain to test ^^

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5. Shortbow: Inconsistent shots or “from behind” mechanic

Note: This was tested with 67.19% Condi Duration

I am not quite sure what exactly this is, but when in the Special Forces Training Area, summon a golem, stand behind him and shoot with your shortbow. Sure it wouldn’t always be “perfect”. but the Bleeding stacks vary from 10-18. (From the front it’s 6-12) Seemingly more or less gaussian distrubuted and slow changing. (so most of the time at 14) Considering the attack should always trigger the same effects and attack at a constant speed, this is quite a huge margin of error. Either the “hit from behind” effect doesn’t correctly trigger every time or the shots are off a few milliseconds sometimes causeing the fluctuation. I don’t know. I think it is the “hit from behind” though.


EDIT: Spelling

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(edited by KehxD.6847)

Hypothetically Speaking... New Worlds?

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Posted by: KehxD.6847

KehxD.6847

I’d be absolutely down for that ^^ I was changing servers a lot back in the days, so I never felt really connected to one. Maybe I could change that with a newly created one =D

Also, I and I think many others too would appreciate names that kind of have a theme to them or are interesting for other reasons. For example Glint’s Lair would be a really interesting name for a server in my opinion. ^^ But that may just be me.

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What Armor stats would you like? New Version

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Posted by: KehxD.6847

KehxD.6847

what’s ferocity good if you lack precision?

http://wiki.guildwars2.com/wiki/Critical_hit

New Remorseless Ranger:
Regain opening Strike everytime you gain Fury.

Grandmaster Minor Ranger:
Open Strike always Crits.

-> Crits withouth Precision my friend

I see, very useful, my friend. In one of 100 times.

I don’ think you really looked at the new ranger traits and theory crafting, have you? Nor really at the Condition changes that will run into the game. I don’t mind you not being in favor for it, but don’t state it being useless when it is clearly untrue.

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What Armor stats would you like? New Version

in Guild Wars 2 Discussion

Posted by: KehxD.6847

KehxD.6847

what’s ferocity good if you lack precision?

http://wiki.guildwars2.com/wiki/Critical_hit

New Remorseless Ranger:
Regain opening Strike everytime you gain Fury.

Grandmaster Minor Ranger:
Open Strike always Crits.

→ Crits withouth Precision my friend

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What Armor stats would you like? New Version

in Guild Wars 2 Discussion

Posted by: KehxD.6847

KehxD.6847

Hey there ^^

So, Core Specializations are on the horizon and HoT isn’t toooooo far away either and quite some time ago, there was a thread asking for which armor stats you’d like to see.

Since alot of annoucements and changes were made, which armor stats would you like to see now or coming with HoT?

I personally would love to see (Power, Condi, Ferocity) as I would like to use this set on both ranger and guardian. Looking at the new Core specs, there are alot of alternative ways to crit frequently. So I’d love to play into that. (Remorseless on Ranger for example)

EDIT: Typos

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(edited by KehxD.6847)

My take on the Trait overhaul

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Posted by: KehxD.6847

KehxD.6847

So, you miss our pet doing 5% damage on Predator’s Onslaught instead of the buff it got since now the ranger and pet will be doing 10% damage on movement-impending targets?

Ok, I am stupid xD I didn’t see the 10% also apply to the pet… I kind of overread that

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Ranger Revamp Discussion/Feedback Megathread

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Posted by: KehxD.6847

KehxD.6847

Proposal T5:
Add Range/Radius increase for Torch and Dagger to Ambidexterity. (Like Off-Hand Training before)

Notes:
-

Reasoning:

  • Torch and Dagger both feel a bit clunky as Off-Hands. The Torch aoe is so small (Even after increase) and Dagger 4 without Off-Hand Training has close to no movement.
  • Adding the Range and Radius would just make the skills more interesting, not very much stronger. Thus balancing the Trait a bit out.

Negatives/ Reasons against:

  • Could possibly be too strong? I don’t see it personally though.

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Proposal T6:
Windborne Notes. Adding regen won’t make the Horn better for in combat situations. Instead:
A mob affected by Hunter’s Call get 3% more damage from all incoming sources for it’s duration. Unique Effect. So 5 Rangers shouldn’t be able to scale it to 15% (Needs tweaking on numbers. Basically 3 Vulnerability without adding to the cap)

Notes:
-

Reasoning:

  • Warhorn always was an “Let’s just change before the fight and get buffs and change back” kind of weapon. With this, you could actually run Warhorn for Legendary mob encounters, Tequatl etc.
  • Makes the weapon viable for other situations.

Negatives/ Reasons against:
- Probably a bit too Strong on 3 or 5%. I don’t really know what it should be. Would make the Warhorn more interesting in both PvE and PvP.
- The old version would probably be preferred in WvW

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Proposal T7:
Make Honed Axes also increase the radius of A5 (Like Off-Hand Training before Change)

Notes:
-

Reasoning:

  • With Off-Hand Training gone, I find this should either be baseline or rolled into this trait. The Axe reflect is too small and insignificant otherwise.

Negatives/ Reasons against:
- None

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Proposal G2:
Do something with Rending Attacks. I don’t care what it is.

Notes:
-

Reasoning:

  • It is only a bad Sharpened Edges atm

Negatives/ Reasons against:
- None

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Ranger Revamp Discussion/Feedback Megathread

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Posted by: KehxD.6847

KehxD.6847

Hey there, ^^
So just a few suggestions of mine xD

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Proposal G1: (G for general)
Exchange places of Moment of Clarity and Predator’s Instinct.

Notes:
This proposal conflicts with proposal T1. Do not combine these.

Reasoning:

  • Moment of Clarity is very situational.
  • Also thinking about builds, I can see builds with Moment of Clarity and Beastmaster’s Might. It has less Trait conflicts in Adept
  • Predator’s Instinct with Call of the Wild would also open up, which is cool

Negatives/ Reasons against:

  • Moment of Clarity in Adept feels weird, because it affects gameplay so much.

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Proposal T1: (T for Trait)
Make Enlargement (Adept Marks) apply Signet of the Wild if you cripple, chill or immobilize a dazed or stunned foe.

Notes:
This proposal conflicts with proposal G1. Do not combine these.

Reasoning:

  • This would add alot to gameplay. Using those condition when you would normally try not to.
  • It also ties into Predator’s Onslaught and Moment of Clarity or Beastmaster’s Might.

Negatives/ Reasons against:

  • Can’t think of one right now. Maybe too strong? I don’t know. It has 60s internal cooldown though. Maybe up that in case.

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Proposal T2:
Change Most Dangerous Game (Adept Skirmish) while <50% health into this:

  • 1 Might on 4 sec Interval with 10s duration.
  • Reduce recharge of weapon skills 10%

Notes:
Do switch this with Light on your Feet. You need to be able to take Sharpened Edges with Light on your Feet or SB will once again little use.

Reasoning:

  • The trait gets more potent over time. It is, should be and should feel risky, but it shouldn’t apply the Might for a too short time frame.
  • The recharge reduction stands in direct conflict to scholar rune and the other ranger scholar trait. -> Adds healthy diversity and playstyles and should not be overpowered.

Negatives/ Reasons against:

  • Maybe overpowered. Would need playtesting. Also It wouldn’s feel so Adepty with this much impact on gameplay. It would make such a cool trait though.

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Proposal T3:
Combine Trapper’s Defense and Healers Celerity. Change the Trap of Trapper’s Defense into Ice Trap. (Ice Trap needs a small buff itself, which I am hoping since for ever for.)

Notes:
-

Reasoning:

  • Both traits were not strong enough as it stands.
  • If the foe interrupts your healing, he has a longer cooldown or if he get pushed away, he is slower in walking. Much more variety and meaningful gameplay changes.
  • Increased healing makes it more interesting as a kind of race.
  • No damage on this trait adds to its healy flavor.

Negatives/ Reasons against:

  • Shouldn’t be op, but maybe doesn’t feel like an adept trait? I think it would really fit well though.

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Proposal T4:
Combine Soften the Fall and Shared Anguish into a Master Trait:

  • When Taking falling damage, create a Muddy Terrain.
  • Transfer incoming disables to the pet (60s cd)
  • Second effect also takes falling knockdown into account.

Notes:
-

Reasoning:

  • This would be so cool and open up alot of play. Being the one not knocked down when jumping and then even immobilizing/ crippling them.
  • The whole falling knockdown part is very situational, so not that much stronger as Shared Anguish alone.
  • Makes it a viable option. The other 2 master traits outshine Shared Anguish alone by far.
  • Did I mention it would be fun and cool?

Negatives/ Reasons against:

  • Hopefully not too strong. It just sounds fun in my head. Especially in WvW or also PvP.
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My take on the Trait overhaul

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Posted by: KehxD.6847

KehxD.6847

Proposal T3:
Combine Trapper’s Defense and Healers Celerity. Change the Trap of Trapper’s Defense into Ice Trap. (Ice Trap needs a small buff itself, which I am hoping since for ever for.)

Notes:
-

Reasoning:

  • Both traits were not strong enough as it stands.
  • If the foe interrupts your healing, he has a longer cooldown or if he get pushed away, he is slower in walking. Much more variety and meaningful gameplay changes.
  • Increased healing makes it more interesting as a kind of race.
  • No damage on this trait adds to its healy flavor.

Negatives/ Reasons against:

  • Shouldn’t be op, but maybe doesn’t feel like an adept trait? I think it would really fit well though.

- – - – - – - – - – -

Proposal T4:
Combine Soften the Fall and Shared Anguish into a Master Trait:

  • When Taking falling damage, create a Muddy Terrain.
  • Transfer incoming disables to the pet (60s cd)
  • Second effect also takes falling knockdown into account.

Notes:
-

Reasoning:

  • This would be so cool and open up alot of play. Being the one not knocked down when jumping and then even immobilizing/ crippling them.
  • The whole falling knockdown part is very situational, so not that much stronger as Shared Anguish alone.
  • Makes it a viable option. The other 2 master traits outshine Shared Anguish alone by far.
  • Did I mention it would be fun and cool?

Negatives/ Reasons against:

  • Hopefully not too strong. It just sounds fun in my head. Especially in WvW or also PvP.

- – - – - – - – - – -

Proposal T5:
Add Range/Radius increase for Torch and Dagger to Ambidexterity. (Like Off-Hand Training before)

Notes:
-

Reasoning:

  • Torch and Dagger both feel a bit clunky as Off-Hands. The Torch aoe is so small (Even after increase) and Dagger 4 without Off-Hand Training has close to no movement.
  • Adding the Range and Radius would just make the skills more interesting, not very much stronger. Thus balancing the Trait a bit out.

Negatives/ Reasons against:

  • Could possibly be too strong? I don’t see it personally though.

- – - – - – - – - – -

Proposal T6:
Windborne Notes. Adding regen won’t make the Horn better for in combat situations. Instead:
A mob affected by Hunter’s Call get 3% more damage from all incoming sources for it’s duration. Unique Effect. So 5 Rangers shouldn’t be able to scale it to 15% (Needs tweaking on numbers. Basically 3 Vulnerability without adding to the cap)

Notes:
-

Reasoning:

  • Warhorn always was an “Let’s just change before the fight and get buffs and change back” kind of weapon. With this, you could actually run Warhorn for Legendary mob encounters, Tequatl etc.
  • Makes the weapon viable for other situations.

Negatives/ Reasons against:
- Probably a bit too Strong on 3 or 5%. I don’t really know what it should be. Would make the Warhorn more interesting in both PvE and PvP.
- The old version would probably be preferred in WvW

- – - – - – - – - – -

Proposal T7:
Make Honed Axes also increase the radius of A5 (Like Off-Hand Training before Change)

Notes:
-

Reasoning:

  • With Off-Hand Training gone, I find this should either be baseline or rolled into this trait. The Axe reflect is too small and insignificant otherwise.

Negatives/ Reasons against:
- None

- – - – - – - – - – -

Proposal G2:
Do something with Rending Attacks. I don’t care what it is.

Notes:
-

Reasoning:

  • It is only a bad Sharpened Edges atm

Negatives/ Reasons against:
- None

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My take on the Trait overhaul

in Ranger

Posted by: KehxD.6847

KehxD.6847

Beastmastery:

Minors:

  • I don’t find Instinctual Bond that interesting or potent, but the rest is cool.

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Adept

  • Companion’s Might:
    Basic pretty good trait.
  • Rending Attacks:
    Well, and there I was being happy about sharpened edges activating on pet and player, which I love. This seems so redundant and useless. xD
  • Resounding Timbre:
    Hm.. Not really bad, not really great either. I just feel you could do alot cooler with this ^^

- – - – - – - – - – -

Master

  • Wilting Strike:
    Interesting concept, will be annoying to play with though xD “Change Target, F1, Change Target, F1 .. … ….”
  • Two-Handed Training:
    Mimimi, whine, why is this in BM, mimimi… Come on get over it whiners. GS in BM makes sense, and axe even more. If they tweak the Adepts and Grandmasters a bit, it is great. Putting it in the Skirmishing or Marksman line as I saw ppl suggesting… srsly? Not happening, and I don’t want that either. xD
  • Natural Healing:
    Actually more interesting than one might think. I like it. Also good it is a Master now.

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Grandmaster

  • Beastly Warden:
    Jup, like the sound of that, and makes perfect sense ^^
  • Zephyr’s Speed:
    Although I don’t care about this trait too much myself, I find it to be a solid Trait. However, I feel like it could be alot more interesting without the Might and something else instead.
  • Honed Axes:
    Ahahaha xD I love the small “Winter’s Bite is now Aoe.” flavor. The trait however isn’t really good enough. 150 Ferocity just isn’t that much. I still don’t know why Ferocity. Axe doesn’t feel critty.


Now that we talked about this, let me propose what I would change with these Traits. However, pls keep in mind this is whining on a high level pretty much. I srsly can’t complain with what they are doing all in all xD

Here a few things you might want to know:

G: General
T: Trait

Proposal T1 would then be the first Trait proposal.

- – - – - – - – - – -

Proposal G1: (G for general)
Exchange places of Moment of Clarity and Predator’s Instinct.

Notes:
This proposal conflicts with proposal T1. Do not combine these.

Reasoning:

  • Moment of Clarity is very situational.
  • Also thinking about builds, I can see builds with Moment of Clarity and Beastmaster’s Might. It has less Trait conflicts in Adept
  • Predator’s Instinct with Call of the Wild would also open up, which is cool

Negatives/ Reasons against:

  • Moment of Clarity in Adept feels weird, because it affects gameplay so much.

- – - – - – - – - – -

Proposal T1: (T for Trait)
Make Enlargement (Adept Marks) apply Signet of the Wild if you cripple, chill or immobilize a dazed or stunned foe.

Notes:
This proposal conflicts with proposal G1. Do not combine these.

Reasoning:

  • This would add alot to gameplay. Using those condition when you would normally try not to.
  • It also ties into Predator’s Onslaught and Moment of Clarity or Beastmaster’s Might.

Negatives/ Reasons against:

  • Can’t think of one right now. Maybe too strong? I don’t know. It has 60s internal cooldown though. Maybe up that in case.

- – - – - – - – - – -

Proposal T2:
Change Most Dangerous Game (Adept Skirmish) while <50% health into this:

  • 1 Might on 4 sec Interval with 10s duration.
  • Reduce recharge of weapon skills 10%

Notes:
Do switch this with Light on your Feet. You need to be able to take Sharpened Edges with Light on your Feet or SB will once again little use.

Reasoning:

  • The trait gets more potent over time. It is, should be and should feel risky, but it shouldn’t apply the Might for a too short time frame.
  • The recharge reduction stands in direct conflict to scholar rune and the other ranger scholar trait. -> Adds healthy diversity and playstyles and should not be overpowered.

Negatives/ Reasons against:

  • Maybe overpowered. Would need playtesting. Also It wouldn’s feel so Adepty with this much impact on gameplay. It would make such a cool trait though.
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(edited by KehxD.6847)

My take on the Trait overhaul

in Ranger

Posted by: KehxD.6847

KehxD.6847

Wilderness Survival:

Minors:

  • Very defensive solid Minors.

- – - – - – - – - – -

Adept

  • Soften the Fall:
    Meh, it is a Utility trait you pick if you wanna jump down somewhere. So yeah. I’d maybe change sth, but idk.
  • Ambidexterity:
    I like it, that this affects bot skills. However, I already miss Off-Hand training here. xD Would add something small here.
  • Expertise Training:
    Not bad, not great. Maybe a bit boring, but not every trait can be extremely cool ^^

- – - – - – - – - – -

Master

  • Oakheart Salve:
    I like how it got changed. Pretty cool defensive Trait.
  • Peak Strength:
    Scholar rune. xD Really strong, not much else to say.
  • Shared Anguish:
    While I always found the trait interesting, no one will ever take Shared Anguish over Oakheart Salve here. Atleast I can’t see why you would do that. This need something more.

- – - – - – - – - – -

Grandmaster

  • Empathic Bond:
    Strong, but I still don’t like the concept of shoving cholera or ebola down my pets’ throat.
  • Wilderness Knowledge:
    Affects Gameplay and buil style, is strong and works great with many builds. xD Great one.
  • Poison Master:
    I still don’t feel like I got enough Poison to really make this really potent. Still good and interesting trait, but not reeeaaally my cup of tea.

Nature Magic:

Minors:

  • I always loved the Minors in this line. And now I do even more.

- – - – - – - – - – -

Adept

  • Bountiful Hunter:
    Many people ignore the “and your pet” part of this skill, which puts it into a good spot in my opinion. Good %-based damage with interesting mechanic and not just plain boost.
  • Nature’s Wrath:
    Not enough information on this one yet. However, I just don’t like the idea of Power based on healing…. It feels…. off somehow. Pet stats sound interesting.
  • Healer’s Celerity:
    Not really great, but alot better than Spike Trap. With small tweeks actually really cool.

- – - – - – - – - – -

Master

  • Evasive Purity:
    Sounds solid. Bit of stuff removal and yeah. Cripple and Poison. Those things that normally linger for hours on you. xD
  • Vigorous Training:
    Even though it is aoe Vigor, I don’t find this interesting enough. Don’t get me wrong, it is a good trait, but I feel you could make it more interesting.
  • Windborne Notes:
    I really love the horn. However, that small recharge and some Regen won’t make me take this trait. Sorry ^^ This one should be spiced up.

- – - – - – - – - – -

Grandmaster

  • Nature’s Vengeance:
    Really reeeeaaally depends on how spirits gonna change. I don’t feel like this would be enough for me to take this as a grandmaster, even if I run 3 spirits. Not adding health to their pool and it not being announced means they might not be possible to be killed at all? I dunno. If I would say I know this thing is bad or good, I’d be absolutely lying, for I have no idea.
  • Protective Ward:
    I really really love this concept however, sorry… Is it just me or is this thing overpowered? Even if the Protection goes to your pet, 50% uptime aoe weakness without condi duration In comparably short intervals… Sounds a bit nuts to me xD
  • Invigorating Bond:
    doesn’t feel substantial enough in my opinion. a bit heal on F2 isn’t something I will want on my Grandmaster. Not even alot of heal would make this interesting or that strong. However, there could be sooooo cool things with the F2 pet. Elaborating later on xD
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(edited by KehxD.6847)

My take on the Trait overhaul

in Ranger

Posted by: KehxD.6847

KehxD.6847

Hey there, ^^
just real quick: To all the complaining rangers “No ranger love. Once again neglected”… Are you serious? Sure we had less of those whiners atm, but still, of aaaallll classes, ranger has the by far most interesting new traits. Not neccessarily strong, but interesting and playstyle changing.

That being said, let’s dive in. I will mostly comment on those that I would like to see adapted. However, the “how would I change them” will be below the general examination.

Tl;dr: There is none. However, most will probably find the proposals more interesting. They start post 3 in the middle.


If you do not know all the Traits, here is the Dulfy Link:
Profession Trait changes.
_

Marksmanship:

Minors:

  • Unchanged. Good as a base for the line.

- – - – - – - – - – -

Adept

  • Enlargement:
    It’s not really bad… but below 25%? Also Predator’s Instict is also Threshold based. Many people hate health Thresholds, so I wouldn’t put two of them in the same tier of Traits.
  • Predator’s Instict:
    Solid Trait. Not much to say here.
  • Call of the Wild:
    OMG I love this trait xD Looking forward to play with that.

- – - – - – - – - – -

Master

  • Beastmaster’s Might:
    This one will be very interesting and opens up alot of play for Signets. I really like it, but I am nearly afraid of it being too strong for a master. There is some really nasty PvP you could do with this.
  • Steady Focus:
    Basic and just strong.
  • Moment of Clarity:
    Generally a cool trait, I am just not sure if it should belong in Marks Master.

- – - – - – - – - – -

Grandmaster

  • Predator’s Onslaught:
    I really like the change for Daze and Stun. It opens the Trait up for other weapons and combos.
  • Remorseless:
    This. Yeah it isn’t the highest possible dps, but OMG you can make cool builds with this thing. Whoever thought of this thing, you are my hero xD I want a (Power, Condi, Fero) now and just crit with massive Opening Strikes in solo PvE ^^ with condition application. So cool!
  • Lead the Wind:
    Good thing all those traits got merged. Also, it is not required for LB play because of the new baselines, but still adds a good flavor to LB. Really good execution here. Open to more styles and new builds.

Skirmishing:

Minors:

  • Very Strong minors. Also cool synergies with many builds.

- – - – - – - – - – -

Adept

  • Sharpened Edges:
    Sounds good xD Nice and easy.
  • Most Dangerous Game:
    While this certainly needs tweeking, I actually really like the concept of it. However the idea of changing it with (Light on your Feet) (as it was suggested in the stream) would destroy shortbow. So don’t do that xD More later.
  • Trapper’s Defense:
    While some call it interesting for WvW, it is still horrible. No matter how you wanna see it. It adds nothing or close to nothing. However, with a few tweeks, it could be really fun.

- – - – - – - – - – -

Master

  • Primal Reflexes:
    Sure, why not. Looks solid.
  • Spooter:
    Awesome, just as before.
  • Trapper’s Expertise:
    Depends really on how traps will work in the future. Could be great as is, but could also be not strong enough for traps to be very viable. I guess only time will tell.

- – - – - – - – - – -

Grandmaster

  • Quick Draw:
    Sooooooo cool concept. Allows alot of play and actually affects the way of play A LOT! Like it xD
  • Light on your Feet:
    Same here. Very cool concept. Changes affect playstyle alot and is a solid trait.
  • Strider’s Defense:
    While I still am not the biggest fan of %-based blocking, it is a lot less random now and also changes playstyle and is certainly a strong trait. I am looking forward to trying this out xD
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(edited by KehxD.6847)

Ranger Specializations: Druid + ...

in Guild Wars 2: Heart of Thorns

Posted by: KehxD.6847

KehxD.6847

I doubt rangers will get hammer, although it would be fun ^^

Beastmaster (Spear) or Skirmisher (Rifle) sound more like possibilities to be honest xD Id probably prefer hammer over Rifle though =)

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So how many Revenants...

in Guild Wars 2: Heart of Thorns

Posted by: KehxD.6847

KehxD.6847

Pffff, who cares about revenant. Druid incoming!

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[SPOILERS] Season 2 Finale [merged]

in Living World

Posted by: KehxD.6847

KehxD.6847

Thank you for this patch! I am serious. This is the first time since gw1 that I feel like I am extremely compelled and interested by the story!

Ok, so what happened. Sylvaris were Dragon Minions all along, as many theories already went. Nothing too new here. However, the huge part for me actually was when Caithe said something along the line “Sylvaris will lose control” because of Mordremoth.

Well, I thought, lets hope we will see some more Sylvaris running around doing some kitten stuff. Would be awesome if my Player char would have some kind of consequences. (as a Sylvari fan and player =D) Also Wynnes death was made done well and kind of tragic. I feel extremely sorry for her and I think if she’d be alive, my char would have a crush on her xD Though she wasn’t in the story long enough to be too sad about it.

Story finished, ok bla bla and then cutscene. And KITTEN that was freaking epic. This is better than any cinematic. The style is just so cool and it is a long one (actually 2). And just so refreshing in comparison to all the cinematic “best graphics” hunt. I love it.
However, what really got me was the content. You saw Sylvaris throwing explosives into the freaking pact airships machinery during their attack on Mordremoths Minions. Sylvaris with red eyes jumping furiously onto others. Seriously that was so awesome.
And then in the second cutscene. Rytlock: “You can’t trust Sylvaris anymore”, someone else “They are monsters”. I feel so awesome as a Sylvari and I wanna see consequences.

So yeah, thanks alot ArenaNet. This kind of darkish story and compelling storytelling with the absolute awesome artworks and also very good gameplay mechanics in the last fight. This was an experience and I am so looking forward to what is gonna happen. Even more than back in Guild Wars 1.

You have done a great job! Keep it up!

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(edited by Moderator)

Siege Troll Discussion

in WvW

Posted by: KehxD.6847

KehxD.6847

Didn’t really read the other posts just now and don’t know if someone else suggested the same thing.

If the squad of a commander has X Players, the commander should have the right to destroy siege. Add /destroysiege that gets enabled for I dunno, let’s say 40-50 players in a squad to the commander commands? That way, people get encouraged to join squads and troll siege can be removed. Fixes atleast part of the problem, but is the easiest more or less effective fix one can produce quickly.


Why is it easy to implement?

You have the command system and you have the /squadinfo with tracks the amount people inside of the squad anyway, so you got that parameter. You also have a system to distinguish siege from other objects (siege duration buff/debuff or whatever you call it). So all the stones are already set. Just gotta bringem together.

Pseudocode:

New Command for Commander Rank players
Method destroysiege
Executed on chat “/destroysiege”
If Squad >40 && Target is a siege object {
destroy target }
Else “Target is either not siege or you do not have enough players in your squad”


Why would if work? Why can’t it really be abused?

If the Commander missuses his power, the people just leave the squad. Easy enough I think. If 40 ppl decide to troll WvW and give a random troll the right to destroy siegen, then it is basically a full guild that wants to troll WvW. They could do that anyways. If there are 40 trolls on the map, WvW wouldn’t work, no matter what you do. Just alone being 40 ppl short would be enough. It wouldn’t easily prevent the supply spending trolls, but atleast the siege placing ones.

- – -

Note: 40 is just an example. The correct number would have to be tested.

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(edited by KehxD.6847)

Maths on Profession Loot (Armor Only)

in Guild Wars 2 Discussion

Posted by: KehxD.6847

KehxD.6847

Hey there,

so to finally get some maths into this discussion. I made a spreadsheet that take current (28th August 2014, 22:03) tp selling prices for materials and evaluates the worth of average armor drops under the assumption of 1% or 5% more chance to get armor of your weight.

Please note that these values make some average assumptions that are not exact. (As for example average of 2 normal materials from salvages). But I did test quite a bit, and it fits the averages I picked.

Spreadsheet

In case you are too lazy to look up the spreadsheet, here is the summary:

Absolute Average per salvage: 2,0713s (What everyone has at the Moment.)

Assuming you have 1% more chance to get Armor of your weight:

  • Light Armor: 2,1081s per salvage. +3.7c per Armor drop from average
  • Medium Armor: 2,0435s per salvage. -2.8c per Armor drop from average
  • Heavy Armor: 2,0624s per salvage. -0.9c per Armor drop from average

Assuming you have 5% more chance to get Armor of your weight:

  • Light Armor: 2,2550s per salvage. +18.4c per Armor drop from average
  • Medium Armor: 1,9322s per salvage. -13.9c per Armor drop from average
  • Heavy Armor: 2,0268s per salvage. -4.5c per Armor drop from average

To be honest, even if it is only 1% more chance to get your armor class drop, that is still some pretty good boost on mesmer. 3,7c per armor drop can be a bunch over a long time.

Though I am not that much of a “DON’T DO THIS!” kind of person (even though I am ranger), I think Anet should only enable it below lvl 80, because that is pretty insane if not. Light weights would have 6.5 copper more per drop average than mediums classes.

If you find any grave mistakes, please correct me. I am pretty sleepy, but I looked over it quite a few times, so it should be correct if I am not stupid.

Have a nice day!

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Llama pet

in Ranger

Posted by: KehxD.6847

KehxD.6847

If I can run with a dancing Llama as a pet, I don’t care about the other flaws anymore xD

+20, too.

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Why is there no such mechanic?

in Ranger

Posted by: KehxD.6847

KehxD.6847

So, the ranger has alot of Evasion skills. ( S#2, S#3, LR, D#4, SB#3 and so on)

Why is it, that evades only evade? I think there should be some major/gradmaster trait, that should say something like this.


On Evade, the caster of the evaded spell gains X (seconds of Poison? / Damage?) with an internal cooldown of 5-10 seconds or something like that?
or
On Evade, the Caster and his pet gains X seconds of (Might? Fury?).


Yes we do have the “On dodge, gain 3s Protection.” That is infight only, non conditional.
I would find it alot more interesting if it would just say 3s of Protection, on Evade with 2-3 seconds internal cooldown (to avoid the 10ticks evades).

That way you would also get it from skills on your weapons and it would give a nice mechanic to play with and isn’t ensured on any dodge. (This way you wouldn’t dodge just for protection and stuff like that). And then there wouldn’t be the annoying statemant “Combat only” which somehow doesn’t always work correctly, because pet in combat and player in combat are 2 different things.

What would you say about this? I somehow feel like this would be an unique thing that would really really fit with the ranger gameplay. Why isn’t there anything like this in the game?

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Suggestion: Favorite builds button

in PvP

Posted by: KehxD.6847

KehxD.6847

I would like it like this ^^ Example with Photoshopped attachment.

EDIT:
I noticed just now that this was supposed to be for PvP… ^^ But this approach would be pretty similar for PvP in my opinion and also PvE possible this way.


So, let me explain how this would work:

  • Signet Zerker (B1) would be the name of the build.
  • to the bottom right of the name, is a rename sign. You can rename the build there.
  • Clicking Save Build will save the build I guess.
  • To the right of the Name, would be the ingame linking. Similar to the Armor linking for example. You hover over the sign and Shift + Click. It will then be in the chatbox with the name "Signet Zerker (B1). If you hover over it ingame, you can Righclick: Load if you have the same class. If you are not of the same class, It will only allow to Rightclick: Prieview and thus preview the build in a similar panel more or less, imitating another class. If you load it, It will load it into the “new” Slot and thus load everything but the name.
  • The Equipment slots can be filled with either armor from your inventory, or directly be loaded from posted armor (Rightclick: Load as with a full build, but only load the armor piece into the build. Only if you share the same Armor Type.)
  • If you use a build, only equipment that actually is in your inventory will be wielded upon using a build. The other slots will not change (That way, if you already wear the armor, you also keep wearing it.)
  • Builds Loaded from other people do have different Item IDs for every item (even if you have the nearly same item). This way it is obvious you can’t use the same equipment as theirs (So upon loading, your armor wont change). However, you can still hover over it with the mouse in the build. This way you can reslot it, once you got the armor yourself and just preview it until then. This way you can also kind of make yourself “Dream Builds” that you can work towards.
  • The same goes for Trinkets and weapons.
  • If a colour is Loaded that you do not own, it still will show the right color in the build. However, if you try to load it, every dye you do not own will be replaced with a generic standard dye. (maybe even random? Would be fun to see what you get xDD) (Same as above. You can work towards that color combination then.
  • Trait is more or less Obvious I guess
  • The panel below allows you to click on other builds that then get displayed. The Zerker build will then move down into the panel and look like the Full Zerker for example in the list.
  • There is always 1 “NEW” on the list. If you save a build on that slot, it will give you another slot (Or you could make 4 general and buyable with gems I guess)

So lets look at this a bit from requirements engineering perspective.
Implementing the Chatcode for the builds can be really annoying. Either the Chatcode wields every single ID in the background, or you would make a really big bunch of new IDs just for the builds. It should be manageable to do this with IDs in the Background that just display the name as the actual String.

Now the Equipment slots. Interestingly on implementing level a mixture between the normal Equiment part and the Preview. You can click on the slot and fill it with an armor piece you have in your inventory. (it will still be in the inventory) Or you can Load them into the panel from the Chat (similar to preview, but into this panel instead) The IDs inside the slots will be saved upon saving the build. This way, if you hover over it, it will display the item of which the ID is in the slot. (This goes for all Equipment pieces)

The Dyes will be the hardest part I think. The easy way would be to say, if you do not have the dye, it will load a generic dye into the panel. However, it would be alot cooler if you actually could load dyes into the panel, that you do not own, but if you load the build, the dyes will be replaced on the armor itself and not inside the build. That would be alot of crosschecks and so on. So I guess easier approach would be upon loading, even though it is less interesting ^^

The traits are pretty strait forward I think. This isn’t even Class specific per se. You can generate a String based on how much you trait in there and on which Trait numbers you get. For example the picture would be
3640711510500000000350000000000
3///6/4/05/11//5/1/05/00//0/0/00/00//3/5/00/00/0/0/00/00
First digit for Class. Example Ranger = 3
(05 (or 11 or 00), because Master and Grandmaster traits could be X-XIII and thereby 10-13)
Then it wouldn’t have to be loaded Class specifically and would then just translate it into your class after loading the string.

Rest is more or less similar. I would like to see it implemented converging to a style like this. It has great visibility and is actually easier than most other approaches.

Attachments:

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(edited by KehxD.6847)

Pets are good thread

in Ranger

Posted by: KehxD.6847

KehxD.6847

I love my pet and I love to play with it, however, it does need some ui/ai changes + I would prefer if pets would have a more well designed use. Why not have pets that have a supportive autoattack that doesn’t even deal damage and doesn’t hurt anyone, but only buffs or heals for small amounts?
Well defines support/ dps/ tanky/ hybrid/ triploid pets, with definite purposes and differences. (Difference betwee Blue Moa and Pink Moa. Oh well… not really as if they are much of a difference. I want to be able to use pets in specific spots and so on. I want to be able to use a wide variety!)

So yeah =) Pets are awesome!

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[Ranger] Agility Training Should Be Passive

in Profession Balance

Posted by: KehxD.6847

KehxD.6847

*cough* Pet’s Prowess is one of the best adept traits for the ranger *cough*

Agility Training... Well. I like Prysins idea, where every pet has a slightly different movement speed, since it would make sense. Agility Training also is pretty worthless, but making it passive?

The trait actually is a "how do I wanna play?" trait.
For example:
- Pets often run berserk, attacking stuff you don’t want them to go for, pulling stuff you don’t want. You need it under control. Making it faster means, you have less time to control it there.
- However, making it faster allows it to run out of aoes if used correctly, or allows to chase stuff and so on.

So it has negative and positive sides. I wouldn’t want it passively all the time to be honest. So yeah, a different set of movement speed for the pets sound right to me, and Agility training should straight up be replaced with another trait.

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A possible pet fix

in Ranger

Posted by: KehxD.6847

KehxD.6847

Thanks for the reply KehxD,
I don’t think giving rangers a temporary damage buff it’s a problem, if they do it right. If they make a system where it knows how much damage your pet is doing depending your current traits, rangers won’t kill the pet to have the damage buff intentionally because they are not getting more damage from it, they are just trading the pet damage, that’s all, as soon as you have your CD ready for your pet, the buff would go off.

That’s my idea of it @ least…

If it is correctly balanced sure, it wouldn’t really be a problem, still I think many players would actually try to kill it. You can’t imagine how many rangers are out there who think of their pet as a nuisance, which I find sad. If they get any benefit by killing their pet, they will. Many even now don’t care if their pet dies or not. They just set it on attack, if it dies, it is dead. Whatever. I just find it sad many rangers play like this. Indeed the class has alot of flaws, but feeding the people that actually want to kill their pet already now, won’t help sadly.

Thanks for the ideas though. I really do appreciate that people are concerned about the state of the ranger and help us thinking of ways to make things better =)

Have a nice day and cya ingame maybe! =D

PS:
There was an idea that I do support in the CDI though, that involved that the rangers can disable the pet in order to get an “Aspect” buff, that is different from pet to pet, with maybe even visual overhauls. I personally think it shouldn’t be a full disable, but an optional switch bonus (similar to Udyr from LoL basically) On pet switch, gain Aspect benefits if your pet is not dead when you switch, instead of the cooldown improve. That way you have benefits from actually not killing your pet, but instead an incentive to coorperate with your pet, though still allowing the ranger to be a bit more specialized in picking their pet and things like that. That way, you wouldn’t have to be concerned about the long downtime of your pet that much, since you can switch more often and things like that.

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Strider's Defense suggestion

in Ranger

Posted by: KehxD.6847

KehxD.6847

Maybe simply extend the block to all attacks.

Otherwise a simple damage reduction – say 15 to 20% all the time when meleeing.

Both overpowered… I thought the same in the start. Both would make the Ranger in any 1v1 melee setup completely dominating. No class would be able to stand up against him when meleeing him. In the end, everyone would outrange the Ranger, which would be pathetic. The ranger only going for melee, while others range the ranger in both PvP and WvW. And in PvE, the ranger would be able to solo Melee so many things, that are ridicolous.

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So, any final result for ranger CDI

in Ranger

Posted by: KehxD.6847

KehxD.6847

Well, the Fractal CDI was at the same time, and the Dredge Fractal was already changed. Though it is true. I think balancing a class is harder and requires more fine tuning.

Yes, exactly. Tuning the Fractal is way easier and involves less risk, any class balance is very delicate since it change every aspect of the game, an unbalanced change in the fractal won’t be as damaging as one in a class mechanic.

Maybe some changes may appear in later Q3, but I wouldn’t be surprised at all if nothing major changed till Q4, and only some global changes and fixes till then.

True, any big changes shouldn’t be expected until Q4, but some smaller issues, some scaling things and maybe so responsiveness changes may already happen in Q3 I think.

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Strider's Defense suggestion

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Posted by: KehxD.6847

KehxD.6847

The problem is actually the trigger chance. However I actually like the idea about retaliation in general. However, it is a Skirmisher trait, so Retaliation counter doesn’t really fit into that traitline. I would like to see such a trait that reduces damage from retaliation (and maybe poison or torment? Or something like that?) by 50% in the nature magic traitline. sounds interesting.

Strider’s defense in itself has the problem of being unreliable. I would prefer it to be something like:
If you crit with a Melee (or maybe also ranged?) Attack, you and your pet block the next attack incoming on you. (so basically 1 block for me, 1 for my pet) (CD: 10s). It makes it more build dependent and not rng, and is also placed in the precision traitline. Befitting of its effect and also synergizes with the pet.

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A possible pet fix

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Posted by: KehxD.6847

KehxD.6847

The damage reduction because of dead pets varie from build to build. In PvE atleast, I like to also set some damage onto my pet, to get the highest possible dps (not by beastmaster traitline, but things like Pet’s Prowess). So atleast for my build, you could assume atleast around 25% of the damage on my pet.
Some builds only have 10-15% dmg on their pet, others have 50%.

Reviving pets is an issue in itself. You revive them by switching your pet. That normally has 20 seconds cooldown, however when it is dead and you switch, it has 60 seconds cooldown. So basically, you wanna switch pet just before it dies, to avoid the cooldown.
The Avoidance buff you are mentioning was placed alot into the ranger CDI by WvW rangers especially. I personally am not sure how to balance this. I don’t think pets really ever can be perfectly integrated into WvW, so it is hard to say whether that is the right approach or not. I won’t say it is perfect, but I think it goes into the right direction.

Problem with temporary damage bonus would be, that many rangers that do not like to play with the pet (which is not a small number), would try to get their pet killed, to get the dmg buff and later switch it out to kill it again. I think that is a wrong approach on that matter. We should have more incentives to play and fight with our pet, but shouldn’t on top be penalized with a switch cooldown. (maybe from 20 to 30s but not to 60s. That is just redicolous) We already get penalized by the damage loss, why penalize us more for something that is sometimes inevitable.
Also, we got skills that basically kill our pet, which I don’t really like. (moving conditions to the pet/ making the pet absorb damage instead of the player). It gives the player the incentive to not cooperate with the pet, but to harm it. The ranger is and will always stay a class with a pet, so we should also play with it correctly. I can’t imagine the Thief would ever have any skill that would for example reduce initiative gain or anything similar. That is how it feels (or should) for the ranger to harm his pet.

I really love the ranger, I got 2500 hours of play time on him at the moment and I really enjoy the class, but there are just so many irregularities within the class, which I think is much more of a problem. Why do rangers think of their pet as a hindrence? Or as a problem? Why does the ranger have ways to kill is pet? Weren’t we supposed to play with it? Why are there places, where the pet is basically rendered useless?

I will never stop playing the ranger, and I will bring out a ~80 page guide for the ranger in a few weeks hopefully if it is done until then. So yeah, it is the fundamental questions that should be answered. We should have incentives to use our pet and not to kill it, and every pet should have a well defined and designed use place. The pets are all somewhat all arounder with support / dmg / and tank mixture and have no well defined uses. So yeah. I guess it is harder than just balancing the things out you mentioned ^^

Have fun and thanks for the conerns! =D

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So, any final result for ranger CDI

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Posted by: KehxD.6847

KehxD.6847

The feature pack changes have nothing to do with the CDI, the changes from the CDI will only appear several months later, I’ll guess only in the Q4 2014~Q1 2015 we’ll see something from the CDI actually in game.

Well, the Fractal CDI was at the same time, and the Dredge Fractal was already changed. Though it is true. I think balancing a class is harder and requires more fine tuning. I expect the earliest change with season 2, if at all. The latest date I expect them to change anything is beginning of Q3 of 2014. So we will see when stuff happens.

However I think you are not giving the new traits any chance. Yes the Skirmisher one and the Beastmaster one are useless, buuuut Read the Wind is used in PvP metas, Poison Master is also used in some PvP and even some PvE builds and Survival of the Fittest is just genius. So I guess Poison Master and Read the Wind are somewhat okish and disputable, but Survival of the Fittest certainly is a very good and useful trait, depending on how and where you use it. However, there is no real PvE useable trait, that is true.

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Subject 7 - 5 Gambits ~13 seconds + Setup

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Posted by: KehxD.6847

KehxD.6847

I also made it on my first try, scored a 17k maul in from first it to kill i could count to 12 i’ll upload the video

Used 6 6 0 2 0
IV (should have used I) IX XI
I V XII
V
scholar rune & mostly berseker stuff
2500 power 50% crit 230% fero

Nice, congratulations! ^^ Though a nice and quick explanation why I use 6 5 0 3 0 and not 6 6 0 2 0.

The 3 in Nature Magic is the trait that gives my pet boons that I get. However, it does not take the same duration. Whenever I get 1 Might stack of whichever duration, my pet gets 1 for 10 seconds. I use Sigil of Strength, giving me Might on crit. It follows my pet gains 1 might, too. Basically I gain 2 Might for the crits. On top of that, I use the Jungle stalker. If I use f2, it gives itself 5 might, me 5 might and then again because it gives me 5 might, itself another 5 might. Thus 10 for itself 5 might for me. That is alot of might.
Especially fun with Rampage as One. When my pet crits, I get might. When I get might, my pet gets might. If I crit my pet gets might (also by rampage as one), on crits I get might by sigil and my pet beause I get might. ^^ My pet is basically on 25 permanent might and I run around 15-20 might normally.
This trait is the reason why I use Sigil of Strength on basically every weapon xD

6 6 0 2 0 obviously also works out great, but I dunno… There is no trait in the skirmisher line that I would take for the last slot really, so yeah. I love the Boon share.

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Subject 7 - 5 Gambits ~13 seconds + Setup

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Posted by: KehxD.6847

KehxD.6847

Since some people (quite a few xD) asked me about 5 gambit on a ranger, I decided to upload a video. It is not really kittence you got the hang of it and has around of 13 seconds inside the arena. With food and stuff you can cut it down to 10-12s. I also use this setup to farm Gauntlet Chances. Good luck on your tries! And have fun
Subject 7 – 5 Gambits ~ 13 seconds

Armor: Berserker
Weapons: X + Warhorn / GS
Runes: Runes of the Ranger
Sigils: of Fire / of Strength (On GS)
Utilities: As seen in the video (too lazy =D)
Traits: 6 / 5 / 0 / 3 / 0
IV, VII, XI / I, V / . / V / .

Sorry for the weird video layout. No idea why it is like that xD Also, I didn’t edit anything in this video. I am a lazy

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how to get back to the normal map

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Posted by: KehxD.6847

KehxD.6847

I guess you took an asura portal. I don’t exactly know which one you mean, because I can’t remember any sealed off ones.

However, ummm try opening your map with hotkey m. try to find divinitys reach on the map and double click one of the waypoint. those are small diamond shaped thingies with a light blue dot in the middle. It will cost you (depending on your level a few copper up to 3 or 4 silver. Since you are new to the game, I suppose you are low level and it might cost around 15 copper.)
If you can’t find Divinitys reach on the map, look at the bottom left of your screen when you open the map. There are some small gui elements. Pressing those present different levels of the map (like different levels of buildings). You should find divinitys reach on one of them.

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finished daily tasks a second before it ended

in Players Helping Players

Posted by: KehxD.6847

KehxD.6847

Does sound a bit weird. Just contact support and see what they answer. Even if you don’t get the daily rewarded by doing that, it would be interesting to know.

I guess it is the same as in the triple trouble worm event, where we killed all 3 worms at second 1 and the heads spawned, but stayed underground and no other event was triggered.

Basically what happened to you probably is:
Yes you managed to get the daily, but as you were supposed to be rewarded the “event” (daily) wasn’t active anymore, thus not rewarding you.

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Farming for legendary

in Players Helping Players

Posted by: KehxD.6847

KehxD.6847

For t6 mats, use laurels. Really really helpful with laurels there ^^

Also don’t try (as stated above) to farm them directly. Try to do dungeons on a daily basis and use the gold for t6 mats while using the ectos from tokens of CoF etc to actually make more Mystic clovers.
Even though you have enough, they can give a significant amount of t6 mats without actually having to spend money.

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Why are rangers unable to do liadri fight

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Posted by: KehxD.6847

KehxD.6847

I can’t complain. I killed Liadri with the 8 Orb achievement on my ranger yesterday. It is a bit annoying with the pet instantly dieing more or less, but jsut make sure to have a wolf on switch, so that you can get a fear off atleast once. It does help in second phase.

You also need to go into heavy dodging. That does help alot. The dps shouldn’t be a problem if you run with Berserker, even if you use the Longbow.

Liadri is supposed to be hard, so just keep on trying and improving. However, you do have a point with the pet mechanics on some parts of the content. Our special ability is the only one that can get countered in PvE content and not work as intended, which is a bit sad. But ranger is certainly not a useless class.

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Why are servers called shards?

in Players Helping Players

Posted by: KehxD.6847

KehxD.6847

I do think it is because of the mists. Every server is an alternative realitywithin the mists with the major events being the same, but other people. In WvW, we actually fight people of the alternative realities in order to get resources that lie withing the mists. Most of the things you do while wandering in the mists, you actually lose your memory of, upon coming back. The Mist Vetaran Npcs only have vague dialogs and so on.

This basically just is to support the whole idea of the different planes in the Mists. Those planes it seems, were decided to be called shards, which certainly fits them.
In Fractals, every Fractal is (as far as I know) referred to as a Fractal Shard or something similar? So yeah, it is just a lore name based on the mists. It seems they found it to be the most fitting one.

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Pawn Brokering Service

in Players Helping Players

Posted by: KehxD.6847

KehxD.6847

Hm… well I don’t think it will really work if you want to do it like this. It would be way too small of a scale. People would have an incentive to somehow deceive you. Sadly that is just the way it is.
The idea in general though is really really cool. But why not make it a bigger thing. Well, that would require some work, but would probably work out better.

Step 1:
Make a website.

Step 2:
Don’t be the only one that offers to lend gold. Let other people sign up for it, with a fee of, I dunno. 1-5 gold a month or every 2 weeks? xD (depending on some things. i dunno. just example)
Those people then would be listed on the website with the amount of gold they offer to lend. Everyone would also have a small text box saying if they want any collateral or anything and how high the interest is. (make sure though the one that offers on the website is the same ingame. I imagine trolls putting up sites for people they don’t like so they get whispered.)

Step 3:
The people that are interested can whisper the gold lenders ingame for the stuff.
There should also be the possibility to blacklist those that get a negative critique. Both on customer and on the side of the one that offers. Then everyone would know the ones that are trustworthy. maybe you can even give a collateral for either side by saying if they use your service, they get a small bit back or anything like that.

At somepoint it should roll on itself more or less. It would take alot of work, but on a small scale, it just wouldn’t be trustworthy enough for the community and the trolls wouldn’t be able to feel “punished” by just a small scale shop.

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Transmuting legendary post april patch.

in Players Helping Players

Posted by: KehxD.6847

KehxD.6847

As Azrael stated above. Also, you can just apply the old Legendary skin on your legendary if you want the skin on it back. There will be no difference at all from the old legendary.

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So does 1v1 Bow Rangers even exist?

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Posted by: KehxD.6847

KehxD.6847

As far as sPvP goes, longbow rangers are a joke.

Even though I don’t play it myself since I don’t like it, with the Read the Winds trait, Longbow in spvp is a possible meta that actually became a thing. Just saying.

As for the topic. Ever tried killing a 0/2/6/6/0 _ Shortbow / Axe + Dagger ranger that knows how to dodge? You are going to have a hard time trying to kill that guy in a 1v1. I know axe is not a bow, but a ranged weapon most people don’t consider and is actually seen as an even worse weapon. xD But yeah, there are a few nice possible builds out there.

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Hi All!

in Ranger

Posted by: KehxD.6847

KehxD.6847

Nope there is not sadly. xD I went through the whole hassle of actually checking how the whole pet boon system works and how it works with the different traits. Trust me, if there would have been a way, I would have been soooo happy!
I really miss that too to be honest. Would be a nice quality of life update for the ranger. Targeting your pet to see what it has is kind of a hassle. This also applies to all sorts of buffs. For example, does your pet get the WvW guard slaying bonus? All these kinds of things would be alot easier and nicer to see.

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How to leave Potion of Asc Mages

in Players Helping Players

Posted by: KehxD.6847

KehxD.6847

Hmm, I don’t know about that specific potions but in general there are several ways to stop potions

1. A new set of skills that allows you to exit it (Not on this one I know, just a general statement)
2. entering water dispels most potions (This one not either ^^ again just a statement)
3. Changing map (Could work on this one)
4. Getting downed (Should work on every potion)
5. Stacking another transformation (For example use a quaggan tonic and leave the transformation again. Should also work normally. This should also work with for example Bear Form of the Norn)

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Best way to get Dragonite Ore?

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Posted by: KehxD.6847

KehxD.6847

daily Great Jungle worm and Tequatl nuff said. Obviously you need to go into a dedicated guild for that, but it gives you a loooooooot of dragonite ore.
I do those daily and I get about the same amount of dragonite ore as bloodstone dust.

I guess guildwars2 community is still accepting members, but I don’t know, so if you wanna do that, you need to look for yourself. TxS just closed recruitment a few days ago, so that won’t be an option (sorry xD)

Other worldbosses also give a nice amount of dragonite ore, but noting compared to worm and tequatl.
Good luck on your hunt! ^^

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gift of magic & gift of might

in Players Helping Players

Posted by: KehxD.6847

KehxD.6847

I never farmed or did anything special to gain money, nor did I have any significant drop. Playing like that, it took me around 1000 hours of gaming to get a legendary (and obviously alot of different various other stuff. Different armor sets, expensive runes and bla bla)
Making the clovers really helps with the t6 mats and I also used alot of Laurels for the t6 mats, which I certainly do not regret. After 2400 hours of gaming I am about to get my third legendary without ever farming especially for it or any significant drop. So yeah. Just play have fun and get your daily stuff ^^
The last 20-50 t6 mats of every stack though I just bought from the tp, because I already had everything else and a bit of money leftover. Just do it as you feel most comfortable with.

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How to access The Crown Pavilion (zone)?

in Players Helping Players

Posted by: KehxD.6847

KehxD.6847

Just in case you are interested, it costs 1000 gems if you want to buy the permanent one. 160 (i think?) for 2 weeks pass.
My personal guess is they are going to sell them again for the duration of the crown pavillion. It is a general convenience item that is not really needed, but gives you the small litte extra convenience with a nice touch of look to it.

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Lost all my money at the mystic toilet...

in Guild Wars 2 Discussion

Posted by: KehxD.6847

KehxD.6847

To be honest, people that loose all their money in the mystic forge should not whine. It was obviously their choice to try their luck, knowing full well that it is a gamble. So yeah. xD Sorry but no sympathy from me.
Cool picture though. ^^

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Things that bug me in the game

in Guild Wars 2 Discussion

Posted by: KehxD.6847

KehxD.6847

I see why you feel a little bit down on that one, but honestly, I would be unbelievably annoyed if everyone could view my armor. It would get down to permanent gearchecks for every single dungeon. In Living Story zerging content, ppl will flame others for going with wrong gear etc etc etc. It would destroy alot of the more generally nice atmosphere of the game. Just don’t even give a possibility to discriminate. ( yes I am a ranger xDDD)

Also, I don’t think there really is the need for it. People will see what you wear, and many people will also recognize what you wear if it is high end stuff. So you don’t really have to worry in that respect to be honest.

Okay but would not want to have more powerful weapons to progress in one way or another?
I would like to
Because as I see it game over at level 80 instead of starting

Sure, I would love new weapons and stuff like that. I got a legendary, all worm armor sets, a tequatl weapon, tribulation mode weapons. I got nothing to go for anymore xDD But I don’t want stupid farming or rng weapons. I love the prestige stuff ( as i got pretty much all of the few prestige Items ingame ^^). But those atm are not really hard to get, so yeah. I’d prefer some more difficult weapons, that use every aspect of the game =)

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Things that bug me in the game

in Guild Wars 2 Discussion

Posted by: KehxD.6847

KehxD.6847

I see why you feel a little bit down on that one, but honestly, I would be unbelievably annoyed if everyone could view my armor. It would get down to permanent gearchecks for every single dungeon. In Living Story zerging content, ppl will flame others for going with wrong gear etc etc etc. It would destroy alot of the more generally nice atmosphere of the game. Just don’t even give a possibility to discriminate. ( yes I am a ranger xDDD)

Also, I don’t think there really is the need for it. People will see what you wear, and many people will also recognize what you wear if it is high end stuff. So you don’t really have to worry in that respect to be honest.

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Supah Adventurr Fanboks @^o^@

in Living World

Posted by: KehxD.6847

KehxD.6847

Looking forward to SAB so much!

Also, the Lions Arch Aftermath subforum was taken down ^^ I take that as an unofficial announcement for a new update next week, also I guess (or rather hope xD, but let’s be optimistic =D) it is SAB.

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