Showing Posts For Kiran.2705:
So wait, wait, wait. You’re telling me that after 12 months of being completely gutted, rangers are getting… nerfed? Are you serious? You can’t be serious. They haven’t even fixed the pet into being 50% reliable yet and we’re still getting nerfs? It’s official. I am abandoning my ranger. I was stupid for ever rolling one and for ever believing Anet had any intentions of fixing them. This whole “good things are coming, we just can’t tell you what!” is just a load of BS. It’s verbal confirmation that they have no idea how to fix the ranger class. Why else would they be so secretive? Oh noes, the players might know what’s in store for their class. Can’t have that… unless they’re any other class other than ranger or ranger nerfs. Lol. If Anet was anymore transparent, matter would pass through them.
Came back from a 1 year hiatus to see that nothing has changed for the Ranger class. I am epically sad, to say the least. Guess it’s another year of hiatus.
So, after a year I consider coming back and the ranger has changed… not at all. What an utter disappointment. Does it really take more than a year for a developer to fix a class that they murdered at launch? Guess I won’t be returning after all. Be back in another year(surely that’s enough tie to fix the ranger, right?) Anyone have any suggestions on good MMOs to play in the meantime?
SnR was already a mediocre skill. Now it’s been demoted to worthless. Oh well, it can join spirits.
Why?
Why is skill based gameplay not desirable?
Because no one else has to do it with their 1 skill, duh. But you already knew that, didn’t you, champ? The answer was obvious. You’re just arguing for the sake of arguing.
Yeah, i think ANET’s rational is quite simple, they want to discourage whole zerg ram-rush down doors and make siege last longer. Now we have to wait to see if this change is too much or people can adapt.
That doesn’t really explain it, given that all skills still have a target cap of 5. Zergs are still the way to go. It does no good running in small groups on the open field when a zerg will run you over, and now that a small group can hold a keep with arrow cart spam you’ll never get the door down before a zerg responds and… runs you over. Zergs are STILL king here. Zerg with arrow carts > small gang with arrow carts.
The AoE limit is due to technical limitations.
Then your “technical limitations” are technically bad for the game and WvW in general and you technically should have thought of that earlier. Now you get to technically fix it.
All in all, these changes are good for the ranger. I am unimpressed by the spirit buffs, given how weak spirits were to begin with, but the pet buffs and signet buffs are a fairly large increase. Drake HP doubled, bear health AND armor up, signet of stone CD decreased, passive doubled, signet of the wild CD decrease. These are good changes. I’m sad that there are no weapon buffs, but at least I have SOME hope now. I don’t see the purpose of the search and rescue nerf, but I rarely used it so I won’t really complain.
Things we still need. Longbow… duh!!! Everything about it is fail at the moment. Out of range, obstructed, arrow travel time, slower than intended firing rate, super long channels, low DPS, and a damage “bonus” that nerfs overall AA damage.
Spirits. Yea, spirits will still be murdered by AoE. There is only one fix. Spirits are immune to all AoE damage. Force people to single target them down. Make people work to eliminate spirits or suffer the consequences of ignoring them. Spirits using their active on death needs to be inherent as well. You can not pick up 4 talents out of a trait line. It is impossible. Please don’t nerf spirits by making it impossible to maximize their use.
Pets and AoE. Easy fix. Pets take 50% damage from all AoE spells. There. You can still AoE nuke them, but it’s no longer mindless except in the largest of zerg fights. Pets STILL need to be able to cast and use abilities on the move.
Sword 1. Make it so I don’t want to cut myself when using it… for the love of god.
Axe… lawl. And you thought longbow had problems.
Greatsword. 5 skill needs the stutter removed. Targets on the move are annoyingly hard to hit because I decide to stop before I hilt bash them. Auto attack could use a slight damage increase. Other than that, fine.
Uh, no. I’m afraid you’re wrong there.
The burst potential of the Long Bow is better than anything else that the ranger has, and its sustained DPS isn’t half bad either. Rangers also have one of – if not the – longest effective ranges in the game when traited for it at 1500 units. By using the terrain to your advantage, you can actually extend the range past that point due to the natural arc of an arrow.
Combine that with piercing shots, along with proper shot placement for maximum effect, and you have the ability to put quite a bit of hurt on people quite a distance away.Due to the way ranged attacks work in general, you’re never going to win a 1v1 fight with someone at extreme range; however, if you’re dealing with zerg tactics (as most WvW fights go), you can sit back and farm your kills up.
Pick your targets and pick your fights; oh and don’t forget your greatsword/sword, you’re going to need it if someone tries to close in on you.
These kind of misinformative posts are what lead noobs to make bad decisions that they end up regretting.
Longbow attacks move too slowly. You can outrun them and thus appear “out of range” 90% of the time. The “arc” you speak of hardly works. In fact, firing over anything but perfectly flat ground will often result in “obstructed”. Longbows are NOT the only weapon that can reach 1500 range, it’s just the only weapon with 1500 range with attack speed that is slower than advertised, attack channels that are excessively long, and really mediocre DPS. Farming a zerg with a long bow isn’t “farming”. It’s just tagging to receive your bags. Your contribution to the fight is negligible. No one would notice your absence, not even your enemies. Longbow “burst” potential is virtually dependent on zephyr, which is a nerfed skill. It also requires that your target be either AFK, brain dead, or a mob. Good luck with that in PvP.
Stick with greatsword and sword/x or axe/x. Greatsword has amazing mobility, good AA DPS, a hard hitting #2 skill, an evade, and a daze. Longbow has… none of the above. Going warhorn on your secondary also gives you a use anytime swiftness buff for traveling.
Bows are bad. Short bow is ok, but just ok. The ranger’s only really good weapons are sword and greatsword. Kiss your dreams of being a longbow marksman goodbye and put them in a tiny vault and throw them into the ocean.
Stealth was already nerfed. This was due to an unbalanced “perma-stealth” Thief troll build. Now with that said, let’s breakdown your complaints one by one:
• Time to analyze your enemy
This is done before a Thief or Mes goes into stealth. If the target is squishy, you attack. If it’s a Guardian, you run away. Simple.• Cooldown reduction
This was the nerf. No more perma-stealth trolling.• Movement closing
Part of the purpose of being stealthed. You can run away or move in for a hit. Nothing wrong here.• First strike advantage
Part of the purpose of being stealthed. You can run away or move in for a hit. Nothing wrong here.• Untargetability
Part of the purpose of being stealthed. You can run away or move in for a hit. Nothing wrong here.• Scouting undetected
Part of the purpose of being stealthed. You can run away or move in for a hit. Nothing wrong here.Summary – Stealth is a part of the game. If you’re unable to come up with effective strategies to counter it, it doesn’t mean it’s unbalanced or broken. It means you need to get better. There are many ways to counter a Thief or Mes, but being that I play both, I won’t discuss them (for fear of people learning how to kill me).
Only you fail to note how “the purpose of stealth” is bad to begin with. Stealth offers too many advantages while not giving an appropriate balance of disadvantages. “The purpose of stealth” has nothing to do with it. The purpose is wrong to begin with. It’s designed to be ezmode for the stealther. All I learned from your post was that you like easy kills, you have no interest in balance(for fear of people learning how to kill you), and you have no idea what you’re talking about.
To bad our Pets don’t work like Companions in SWTOR
I’d be happy if my pet was just on the target. Most of the time he’s running back and forth, trying to catch up because A) his abilities root him in place while the enemy moves, and B) his pathing doesn’t update fast enough, so he often over or under shoots his destination, forcing him to change directions yet again.
My WoW hunter and SWTOR companions never had this issue. They got to the target like they were told and stayed on it. They navigated obstacles appropriately and they didn’t have to freakin’ stand still just to use “claw”. I don’t know what the designer who invented ranger pets was thinking, but he needs to never be hired in the video game industry again, ever.
Sword auto-attack is one of the most annoying mechanics ever. You can’t dodge while in the middle of the second or third attacks. You can’t strafe. You can’t really control your character. You MUST take it off auto-attack if you want to be able to use it efficiently, and even then it’s stupidly quirky. I have no idea why Anet decided to make the combo that kitten That being said, sword 1 combo hits harder than any other weapons AA. Greatsword is much easier to work with. Smooth attacks. Awesome gap closer than can be used without a target. Hard hitting #2 attack, and a daze.
Because anything the engineer can do, someone else can do better. Don’t worry, us rangers get kicked too.
The ranger’s biggest handicap is the pet. Ironically, the pet is supposed to be the ranger’s “defining” mechanic. Too bad it sucks. Bad pathing. Bad abilities that the pet can’t use on the move. Bad HP tables. Bad armor tables. Thanks for designing a class TO BE BAD. Ranger’s have other issues too, like poor trait lines and obnoxiously quirky weapons(sword 1 makes me want to cut myself).
Engineers have the build choices of an ele, meaning virtually none, only their only “viable” builds are still laughable.
I don’t think necros are quite the black sheep that engis and rangers are, but they could still use a boost.
WvW fights don’t just butcher graphic performance, they also murder the server. Skill lag makes the fight extremely painful to participate in. Only the 1 skill works. You can not cast or heal, and if you go down you’re staying that way. A massive FPS and server streamline fix is in order. I may quit WvW altogether until they find a way to make it more enjoyable.
1) Balance and broken mechanics. Ranger pets have the worst AI I’ve ever seen. Pathing doesn’t update often enough. Abilities require the pet to stand still, some abilities don’t even allow the pet to adjust direction in the pre-cast. Pet general squishiness never helps. Dagger/dagger Eles are over the top, yet all other ele specs are mediocre, if not straight garbage(lawl scepter). Thieves can still kill anything… uhm why? Why does a thief need to be able to burst absolutely everything, even tank builds? Never mind that stealth is an OP mechanic in a game with only one true stealth class. Engineers… not even sure where to begin.
2) No LFG system. You’d think that Anet would know by now that in order to be competitive in the modern MMO market you must have an LFG system AT LAUNCH. This game is way past that, and still you have to spam map chat for parties. Archaic doesn’t even begin to describe it.
3) General noob unfriendliness. This game makes it very hard for new players. Important concepts go unexplained virtually forever. If you don’t have friends to ask, you may as well just quit.
4) End game boredom. There’s nothing to do at end game other than grind ascended gear, and I don’t even want it. The performance difference is marginal. WvW offers virtually no end-game rewards at all. The WvW “rank” system is just a bunch of crap. You can spend 0 points and not notice it when fighting players who’ve spent over 100 points. Not everyone likes instanced PvP.
5) WvW in general. Maps are too small with too little open terrain. Objectives flip too easily and greatly favor attackers. The entire system caters to zergs, which butcher game performance and generate skill lag so long that one can only rely on the 1 key to inflict damage(healing becomes impossible). Small scale combat is almost non-existent, and zergs cross the map so quickly that they can jump on two smaller parties fighting it out before one group can make a decisive blow.
6) Gear dependence. Gear is just as important, if not more so, to your build as skills and traits are. This concept seems fine until Anet starts nerfing and buffing professions like mad, then its just bloody annoying. Changing builds means you have to change gear most of the time, and it often means you have to change almost every, if not every, piece. That just makes ascended gear that much more meaningless. Massive amount of time invested, zero return. Another reason I don’t want ascended gear.
7) Bugged dynamic events. This adds to the agony that is already boring end game content. Not only is it repetitive and tedious, it doesn’t work half the time. Better get on the forums and find out which server has Balthazaar open BECAUSE MINE DOESN’T FREAKIN’ WORK.
8) Underwater. Right now, water combat is just an annoyance that everyone strives to avoid. WvW zerg in the water? Wait ‘til they’re on land. Dynamic event in the water? No one shows up. Either make it interesting and engaging or just take it the hell out.
9) Engineers…
10) Rangers…
This is the sorriest, saddest, argument I’ve ever seen. WvW is based around zergs. Anet practically begs us to form into them to fight. Of course we all run in zergs, all three servers. They’re all massive, and at times, we all outnumber everyone else. Stop pretending you’re server or time zone is “special”. Dear god, people.
Offhand fist or kick for the daze/stun. Hell, we already have a shin kick for sword 1.
If golem rushing really worked as effectively as claimed, it would actually help small groups. In my experience, it doesn’t. Our zergs, more often than not, respond swiftly and accurately to small gang rushes and mop the floor with them. The only real place for the tactic is when you spot the out-manned buff on an enemy unit. Then you know you can attack without fear of being zerg crushed, assuming a large force doesn’t port in from another BL. It does show how stupid easy it is to take objectives in this game. Keeps and towers flip so often that many guilds don’t bother defending them. They let them flip and simply go and flip something else in return. The system doesn’t promote PvP, it actually discourages it. Fighting unmanned towers is a sure bet to win. Trying to stop someone from taking a tower isn’t. In fact, defenders are often at a sever disadvantage. The fact that you can attack one tower from the safety of another just adds to the stupidity.
WvW ranks are beyond being a joke. They are totally and utterly irrelevant. My guild has multiple players over rank 100, none of whom have spent a single point. Those of us that have don’t seem to perform any better or worse. Talk about worthless.
I don’t actually think landscapes in GW2 are too flat. If anything, they aren’t flat enough. There are far too many choke points, narrow passages, and nearby structures for small groups to maneuver effectively. Large groups can cut you off with ease and they move just as quickly and efficiently as you do. Large groups can travel with 100% up-time on swiftness. In fact, it’s harder for small groups to do the same, given you have fewer people to rotate your abilities with. Without a wide selection of directions to run, large groups simply converge and destroy you. The fact that BLs are so small doesn’t help either. Zergs can cross a map quickly to respond to a small group attacking an objective and be there in time to murder them.
If you want to remove the AoE cap then you need to reduce it’s damage. Otherwise this becomes “staff eles 2”. Stacking should be a punished tactic for sure, though. Right now it’s extremely effective to the point where if you don’t do it well you auto-lose the fight. Objectives also flip way too easily in GW2. Towers and keeps change hands three or four times an hour during prime time. Even reinforced structures fall pretty quickly. It makes defense undesirable. Why bother holding it when it will be paper after your enemy takes it, making it easier to retake? Defenders need some sort of solid advantage. The ability to siege one structure from another also desperately needs to be removed. When you can siege a keep from the safety of your own tower, you remove virtually all incentive to defend said keep. It becomes a total waste of time, as the walls will always be filled with holes and you’ll never have the supply to fix them. BL maps are also too small with too little open ground. Way too choke points, cliffs, narrow corridors, and nearby structures. Small groups don’t stand a chance. Zergs also move way too efficiently. They cover the map just as fast as small groups do, only carrying more fire power.
Look at me! I can state the obvious! Aren’t I smartz?
Please stop posting.
As for the topic at hand, I’m all for lightning reflexes removing a condition, or even two. Given it’s massive CD, I don’t see why it shouldn’t do more. I love lightning reflexes and it’s saved me more than once, but it still has some gaping flaws that hold back its true potential. For the love of god, let us have one decent escape. I don’t want to have to burn both lightning reflexes AND healing spring just to clear a few disables.
No matter how you slice and dice it, the elementalist is hands-down better than the ranger as a profession. Eles have so much going for them. They make amazing zerg fighters using staves, with massive area damage and CC, all without a target cap. The dagger/dagger build is straight OP in many situations for small scale combat. Eles also get more self heals. Most importantly, all of the elementalist mechanics are smooth and efficient. The ranger feels clunky, and controlling the pet is often and exercise in futility. If a good group had one spot open and an ele and a ranger applied, assuming both are equally geared, the elementalist would get in 9.98 times out of 10.
Ranger target caps hurt the most. Elementalist static fields have no target cap. They can stun 50+ people if they’re stacked correctly. Line of warding has no target cap. Neither does the mesmer focus line. I don’t really see the point in capping a ranger’s target number. It’s easy to get out of entangle. In a large scale fight, there’s so much AoE flying around that you often don’t even have to auto-attack. Entangle is also on a two and a half minute cool down, two minutes if you trait for it. Traps aren’t instant, even in ground target form. They still have a travel time, and the only CC we get off them is condition based, freeze and immobilize/cripple. I don’t know why we got the shaft when it came to large scale combat. There’s really no reason for it.
If you prefer melee:
I personally love melee and I love 1h sword. My only complaint is it’s inherent quirkiness. Getting used to breaking the chain so you aren’t always mindlessly flailing in one direction can be frustrating, but once you find the trick you’re ready to brawl. For offhand condition builds, torch is the way to go. Dagger may be prettier and flashier, but burning damage is far more potent than poison. It ticks harder and is more compressed, which makes shedding the condition less efficient. My build also allows for lightning reflexes to give you a stun break for solo/small group warfare.
Healing spring will break all of your immobilizes. You can sub in muddy terrain for massive zerg scale fights.
The trap ranger is incredibly versatile, as far as ranger builds go. He can fight solo by kiting, evading, and outmaneuvering. He can fight small scale by loading up multiple targets with conditions and helping lock down the focus. He can zerg surf by throwing out a wide area of CC to lock down enemies with so area nukers can finish them, or cover your groups retreat from an unfavorable position or circumstance. He can also take a hit.
Survival Clip I put together vs a Mesmer and 2 Thieves….I only get a single stomp as their escapes are ridiculous but I stand in with them in two sequences for over 10 mins, only the first half is speed up so fast as there is now stomp. We don’t bunker well?
A single video of game play is virtually ignorable as evidence. Lightning does strike. Miracles do happen. No one argues against that. Other classes still bunker better than we do. Other classes bring more group utility. Other classes hit harder and last longer. They also have real, viable escapes. The ranger doesn’t have any disengage skills. You can run them down easy. Other classes are better than the ranger.
Most people focus on the projectile speed, and while I wont’ deny that’s something of an issue, it’s the actual attack speed, i.e. the slow rate of fire, that’s causing most of the problem. I believe Long Range Shot was intended to fire about 25-50% faster than it actually does in game. This needs to be fixed first and foremost.
While the attack speed is clearly being nerfed by it’s own animation, the projectile speed is 75% responsible for errors like “OBSTRUCTED!!!!!!!!onoenoeneoeleventyone” when shooting at a target over anything but perfectly flat ground and “OUT OF RANGE!” when the target is in motion. The arrows just take way too long to get there. You can’t fix the longbow by fixating on a single problem. There’s a plethora of issues holding it back. The channel time on rapid fire is also ridiculously long. They basically force you to take zephyr just to make use of it, then they nerfed the crap out of zephyr.
Trapper is much better in WvW than Longbow. You can hit more targets more reliably and apply real CC, not the stupid long channel that is barrage. You can also cover your escape with traps so zergs don’t run you over.
I was really excited when I first started my ranger… until I discovered how absolutely horrid longbow is, how poorly implemented the pet AI is, and how terribly laid out our trait lines are. Rangers just don’t have anything going for them. Glass canon? Terrible. Spirits? Pathetic. Bunker? Other professions do it better. Regen? See bunker. The only really viable build is traps, and not everyone likes traps. I don’t really care for them. My guild despises rangers to the point where I get marooned on scout duty virtually every night. I can’t really blame them, given that a ranger brings nothing to the group other than raw DPS, and any profession can do that. I’m leveling a mesmer now and I absolutely love it. Thinking the ranger might hit the shelf.
A lot of ranger lines need some serious rework. There are too many trait talents and not enough slots to fill them. Just look at nature magic. 4 separate talents just for spirits… but only 3 slots. Uhm… huh? No other class has a list of talents dedicated to a build that are too many to pick up. Why do we get screwed? Eagle eye and piercing arrow are much the same way. You simply can’t afford to get both, given that their both tier 2 and your tier 3 is just too valuable to use on one. I don’t know who designed this garbage.
Longbow has way too many stupid bugs. Slower than intended attack speed. Obstructed when the terrain in between is anything other than perfectly flat. Out of range at less than 500 units. Garbage damage. And Anet still says rangers are the only class that can DPS at 1500. I question their use of the term “DPS”.
How is it that so many people cannot seem to grasp that the name “Ranger” does not in any way, shape, or form derive from someone who fights at range? It derives from someone who ranges land, i.e. a wilderness scout, i.e. a warden.
Hence, the name is fine.
No, it’s not.
????
Balance isn’t about every class having the exact same thing as every other class.
If you want a bleed from anywhere weapon play an engi or ask for warrior condition dmg to finally be viable.
Balance isn’t about giving every class EXCEPT ONE the same thing either, so try again.
No they don’t, because that’s not what the name means.
Yes they do.
Spirits can no longer be harmed. All non-elite spirit CDs increased to 90 seconds. Spirit health and death trait choices removed and replaced with 20% spirit cast and active CD reduction.
Crippling throw can be used while moving.
Pet abilities can be used while moving.
Longbow improved to avoid “obscured” annoyance. Longbow auto-attack maximum damage threshold reduced to 500 unit distance. Reduced channel time on rapid fire. Reduced channel time on barrage.
Sword auto-attack made not so annoyingly quirky. Can now be evaded out of. Can now not make you feel like a paraplegic.
Zephyr duration increased to 4 seconds.
Pets now evade when you evade. Pet vitality and toughness increased across the board.
Because our ranged damage is quite terrible. Longbow is extremely underwhelming and has too many handicaps. The fact that your pet is unable to jump down ledges, go around corners, or hit moving targets, means longbow doesn’t get to add in pet damage half the time or more. That leaves you with a weapon that has a self damage nerf on anything less than 1000 units away. Why in the hell would I want to use that weapon?
Anet devs have a hard on for warriors and thieves and hate rangers, that’s why. Next question.
This is why people don’t like hunters, they all take kitten shortbow greatsword tank builds and contribute nothing.
And how do any other builds contribute anything? Either you build tank in WvW or you get squished in seconds and LITERALLY contribute nothing. Didn’t think that through too much, did you champ?
I was extremely disappointed in the ranger’s longbow when I tried it. Rangers really need to be renamed meleenger, or shortranger. Longbow is garbage. They call the AA range limit a damage “bonus” on longbow, but it’s not. It’s really a handicap. If you don’t fight at maximum range, you don’t do full damage. How often do people simply stand there and let you plink away at max range? Rapid fire takes FOREVER to complete. You rarely get half of it off, let alone the whole thing. The channel on barrage is equally as stupid. By the time you finish it people have long since moved out of it. Greatsword and shortbow are the only two decent ranger weapons. Sword is ok, but it’s auto-attack messiness can be extremely irritating. Axe is a good secondary when coupled with warhorn. Longbow is a waste of time, though.
I am currently trying to get a Greatsword and Signet build to work, but find I am still dropping more often than I’d like. Currently running 30/25/15, but considering trying 30/-/20/20/-. Would you be able to post the details of your build? What I’m running is below;
Really don’t like the BM routes, just don’t find the pet reliable enough and rarely get into small 1vs1/2vs2 fights because I run with a squad in WvW, so we look for group sized fights. Use the Longbow to provide support from range (sometimes switching to Shortbow and Piercing Arrows instead of Eagle Eye) and then switch to Greatsword to swoop in and finish low-hp people off. However, even with activating Signet of Stone I will still drop if I start to get targeted too much.
Sorry for slightly hijacking your thread Sebrent. Just you raised some interesting points that I think I could incorporate into my build.
Signet of the Wild and Signet of Stone are the only 2 worth taking for the active abilities. Use warhorn instead of signet of the hunt, as it benefits allies. You can take whatever utility survival skill you choose. I like lightning reflexes for the “oh kitten” factor, being a stun break and free evade. Entangle is mandatory, and you can cut the CD by half a minute just by picking up the survival talent. I think your primary weakness in your own build is the fact that you took so much precision. If you want to stay alive in a fight, you only get one offensive stat. I chose power, with a tiny bit of precision on the side. You must have at least 3k armor and 19.5k hp. Anything less will leave you eating dirt.
Rangers don’t really excel at any one thing, which is why no one wants them for a party. They do decent at roaming and havoc squads and sPvP, but their mediocre in zergs, and garbage in dungeons. You’ll also find longbow extremely underwhelming, which is quite a disappointment given that you’d expect it to be the ranger’s strong suit.
The GS tank ranger is the one and only ranger build I really care for. It fixes the squishy problem to a degree, gives you acceptable damage, and allows for full use of our area crowd control effects in the survival line. I personally play 30/0/20/20/0 for the beast master signet, which provides stability and immunity to attacks signet actives, freeing up my elite for entangle.
Now if Anet would only fix spirits, I’d play a front line spirit support GS ranger and my guild wouldn’t sigh and cringe every time I didn’t play my Mesmer(given that my contribution to a fight would actually extend beyond my own character).
Wonder if SoR can pull a win this week
We have too many holes in our timezones where JQ can just wreak havoc over everything. Asian/Oceanic time zone is one of the worst, where massive guilds like FOO walk over the tiny 20 man group we can field, and our one group has to bounce between border lands to hold objectives while JQ can field three of four different zergs, all of which outnumber ours, all at once.
We pushed JQ into their spawn in EB last night and practically begged you to take their garrison while we held the line. You rewarded us by trying to ninja SM. Go to h3ll, Blackgate. You guys will never learn.
WvW is always overwhelming when you first experience it. So much going on. So many names to target. So many sources of damage heading your way. You need to get the feel for it before it starts to make sense. Start by finding your server’s TS/Vent/Mumble/Raidcall server and jumping in comms. That will solve 90% of your problems.
There’s nothing wrong with the current rezzing system. It promotes taking the field and pushing for wipes as opposed to wars of attrition. Battle rezzing is a perfectly legitimate tactic. Why are you so adverse to it? Dying and running back is lame. In the kill zone of a fight, you can go from full health to full dead in the blink of an eye. Endless waves of AoE can make it near impossible to escape if even one disable hits you. Rewarding the team who pushes enemies from the zone and makes it their own with ability to raise their dead isn’t unreasonable.
Rangers don’t fill any niche in either PvP or PvE, so no one wants them. They have no place. They’re mediocre ranged. Longbows aren’t that great. The AoE has a long CD and the damage is mediocre. Eles hit a bigger area harder, have AoE stuns, and actual escape mechanisms. Pets have a lot of LoS, pathing, and skill missing issues. Melee rangers suffer from general squishiness, and don’t offer anything to the front line. Spirits are garbage. Rangers have virtually no burst, so you can’t be an assassin, and they have 0 escapes so soloing is out of the question.