Showing Posts For Lord Snow.3257:

Soulbeast Demo Weekend Feedback

in Ranger

Posted by: Lord Snow.3257

Lord Snow.3257

Saying Doyak Stance is strong even though it doesn’t even work in beta…
Do you really do the testing or just look at the stat and theory-crafting?

Bear Stance too strong? Have you see how Scourge perfomed in PVP back in the beta?
Even with Bear Stance you get melted instantly. One instant cast f1~f4 clicked and 5~6 condition applied to you immediately.
8 condition cleanse over 4 secs is not that much honestly, considering it has relatively long cd and the healing amount is lackluster.
Necro can transform all condition to other with a click of one bottom mind you.
Revenant can spam Resistance and ignore condition entirely, and that’s why they’re much better than Ranger when it comes to WvW.

Mao Stance need to grant some other more interesting buffs or it serves no purpose.
66% boon duration increase for 6 secs doesn’t mean that much..
Protect me is better than this because it breaks stun, so either add some additional effect to this skill or add in some other more impactful boons.

I seem to have forgotten to add the line “~, but we would need to test it to find out whether or not it’s too strong” to the Dolyak Stance point. So, being forced to judge entirely from a theory-craft standpoint, it does look a bit too strong, especially so if my proposed changes to the stance trait goes through.

Bear Stance as a whole is not too strong, do note that I consider the base heal as lackluster as you do. I would like for this heal to be more reliable regardless of the damage type it faces up against, that was my main point (sorry if I didn’t make this clear). However, with my proposed stance trait change, the cooldown would go down to a more reasonable 20 seconds, and the number of condi-cleanse-pulses would go up from 4 to 5. With all things considered, would you trade 3 more condi-cleanses for 5 seconds shorter cooldown + a much stronger base heal? Yes, the other elite specs might be overloaded with condition application, but that’s probably gonna get nerfed. Nonetheless, we have access to a lot of condi-clear if the meta shifts heavily onto condition builds.

As for the Moa Stance, do remember that as long as we apply a boon to ourselves before the stance ends, we get the full +66% increase. So all the “more interesting boons” we apply during those 8 seconds – stability, resistance, quickness, Vigor etc. they will all have their duration massively increased, regardless of how short the stance itself lasts. I do agree that the boons granted from the skill itself is rather boring and useless (aside from the protection one, though, it’s a bit short in duration), it’s not like we are in shortage of fury as a Ranger, though, swiftness can be hard to get access to if running a survival build, so I’m not against having swiftness on this stance.

(edited by Lord Snow.3257)

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

in Guild Wars 2 Discussion

Posted by: Lord Snow.3257

Lord Snow.3257

Soulbeast Feedback

Beastmode


The green smoke effect really needs to change.

Dagger


  • Auto chain is too slow and both the power and condition damage it provides are too weak.
  • Dagger #2 is also too slow, it doesn’t have any identity at all, nor does its power scaling or conditions make up for it having nothing else.
  • Dagger #3 is also too slow, but the main problem is that its recharge is too long since the quickness it provides can be negated by dodges/blocks/blinds etc. Damage is also heavily lacking, but if Dagger #2 becomes a good damage skill it doesn’t need to have damage.

Stances


Stances needs to be applied to the pet as well.

  • Bear Stance is too strong vs conditions, but too weak when there are none.
  • Dolyak Stance looks to be good, but can’t say whether or not it’s too strong without testing it.
  • Griffon Stance has a way way too long cooldown.
  • Moa Stance seems fine.
  • Vulture Stance needs a longer duration.
  • One Wolf Pack needs a longer duration.

Traits


  • Fresh Reinforcement needs to be a minor trait, and it needs to give the pet the Ranger’s boons upon exiting Beastmode. This not being the case discourages the use of jumping in and out of Beastmode, especially in PvE. I would suggest swapping it with the Twice as Vicious grandmaster minor trait as that one fits better as a major trait, and is too weak to be a grandmaster trait anyways.
  • Live Fast feels too clunky when it activates after the Beast ability. Change it to grant its boons on activating Beast abilties. Also, pet F2 (while not merged with the pet) should also be affected by this trait.
  • Second Skin needs to either grant its own source of protection, or have its restriction of needing protection be removed.
  • Essence of Speed shouldn’t have an ICD, the Ranger doesn’t have access to enough quickness for a cooldown to be warranted. It might even need to grant its own source of quickness, as aside from MH Dagger, the Ranger doesn’t have much access to quickness (and we shouldn’t be forced to use the Dagger to use this trait). It seems like a completely unnecessary restriction.
  • Predator’s Cunning also suffers from being a too hard restriction, change it to steal life on hitting a poisoned target instead. Give it a 1 second ICD.
  • Twice as Vicious as mentioned with Fresh Reinforcement, these two traits needs to swap places. This trait might also need its damage buff increased, even as an adept trait, it won’t compete with the other major adept traits. If it stays as a grandmaster, it needs massive buffs.
  • Eternal Bond doesn’t have any impact at all; the heal needs to be doubled and it should give resistance alongside the protection.
  • Leader of the Pack is also lackluster. It barely feels rewarding to use for teammates, and it does nothing for the Ranger. Give it either 20% stance cooldown reduction + 25% increased duration, or 50% increased duration with no cooldown reduction. This trait doesn’t need to be a pure support trait, and it isn’t fitting for the theme of the Soulbeast either.
  • Oppressive Superiority is under-performing as a grandmaster. Being higher % Health than your opponent is a harsh requirement for sPvP and WvW – it should give at least 15% increased damage.

F1 and F2 skills in Beastmode


Around half of the pet F1 and F2 skills in Beastmode needs to be looked at, especially those from the older and less used pets. They don’t really have any purpose/impact, and don’t feel good to use.

Beastmode F3 skills


  • Primal Cry is massively under-performing compared to the other 4 F3 skills.
  • Prelude Lash is slightly lagging behind the others. Making it unblockable and/or giving it more damage would make it more on-par with the others.
  • Worldly Impact feels like it should be a blast finisher instead of a leap finisher.

Overall thoughts


The Soulbeast’s gameplay and design is looking to be very good and I’m very excited to play it on release, but there’s just too many problems with the specialization currently – it needs massive improvements, especially regarding the traits.

(edited by Lord Snow.3257)

Soulbeast Demo Weekend Feedback

in Ranger

Posted by: Lord Snow.3257

Lord Snow.3257

Soulbeast Feedback

Dagger Skills

  • Dagger #1: Chain is too slow. Power scalings and condition durations are also too weak.
  • Dagger #2: Has no purpose other than being a slightly stronger auto-attack. Give this skill some identity, and buff both its power scaling and number of conditions while on it.
  • Dagger #3: Since the quickness-granting portion of this skill can be dodged/blocked/blinded etc, and it barely does damage, 15 second recharge is too long – 10 seconds seems more reasonable.

Overall the weapon is extremely lacking in both design and balance.

Stances

  • General: Stances’ effects should be applied to the pet as well.
  • Bear Stance: Way too strong vs conditions, but otherwise it’s too weak. Buff the base heal and reduce the condition cleanse per second by 1 condition.
  • Dolyak Stance: Possibly a bit too strong, but that depends on if the stance trait get the buffs it needs.
  • Griffon Stance: Needs a massive reduction to its cooldown, it won’t ever see use at a 45 second cooldown.
  • Moa Stance: Seems fine, though the 66% boon duration increase might be a bit overkill.
  • Vulture Stance: Given you get either Might or Poison application, a 6 second duration is too short.
  • One Wolf Pack: The duration or the power scaling needs to be increased, currently it does not even come close to the other 2 elites.

Design-wise the stances are good, but they need some balancing.

Traits

  • Fresh Reinforcement: This trait needs to be a minor trait; swap it with the Twice as Vicious Minor trait (that one isn’t worthy of being a grandmaster trait anyways), and give the pet the Ranger’s boons on exiting Beastmode. Currently the fact that the pet loses its boons when going in and out from Beastmode discourages us from using the feature.
  • Live Fast: This trait’s effects need to be applied when the skill is used, not afterwards. It won’t feel smooth to use otherwise.
  • Unstoppable Union: Currently the only good (balance and design-wise) mayor trait.
  • Furious Strength: Standard damage-boosting trait, otherwise solid and thematically fitting. Might be more fitting as a Major trait – maybe swap it with Second Skin or Essence of Speed.
  • Second Skin: Remove the restriction of needing the protection boon, they rarely synergize anyways. (Consider swapping with Furious Strength)
  • Essence of Speed: Remove the ICD, the Ranger doesn’t have access to enough quickness granting sources for a cooldown to be warranted. (Consider swapping with Furious Strength)
  • Predator’s Cunning: Give it a 1 second ICD and change it to steal health on attacking a poisoned target, not when applying poison. Currently it’s way too reliant on Dagger main hand and having a lot of poison in the build (and even then it’s too weak of a Master trait).
  • Eternal Bond: At least double the heal, and give it the Resistance boon alongside the Protection. Since we should be striving to not have this effect proc, make sure it’s actually noticeable and impactfull when it actually does proc.
  • Leader of the Pack: Needs to either reduce Stance cooldowns by 20% + increase duration by 25%, or just increase their duration by 50%. Currently it’s far from grandmaster tier, and has no purpose unless in larger groups (it doesn’t need to be a support-only trait in this case).
  • Oppressive Superiority: With its restriction, the numbers are simply too low for a grandmaster trait. Just under-performing slightly for a grandmaster trait.

The traits are almost all in a horrible state.

Beastmode F3 skills

  • Primal Cry: Increase the Vulnerability duration and/or damage+bleeding. The cast time could also be shaved off a bit. It currently doesn’t have even close to the impact of the other 4 Beastmode abilities (which all seem to play out fine). Also, change the underwater version to have the same cast-time.
  • Prelude Lash: Only slightly lagging behind the other Beastmode F3 skills. Consider making it unblockable, or increase the damage and/or immobilize duration.
  • Worldly Impact: Should probably be changed from a leap finisher to a blast finisher.

Beastmode F3 skills are overall extremely well implemented, though, it’s the only thing that seems well made with the Soulbeast.

(edited by Lord Snow.3257)

Regen and Celestial Avarta

in Ranger

Posted by: Lord Snow.3257

Lord Snow.3257

You are not delusional my friend, this is a really good change
Now we can reliably charge it without Troll Unguent, let’s just hope they don’t take it away, LET US HAVE NICE THINGS!

CA skills #1 and #2

in Ranger

Posted by: Lord Snow.3257

Lord Snow.3257

Aside from testing the #1 skill, I’ve only had one situation where I used it seriously, and that was today in spvp, used it to keep the lord (in the legacy map) alive long enough for our 2 cap to get us to 500 points. Given how much I’ve played Druid after HoT launch, it’s kinda pathetic that I’ve only had one situation to use it.

I still think they should merge the #1 and #2 skill for CA, animation of the #1 skill with the condi clear, radius and cd of the #2 skill. Then they could make a new “autoattack” (#1 skill), because the current one is plain terrible both balance wise and design wise. This would also fix the clunkyness of Seed of Life, I do like the field, but I’d rather have a faster and less awkward condi clear.

Since we no longer get patch notes...

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Posted by: Lord Snow.3257

Lord Snow.3257

They can nerf all they want for all I care, as long as they fix the class in the meantime, and document what they are doing. I lost faith in their knowledge of the class, but that doesn’t mean they should keep suppressing the Ranger class. Listen to the players that know the class, then give or take on numbers depending on how it plays out, if Ranger becomes even remotely strong there won’t just be Ranger tantrums thrown around in here…

Having game knowledge helps in balancing the game, logic is the only thing needed really.

Since we no longer get patch notes...

in Ranger

Posted by: Lord Snow.3257

Lord Snow.3257

Could our devoted Dev please post them for us on the Ranger forums?

Hinting towards the gutting of druid post BWE and now the Smokescale nerfs, good job on switching back the f2 though.

Side note, a second player-controlled pet ability would easily fix a lot of problems with the pets (new f1 toggles between old f1 and f3, then give us a 2nd pet ability on f3).

Ranger needs help with HoT ...

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Posted by: Lord Snow.3257

Lord Snow.3257

I’m running solo with GS+LB and full zerk in the HoTs maps, I’ve not had much problem, the content is hard ofc, but that’s the fun part of it. Dying once in a while should be natural in a game imo. But, if you find yourself dying too much, I could recommend you trying something like this (just use whatever gear you have to reach about this amount of toughness, and use whatever rune you want):
http://gw2skills.net/editor/?vNAQJARTjEqQJL2wCWsAXLGYEK/zHhTvH3NIE4w9bDgMO6jXRA-TRSBABccBA4S5xDHBAKV/xMlgXpELiHAAe6CA4QAIGAzA-e

Do Rangers Feels Robbed of DH?

in PvP

Posted by: Lord Snow.3257

Lord Snow.3257

Druid is amazing, no matter what Ranger playstyle one likes. As for DH, I really found it enjoyable, even tho traps aren’t my thing, both specs are good, but I can agree that Dragon Hunter doesn’t really fit the Guardian theme too much.

Polishing the Druid

in Ranger

Posted by: Lord Snow.3257

Lord Snow.3257

To fix the issues of the Druid, while keeping it balanced.

Staff:

  • Astral Wisp (#2 skill) needs some love, give it some more on-hit damage/vulnerability on hit/pulsing burning, whatever you feel suits the skill best.

Traits:

  • Celestial Being, increase the AF gain on damage on to 3%. This will open up for non-staff builds while still keeping the staff as the #1 AF generating weapon. Also, make pet damage contribute to AF gain.
  • Live Vicariously, increase the heal to 500, but also increase the icd to 5 sec. The self-sustain of the Druid is a bit too strong atm, this will help tone that down (50% nerf to this minor trait). It will also make the Druid less reliant on the Troll Unguent heal skill, so there becomes more choice in healing skill.
  • Lingering Light, increase the icd to 4 sec, the blind spam (and to some degree the healing) was a bit overhand, this will bring the trait more in line with the other two grandmasters.

Glyphs:

  • Glyph of Rejuvenation, reduce the cd to 20 sec so it can compete with the other 3 heal skills of the Ranger (do something about Water Spirit already).
  • Glyph of Alignment, revert the 66% “on cast” damage nerf.
  • Glyph of Empowerment, make it an instant-cast.
  • Glyph of Unity, make it an instant-cast and give the Druid a 5% damage reduction effect for each tethered enemy, and 5% damage reduction for each of the tethered allies when in Celestial version.

Pets:

  • Change f1 into a toggle between attack and return, then let us slot one of the family skills in the f3 slot, this way we control two pet skills.
  • Universal buff: Increase the base movement speed of all pets by 50%, reduce the duration of cripple and chill on pets by 50%, give them the damage reduction treatment they have in pve in spvp and wvw as well (maybe not as high as 95% in spvp though).
  • Smokescale, nerf the damage of Smoke Assault by another 20%, it is still too strong (and you fellow Rangers know it). Swap Smoke Assault and Smoke Cloud back to how it was originally (this change is so we get a choice between slotting Smoke Assault or Takedown (the knockdown skill) in the f3 slot, as Smoke Cloud has to be player-controlled to function properly).
  • Wyverns, cut the cast times of the family skills by 50%, they are way too slow to hit anything atm. Fire Wyvern’s f2 should be ground-targeted. Lightning Wyvern’s f2 needs some bug-fixing.

Bonus: I still feel Celestial skill #1 and #2 should be merged, with the effects of both, but the animation of the #1 skill, then make a proper “autoattack” or something similar in its place.

Discuss!

It's about time for some change Anet

in Ranger

Posted by: Lord Snow.3257

Lord Snow.3257

“Rangers can’t have nice things” is something that has become more and more true recently. I think it’s about time you stop randomly nerfing/changing stuff about the Ranger/Druid. Examples: The complete guttering of Celestial Avatar Form (which were multiple stealth changes I must add), tearing apart the WHaO heal without letting even a full day pass (cutting the quickness uptime would have held) and now, the swapping of the Smokecloud and Shadow Assault skills on the Smokescale. Balance is one thing, but what were you thinking with that Smokescale change? (The damage nerf was completely reasonable on the other hand)

The effort used to nerfing our class should be directed towards fixing our gamechanging bugs (GS #3 root bug for example). And when you revert the skill changes on the Smokescale, could you also make the cd reduction trait work for the pet? I bet it includes the other new pets as well, though I’m not sure since 80% of our pets are suboptimal, or plain terrible, maybe that could get some attention as well.

The game is amazing, the Ranger class is fun, but this “treatment” is getting on our nerves, I hope you guys are aware of it, and I hope you understand our frustration.

Druid post launch

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Posted by: Lord Snow.3257

Lord Snow.3257

From what I’ve seen, the only thing Druid works as atm, is bunkerbuilds running staff. Staff is useless for anything else anyways, but it’s the only way alongside Troll Unguent to have acceptable AF gain.

Druid post launch

in Ranger

Posted by: Lord Snow.3257

Lord Snow.3257

Its funny. I said a while back when everyone was looking at the changes that it would be horrendous, but everyone in the thread was busy sitting there saying “its fair”.

Really guys? do you enjoy what you got now?

I’m guessing you are talking about the 40% nerf to AF gain from healing, I can tell you there were a lot of us that knew how kitten it would be. But coupling it with AF degeneration out of combat is what completely killed the elite spec. They also forget to add our pet to the list of things that should give AF, which makes a difference with those pets that hit often/have aoe/multi hitting abilities.

Druid post launch

in Ranger

Posted by: Lord Snow.3257

Lord Snow.3257

2. Remove the fact, that we get 50% of AF after leaving celestial form. Nobody need this.

I actually like this mechanic, it was also one that I suggested during the BWE3 feedback period. If they manage to balance the AF gain, this will be a nice little thing to play around. If you want to disengage a fight, you can jump into it for some healing/condi cleanse/daze/blast/and now: stun-break, then quickly cancel it to keep some AF, since you won’t be gaining any in such a situation anyways. It just adds that extra bit of gameplay, and can be one of the things that define a good and strong Ranger/Druid.

I can understand why you see this as pointless (in Druids current state), but when stuff gets fixed, things like this will be a good thing to have.

Druid post launch

in Ranger

Posted by: Lord Snow.3257

Lord Snow.3257

So, Druid became close to unplayable, now to fixing it!

  • AF degenerates out of combat, revert this change (I really hope this was unintended).
  • AF gain from healing got nuked, while AF gain from damage is still abyssmal. Change AF gain to grant AF from amount of healing, and quadruple the AF gain from damage. The pets should also contribute to AF generation. (It’s a good reason I recommended adding a 10 sec cooldown to the form earlier, it negates the issue of high AF gain being overpowered, since you implemented it, try utilizing the mechanic)
  • CAF duration feels too short, try increasing it with 50%.
  • Staff still preforms poorly, give it some love. Staff #2 could get the same effects of the Lingering Light trait. And the damage of the staff could be way higher (a 50% damage buff would still leave it inferior as a power weapon).
  • On the spvp side of things, adding a zealot’s amulet would be greatly appreciated.

There’s a ton of other suggestions I would like to be realized, but these are the “must be addressed” problems of the Druid.

Pet F2 cast times and reliability

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Posted by: Lord Snow.3257

Lord Snow.3257

All the pets, even the HoT pets is in grave need of a massive overhaul. Increasing the base movement speed of the pets by 50% would be a good start for our melee pets. Also, the pets aren’t reliable when they are dead, so giving them some damage reduction vs aoe damage, and changing our current condition cleanses so they cleanse our pets conditions as well, instead of throwing more on them would be nice (the problem with pets dying without any counterplay is not exclusive to pve, so the minion damage reduction from aoe should not be limited to pve, especially not for the ranger).

Boost greatsword base damage, please.

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Posted by: Lord Snow.3257

Lord Snow.3257

So the Scrapper hammer is a complete clone of our greatsword, but the damage, defense and finishers (reliability and fluidity are also important), just makes Ranger GS pale in comparison.

Why no AOE damage reduction for pets?

in Ranger

Posted by: Lord Snow.3257

Lord Snow.3257

The systemic change we’ve been working on to get in place for Heart of Thorns to help with pet and spirit survivability can be read about now

So there is no plans yet to make pets survivable vs aoe and/or conditions in spvp? I would like to see some changes regarding our condition clears, a good chunk of our access to it revolves around sending it to our pet (empathic bond and signet of renewal). Jumping into a fight vs 3 enemies (aoe is not rare to come by) will without fail kill both our pets with no way to counteract it aside from leaving the fight, which is not always the best choice.
I would like to know why you exclude spvp (and wvw) when it comes to pet survivability. I can’t see a reason why pets should insta-die vs players as opposed to pve mobs, it’s not like anyone actually focuses pets in teamfights, they die regardless (utilities like “Protect Me!” doesn’t really help make things better).
I appreciate that pets can now survive in more pve content, but it will remain a problem in pvp, and I can’t see why it should be different.

Druid Changes Question

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Posted by: Lord Snow.3257

Lord Snow.3257

I’m honestly praying to Melandru that Staff gets a burn on AA. It just needs something. As is, its pretty bad, even with the excellent change to Ancestral Grace.

Sorry I don’t agree about staff 1 getting burn.

Staff 1 actually does pretty decent power damage. It has a damage modifier of 0.3 and pulses 3 times. That is basically a combined modifier of 0.9 of 1.5 seconds.

To put it into perspective. mesmser gs1, a very similar skill, has a combined modifier of 0.945 at 900+ range, 0.54 at less than 300 range. Channel time is also 1.5 seconds(mesmer can abuse stow though).

The damage really doesn’t look any worse on druid staff. You can also confirm that by looking at that initial druid introduction video at twitchcon. The high damage number confirms it(pretty sure they are using berserker amulet).

Why are you comparing the damage of the staff auto to mesmer GS? The reason the GS is strong is due to its abilities’ insane damage and the utility it offers, you do not run around spamming the autoattack to kill people, it’s damage is laughable, and druid staff is actually a bit weaker, if your numbers are correct. The damage on staff is so laughable, no matter how much power you have, that you cripple yourself by using it over GS/LB. The staff is terrible for anything that isn’t a bunker build, or useless healer for pve if you want (when people figure out raids, staff will most likely not be needed for druid, maybe druid won’t be needed at all).

The staff is a pathetic weapon.

Druid and moment of clarity

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Posted by: Lord Snow.3257

Lord Snow.3257

Lunar Impact + Moment of Clarity made some areas of HoT solo PvE way too trivial – just perma-daze and wait for the pet to kill the mob. One of them should be nerfed. But an ICD will be annoying, making you feel like the trait sometimes work and sometimes doesn’t, and it won’t solve how you start out in celestial avatar with 9s daze. Heimskarl Ashfiend’s suggestion is good, reducing the daze duration on Lunar Impact. If Moment of Clarity were the one hit, perhaps make it prolong daze/stun by a set amount, 1s or 1.5s instead of doubling duration.

Why would you go out of your way to perma daze a target when you can just equip full defense gear, doing the same job, with way less effort. Do you guys even use your brain? There is nothing wrong with MoC, nor Druid, in any area of the game, yet.

And guys, it is WAY too early to call for nerfs, on the 2nd weakest class in the game (pvp wise). The devs clearly do not need our help to suppress the class, so stop complaining about stuff that is far from op, and start thinking of how to fix the kitten class. The only real op thing I found in the bwe, was the smokescale pet, which was disabled for pvp anyways.

Rate my Build

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Posted by: Lord Snow.3257

Lord Snow.3257

You should probably specify what you are gonna use the build for, I see no reason for not going full glass stats in pve, so I’m quite confused.

Beta Weekend Druid Feedback Thread

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Posted by: Lord Snow.3257

Lord Snow.3257

Celestial Avatar


The core problem of the form is; all Celestial Avatar skills, all glyphs and half of our traits are designed to be situational, requiring us to jump in-and-out from the Celestial Avatar form, reacting to what is thrown at us/our allies in order to play the specialization. We are currently unable to do so in most situations.

Change it so we do not lose all Astral Force when we exit the form, add a 10 sec cooldown to entering the form, but keep the mechanic that we need full Astral Force to use it. (Somewhat similar to the way Necro’s Deathshroud work)

This will make the Druid way more fluid, it will change trait choice into being a matter of preference instead of a matter of strength, while stopping players from abusing traits by jumping in-and-out of the form too often.

Adding a half sec cooldown to jumping out of Celestial Avatar form to counter an accidental double-tap would be a nice QOL change as well.

Avatar Skills


Cosmic Ray and Seed of Life (skill #1 and #2) do not feel smooth to use, the #2 skill especially (too long delay, and restricts your movement, especially deadly in pvp/wvw).

Merge the two skills, place them in the skill slot for the #2 skill, use the animation and healing of the #1 skill, the radius and condition-cleanse of the #2 skill, then give it a suitable cooldown. This will make the skill way more fluent, swap the healing focus to the #3 and #4 skills (as spamming the #1 skill currently does not feel nor look good in any way, lame would also be a good word).
A lot of people have been asking for more damage and/or a new auto-attack in Celestial Avatar form, this would be an elegant solution to opening a skill-slot for it.

Natural Convergence (skill #5) leaves the Druid way too exposed

Change it so we can move at <20% movement-speed while channeling this skill. This allows us to (slowly) re-position ourselves in a fight, not taking full damage from Wells and such. This also removes the annoying case where we accidentally move after starting the channel, nullifying the effects of the skill.

Staff


The auto attack and Astral Wisp’s (skill #2) healing and power scalings are a bit too weak.

Ancestral Grace (skill #3) plays full animation even after reaching its destination.

Vine Surge (skill #4) root is a bit too short unless it hits twice, cast time needs to be reduced to 1/4 sec if the cleanse part is gonna be useful, especially when cleansing for allies.

Sublime Conversion (skill #5) skill might have a bit too long cooldown (or I under-appreciate such skills).

Traits


Will be perfect is issues above are fixed!

Glyphs


Glyph of Rejuvenation looks alright.

Utilities’ and elite’ cast times would be better off at 1/4 sec (especially when in Celestial Avatar form) given how low the cooldowns are.

Glyph of Alignment is a bit under performing in regular form. 3 sec of cripple and weakness is a bit too weak.

Glyph of Equality is looking good.

Glyph of the Tides is also fine.

Glyph of Empowerment should be instant cast.

Glyph of Unity’s tether breaks too easily.

Pets


Smokescale’s Shadow Assault needs its damage tuned down.

Bristleback’s Spike Barrage (pet controlled) and Sharpened Spines (player controlled) should swap places. The Spike Barrage is the stronger, more interactive and most fun-to-use of the skills. The spikes should also behave like projectiles (instead of following terrain), and the projectiles should be projectile finishers with x% chance to proc.

The Wyvern’s (non player-controlled) skills needs some attention, they are barely able to hit pve mobs, let alone other players.

Fire Wyvern. The active ability should absolutely be a ground-targeted ability, easy way to make the pet more reliable. The fire should also spread way faster, and it should start firing in less than the current 2 sec time-frame.

Electric Wyvern. The lightning-field (currently 3 sec) feels a bit too short, 4 or 5 sec may be a better duration.

Tiger. Should be available underwater. (It’s kind of a Red Moa v2)

The pets far exceeded my expectations, well done!

(edited by Lord Snow.3257)

Druid needs to be changed.

in Guild Wars 2: Heart of Thorns

Posted by: Lord Snow.3257

Lord Snow.3257

This is a bug i found with the Druid….I went into pvp lobby to mess around with the Smokescale pet. But the pet would not stay active, it defaulted to another pet. I assumed this was because of HoT not being out yet and us maybe not being allowed to use the new pets in pvp. When i left the lobby, the pet panel was deactivated. It is now bugged and I can not get the pet panel back. The button is there, but it won’t work. So i am petless. Nothing i do brings it back. I hate to delete and start again after setting everything up like i want. And i have ascended gear on there from being in the raid this morning. That was the fun, having the new pets to play with. Besides not doing enough damage without them. Anyone have this happen?

Find some water, jump in, add which (land) pets you want, problem solved.

Going into pvp lobby with HoT pets removes them (for some reason we are not to test them in spvp), this makes it so that you have no pet when you go back, pvp has the function to give you default pets, pve doesn’t, it hasn’t needed it yet, since you have a starter pet when you make a character.

This is a nice temporary fix until they fix the bug.

Druid needs to be changed.

in Guild Wars 2: Heart of Thorns

Posted by: Lord Snow.3257

Lord Snow.3257

This will be focused around the pvp side of things, so stuff like tagging mobs etc will not be included here.

The Druid is a heavy healer, with utility from the staff, and control/damage from glyphs (and that +10% healing side from one of the glyphs). We have a choice to go either supportive with heals and control and being a tank, or damage while still pumping out some good healing. But, the main focus on both of these ways of playing has a huge flaw each. Healing power scales extremely poor on almost every skill, this needs to be looked at. And the damage from staff is pathetic, staff damage needs some love, especially the auto attack (both the base damage and the power scaling are too low).

Over to the core element of the Druid, the Celestial Form. The abilities of the form, the glyph’s changed form, and over half of the major traits, are all focused around being situational and being able to jump in and out from Celestial Form, which is not the case with how it currently works. The core problems rest with the fact we lose all Astral Force when exiting the Celestial Form, and there are only two ways of gaining good about of Astral Force; Staff auto-attack (and I think this might be due to a bug) and Troll Unguent (I’ve yet to test the Lingering Light trait to judge it’s effectiveness in this regard, it might be a third way, though I doubt it). We are forced to choose between abusing a bug, being forced into choosing one heal, or both.
An easy fix to this, would be to fix the (non-existing) Astral Force-gain from damage, this way we can charge up Astral Force without relying on Staff or Troll Unguent.
The change that absolutely needs to happen with Celestial Form, is to change it into behaving more like Necromancer’s Deathshroud (imagine what would happen if Necromancers would lose their entire Deathshroud Life Force when exiting the form, and they would need full Life Force to enter it, the class would effectively be broken).
How to fix Celestial Form: Make it so we do not lose our Astral Force when exiting, keep the mechanic that we need full Astral Force, and give it a cooldown for how often we can enter it. That way we can actually be situational with our abilities, utilities and traits, while not being able to abuse certain traits by entering-exiting the Form all the time.
The #1 and #2 skills of the Celestial Form feel pretty weird as they currently are, I would recommend merging these two skills into one, placing it in the #2 skill slot and making a new “auto attack”. A life-draining skill or something similar (preferably with both a damage and a healing function, as only having one damage skill in the form with a 10 sec cd doesn’t feel right, even Elementalist auto attacks in Water Attunement deals damage).
The #3 and #4 skills of the Celestial Form are perfect, balance all you want, but please do not change them.
The #5 skill leaves the Druid way too vulnerable, giving us the ability to move, even if just at 10% base speed or something would be a nice change, it would also make it so we can’t unintentionally cancel the ability by moving. The skill would be so much more fluent if this change was to make it, no matter how low the movement speed (it should still be possible for enemies to get away from the ability of course).

The Glyphs are ok-ish. Due to Troll Unguent being half-mandatory, there is little incentive to using the glyph heal, nevertheless, comparing it to the other heals, it seems to be the weakest (water spirit doesn’t count). The daze and knock-back ones are good, the one that applies cripple and weakness is pretty weak, 3 sec of cripple and weakness is not that noticeable. The +10% damage/healing one doesn’t feel very impactful in any way. The elite is an improved version of retaliation that ends when enemies do not stay on top of you. The only time it can be good is when you are being focused a lot, and in most of those cases you are disabled and unable to use the skill. The Celestial version is good on the other hand, but it also suffers from players running out of the radius. I would suggest keeping the activation radius, but increase the radius needed to break the tether (for both normal and Celestial versions).

The Staff. As mentioned earlier the damage part of this weapon is extremely lacking. Yes, I am fully aware that it is supposed to be a support weapon, but do note, “weapon” is still a key word here, and regardless of build/play-style the weapon should be able to deal some damage.
The auto attack heal is pretty weak with damage stats, which is understandable, but the damage part shouldn’t be weak in this case. It should be either you sacrifice damage for healing, or healing for damage, currently since healing power scales bad, we are stuck with low damage and low healing. What we have left is the utility the staff offers.
Staff #2 actually deals damage, low but still damage. It summons an orb that travels around it’s target 2 and a half time. With a healing of 322/391(without/with – healing power). The scaling of both the healing and the damage needs some adjusting.
Staff #3’s healing scaling is actually good, but it is quite clunky in close combat, it has to finish it’s full animation regardless of the range. When we use the skill right where we are standing (either to heal as quickly as possible or heal someone standing close) we are stuck for the entire duration of the animation as if it’s traveling the whole animation. This often results in allies running away from the healing area, or us not being able to heal in time. Since the animation is the same as Ride the Lightning, it should end when it reaches its target point, like Elementalists do when hitting an enemy with their ability.
Staff #4 immobilize duration is a bit low unless you hit twice with it (especially with all the movement-impairing condition duration-lowering traits or just condition duration reduction in general). The cd seems a bit too long compared to its effect. Since half of the skill is cleansing movement-impairing conditions from self and allies, the cast time should not be 3/4 of a second, unless you see it coming (in which case you should be dodging it), you will lose out on a good part of its effect.
Staff #5’s healing is not noticeable, so it works more like a projectile destroyer. Like skill #4, the cd also seems a bit too long for its effect (though this may just be me under-appreciating these kinds of skills). The non-existing cast time is beautiful though.

Traits won’t make sense to talk about until Celestial Form mechanics are fixed (I really hope those changes will kick in). If all the suggestions I’ve made above are implemented, I think the Druid traitline will be the line with the most choice in traits (as in people will pick traits out of preference, not from strength).

New pets. First of all I would like to try them out in spvp, hopefully at next beta weekend.
After testing them against some mobs in pve:
I find the Wyverns (which are EPIC!) to be overall quite weak. Their regular abilities are lackluster, they seem to deal low damage, and I highly doubt they will be able to hit anything vs real players. Their active abilities however look very promising. But, the Fire Wyvern absolutely needs its active to be ground targeted, the fire needs to spread faster, and it shouldn’t take 2 whole seconds for it to start firing (the last point is without having to run up to a target(location, plz)). This change will help make the pet way more reliable. The Lightning Wyvern’s lightning feel seems a bit short compared to its cooldown, making it last a few more seconds would be nice.
The Bristleback looks amazing, however, the Sharpen Spines ability (the activate ability) should really switch place with Spike Barrage. The most impactful ability should always be the active, this also removes some aspect of randomness with the pet.
The Smokescale. This one’s my favorite, it looks perfect. Although as much as I don’t want to see nerfs to my class, the Shadow Assault ability may need to be toned down, it deals a bit too much damage currently, even with a cooldown of 24 seconds.
The Tiger is Red Moa v2, a good pet, but a bit boring.

Feel free to comment on my suggestions and come with your own as well.

Lastly, Irenio, if you are reading this, good kitten work on the Druid! My hype kinda died when you said “heavy healer”, but was restored when you showed us what you’ve developed. All that’s left is smoothing these (very) rough edges.

(edited by Lord Snow.3257)

Ranger Bugs (Updated)

in Bugs: Game, Forum, Website

Posted by: Lord Snow.3257

Lord Snow.3257

It was not stated in the patch notes, but the Longbow skill cd’s are now fixed!

Ranger Bugs (Updated)

in Bugs: Game, Forum, Website

Posted by: Lord Snow.3257

Lord Snow.3257

  • Swoop (Greatsword #3) will immobilize the player mid-animation for around 1 second, if moving down a slope/hill etc.
  • Pet f2 ability sometimes run up to nearest/previous target to execute the ability even if no target is selected.

Also, “The Cooldown of Enlargement is affected by Brutish Seals twice.
This is only a tooltip bug, the actual cd is 48 seconds as it should be, not 36.

Ranger bugs

in Bugs: Game, Forum, Website

Posted by: Lord Snow.3257

Lord Snow.3257

Not a new bug, but the most gameplay breaking one with longbow nonetheless. Longbow skills 2, 3 and 4 goes on full cd instead of the shortened one when interrupted, canceled or looking the “wrong” way. If one is facing more than 45 degrees to the side of a target the skill will go on instant full cd without being fired (or even started casting).

Of all the current ranger bugs, this one is by far the worst. It happens way too often to be ignored, and often results in disaster for the ranger.