how about reworking the ranger to where they are not so dependent on the pet? Rangers lose around 40% of their dps from 1)having to call back the pet, 2) keeping him on passive(to keep him out of AoE) 3) when pet dies 4) fighting from walls of keep or tower or fight enemies that are on walls.
IMO the best thing to do with the pet is rework the numbers to the point that the pet is around 10% of the total dps.
how many other professions automatically lose a huge portion of their dps if they make a mistake and time their F1-F4 abilities wrong or for trying to defend their keep?
anyone else worried that the march update will read something like this for rangers?
1. beastmastery tree has been fixed. pets will now receive 1 attribute point per trait point so that it now properly reflects the tool tip.
2. stealth in WvW combind with culling is causeing some issues. to help with this and make it a better experiance for all persons in WvW. the trait hide in plain sight will now have a cool down of 90 sec. we feel this will help with stealth in WvW, if it does not help enough we are prepared to remove the stealth effect from the engineers toss elixer s
3. we have heard all the reports of arrows still missing from 900 plus range. to fix this all gap closing abilities (i.e. bullrush, heart seaker) have had their range increased and lowered the cool downs on such abilities so rangers will not have to worry about the enemy being to far a way and side step the arrows.
4. we realise that ranger pets are lacking when deffending a tower or keep. to help them out we are increasing the range and removing line of sight for all pull abilities so that it will be easier for the ranger and his/her pet to get to ground lvl so the pet can path to the enemy.
5. we feel that rangers are not using enough deversity in builds. to help with this we have revamped traps. an enemy player can now only be effected by one trap at a time. we hope this will encourage players to try out the other builds.
6. slash (bear) damage increase by 50%
@ Serraphin
yes the emp bond was a fix and a nerf at the same time. they fixed it to where the pet gets the conditions now but nerfed the number of conditions. However i think what is upsetting is that they will take the time to fix bugs that work in the rangers favor but don’t touch any of the bugs that are hurting the ranger.
85% increase to one ability of an offhand that is still sub par to other offhand items doesn’t help anything.
anet has even stated that rangers is the class that is in the most need of improvements. So a class that is in this state should not be receiving any kind of nerfs even if it is bug fixes until they fix some of the other stuff.
nerfing the weaker classes while buffing the already strong classes is just bad.
(edited by Majik.8521)
To be honest, the only thing they really nerfed was guard, and who used that outside of WvW other than to take towers and keeps? It was a pretty niche usage base to begin with, and that nerf doesn’t change anything. If you think it does, then you’re crazy.
well they nerfed emp bond also.
however the point is that they listed(4 months ago) all the many things that are sub par and need to be fixed. a class with that many problems should not get any kind of nerf until they at least fix some of the sub par stuff.
“One problem with rangers is the lack of build diversity created by a number of sub par utility skills. Many signets, a shout or two, and spirits are all a bit lackluster. That is the first place to expect improvements. Second is trying to improve the feel/ pacing on some weapons.”
Ok I can’t type more with tiny phone finger keypad. See you in game!
Jon
ok so 4 months ago
1.many sub par utility skils
2.sub par signits
3. sub par shouts
4. spirits are lackluster
5. pacing on weapons need to be improved
6. lack of build diversity
today
1.utility skills are still sub par when compared to similar skills of other professions example lightning reflex compared to roll for initiative.
2.speed signit is the only worth while improvement here, however every ones speed signits got buffed.
3.shouts are still sub par.
4. spirits are still very bad.
5.many of the weapons still have bad pacing and don’t feel right.
6. still really only 2 builds to chose from and the emp bond nerf hurt both of those.
with all that said i would like to say thank you so much for all your hard work on the class you admitted needing a lot of work.
(edited by Majik.8521)
IMO the best thing they could do is take out the gold sink for WvW.
I don’t think the score bothers people so much, most know that this game is won by coverage. What people do hate is to spend all that gold every day to upgrade everything because it it lost to the other servers night crew.
this will not fix everything but I do believe it would get many more people playing WvW.
either increase the karma cost or create some WvW currency that you get for kills and events that is used for upgrades.
“Ascended and infusion rewards will be available in both PvE and WvW over time, and be made available through all sorts of content around the world including existing content. "
that is a quote taken from a post made by Martin Kerstein, Head of Global Community
however that was 3 months ago so not sure what is happening anymore.
full post can be seen here.
ya i for one have no problem if they just leave as it is for now and work on other problems. as i said only 2 times did i not get credit for the SM take. that is what 19 silver and some karma? i can live with it the way it is. i wouldn’t want them wasting time on it when there are other things that need more attention such as culling.
well if they did anything soon maybe just make sure those trebbers get credit. i dont know how they can treb for hours at a time i have to have something on TV to watch when i man a treb for a bit.
(edited by Majik.8521)
Yagerau
i believe the call wurm is a Norn ability not necro. the one that calls out a wurm and then you can telle to it.
k nvm i looked on build site and found it. norn is “call wurm” necro is the telle one called “summon flesh wurm”
(edited by Majik.8521)
Cactus
you bring up some good points, however i think we can all agree that there are some bugs with how credit is done.
on two different SM takes i was in the lords room fighting for a good 10 min got many kills, did good damage to keep lord, and was in the circle the whole time and did not get credit.
then there have been times i get to a tower just in time to get a few shots in on someone that was already downed or get to the ring just in time for the last tic and end up with gold contribution.
i don’t man siege often but i have seen the same thing with trebs and cats. sometimes i get credit for helping take the wall down sometimes i don’t. the only thing i can think of here is that maybe the ones i got credit for i may have hit some players that ended up getting killed. about a week ago OW was taken from us so i manned a cat at OL and knocked the wall down and didn’t get credit. about an hour later they took it again so i manned the cat once again. this time after the wall was down i started tossing boulders into the lords room. this one i did get credit for.
Where is the arrow cart on the first screen ?
I can’t see it, so i assume he’s packed with the invaders. I grabbed my ele and did some tests from this position. I can easily reach the inside of the keep.. Look at my AoE on the top left.You can even go more far if you remove your interface (ctrl+maj+h) since you will not be annoyed by party/buttons/..
well if you look at the first pick you can see the gear over the arrow cart that is being used, also see the red arrow above his head from being target by OP. you will notice it is down the ramp a bit, just on the edge of the dock. with it being down the ramp i don’t think there would be anyway to get a LOS inside the keep from there.
I would have to come to the conclusion that maybe there was another AC closer to the gate. maybe mixed in with the rams? however we do not have any screen shots of the out side of the gate so no way to be sure.
To be fair.. if I lived in Hawaii, I wouldn’t be playing Guild Wars….
Honestly there’s nothing special about it other than Micky D’s serving spam.
they do have some very nice golf courses though. a friend of mine brought back some pics and they looked magnificent.
We try to entertaintain the very classy TC defenders by swinging left and right
wvw from yesterday:
http://www.youtube.com/watch?v=PsnssSefp0wAnother fun week everyone.
+1
first thing that came to mind when i started that video was Stripes.
Just a suggestion, but maybe they should make stomps permanent when you are killed by an outmanned server. Meaning they cant rez you at the zerg location. You would have to run back to position.
i think it would be good if someone who is fully dead could not be ressed by people that are in combat. this goes for all times not just when someone is out manned.
1.add better drops, example if someone is lvl 80 he/she shouldn’t be getting lvl 10 drops.
2.remove gold sink, maybe double karna cost instead for upgrades
3.add several new armor and weapon skins to WvW
4.adjust achievements, really 1,000,000 yak kills?
I believe if they do things along these lines then we would almost never see the out maned buff. unless you happen to play at a time most of your server is in bed.
O ya number 5. give everyone a law rocket that tracks down and one shots any thief
So, Columba still waiting on your response where is the video that shows constant damage without dropping stealth.
You say.
i have to agree that a thief can not do constant damage while in stealth. I have been hit by thieves up to 4 times while i could not see them. I look at the combat log and it will say “xxxx damage from unknowns”.
however this is not an intended thief mechanic and more than likely one of two things.
1. culling from being in a large scale fight.
2. the clipping bug caused from a hasted back stab combo.here is a link to a post that shows the haste clipping bug.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Thief-burst-new-combo/first
I have no problems with these two as hopefully they will get fixed.
what i do hate though is that when i get jumped by a thief (its usually a d/p and S/D) is that when i get him/her down to half life then they can just C&D repeatedly as long as they time it right and never get the reveal debuff. there isn’t anything i can do about it as he/she can C&D off of my pet, guards, mobs, critters, doors, siege, walls and probably some blade of grass (will have to test the last one) i believe that as long as the thief is in combat they should receive the revealed debuff every time they exit stealth not only when they damage from stealth.
i believe this small change would help balance the stealth mechanic without destroying the thief game play.
(edited by Majik.8521)
@ pulpleskies
just wanted to add that the poison field with the short bow is also kind of nice in group fights.
lol nice pic Hydro!
I think it was intended to be this way. seems like they were trying to give the 3rd place team a good spot to treb SM. however it kind of back fired. the red team is usually the out numbered team so chances of getting SM are slim. also with the numbers advantage the team that has SM usually has no problems getting a treb killing zerg together and destroying the OL trebs.
A proper proposal to fix the problems with thieves in my opinion would be that not only does outgoing damage break stealth, but also incoming damage breaks stealth.
stealth breaking on damage taken would just kill the thieves.
i still believe the best solution is to apply revealed debuff every time they come out of stealth.
No it wouldn’t. Every other game has this. There’s no reason this game shouldn’t.
sorry but the “every other game does it this way” is not a valid reason to do so.
all games are different in some ways, as far as game mechanics go. In most the other games the stealth classes have many abilities to defend themselves when they are out in the open. for example the rogue from WoW has stun locks, 10 sec evades, blinds, sprint, silences and so on(if i remember correctly they had an ability to reset many def CDs as well). well at least they did when i played. in this game the ability to stealth mid combat and make us drop target is part of the thieves defense. Now it does need to be adjusted a little but stealth breaking on damage is just to harsh. they just need to stop the coming out and going back into stealth in less than .5 sec. changing how the revealed works would do this.
A proper proposal to fix the problems with thieves in my opinion would be that not only does outgoing damage break stealth, but also incoming damage breaks stealth.
stealth breaking on damage taken would just kill the thieves.
i still believe the best solution is to apply revealed debuff every time they come out of stealth.
Really? How do you think other games’ thiefs/rogues cope? They can’t stealth mid-combat and if they can, damage breaks it. This is a weak argument. A very weak argument. Try again please.
Your quote should be “stealth breaking on damage taken would make thieves actually learn to play well without facerolling their keyboards” but I guess that would kill most players, because no skill people want easy wins.
first off yes i have a thief and no i haven’t PvPed with it yet. about 75% of my WvW is with my ranger the other 25 the warrior when i feel like a change in pace.
this game is different than other games. you don’t need a target for melle attacks to hit. that combined with all the aoe the thief would never be able to stealth.
as i have said i believe stealth needs to be tweaked a little bit, however i don’t want them to completely destroy the thief to turn them into free kills.
Check the State of the Game video http://www.youtube.com/watch?v=I0togRMEc_o. Trap ranger isn’t getting touched for now.
i agree with Java from this video(0:48:08 into it). its not that trap ranger is over powered its just they haven’t been around very long. so not everyone knows the counters yet.
A proper proposal to fix the problems with thieves in my opinion would be that not only does outgoing damage break stealth, but also incoming damage breaks stealth.
stealth breaking on damage taken would just kill the thieves.
i still believe the best solution is to apply revealed debuff every time they come out of stealth.
Lets see OP makes thread about thief taking a tower solo welcome to like 3 months ago.
CnD on keep walls welcome to 3 months ago.
Now the thread is about thieves mechanics and dps vs x class rofl
well the title of the thread is “thieves rule Wv3”
seems like any topic about thieves in WvW is valid in a thread labeled as such.
actually, the thieves in my guild admit that thieves are completely op’d in wvw. they are recommending that ANET provide a reveal debuff on attacks and damage to balance this class. It’s for the good of the game.
this IMO is the biggest problem. If the thief needs to buy a little time for cool downs(or regen health remove cond if spec) all he has to do is wait for stealth to run out then immediately use C&D again. so you will only see said thief for about .25 sec before he is stealthed again. I know every thief answer will be “count to 3 and dodge the C&D”. well this doesn’t work as C&D can trigger off any thing, my pet, a turret, guard, mob, bunny, wall, siege and so forth.
IMO reveal debuff should be applied every time a thief comes out of stealth, not only when he damages from stealth.
Big ups to BG TC and Kain for rocking the extended matchup thread with no locks. Setting the standard like pro’s. This is something you will never see of a T1 thread.
yep we have some really nice people here that keep the rest of us in line, by bribing us with cookies, yaks parades and naked zerg swimming around the bay.
well those are WvW badges you are after. IMO one sould have to WvW to get them. if they remove PvP from the JP then the badges should be removed also. then if that happens might as well just remove the JP.
also i can’t believe that didn’t let us get a dolphin for a water pet.
right now i have been running around with a sword/shield warrior pet that i sometimes switch out with a thief pet. this seems to work really well as i can set back and let them kill everything
i run a tank/regen build for this and bait the enemy to the pets.
but yes a warg would be a great pet to have in the future.
(edited by Majik.8521)
i would go for this as long as they do the same for dungeons. just let me walk in and get my loot from the chest and along the way have loadstones laying on the ground that we can pick up. this way those of use that go into a pve zone but don’t like to pve can get our legendary weapons.
i don’t think many PvE players know how much easier it is for them to get a legendary than the guys that mainly WvW.
A guy that likes dungeons and PvE but hates PvP will get a legendary 10 times faster than a WvW player that hates dungeons
the griffons are the ones i would like to see added.
never run into any lag until all 3 severs are in the lords room of SM. also sometimes it is fun to run around in zergs and get into some big epic battles.
I love to see scepter/dagger ele.
What? eles can use scepters?
What UI were you using to give the countdown on the ability’s? Or is it built into the normal gw2 ui?
check the box next to “show skill recharge” in the option menu.
This is impressive.
Go Kaineng!
ok that’s it! Jayne take their cookies back
if they put anything like this in they would need to add the ability to view the WvW maps and number of friendly players for each map at any time. this way a guild team could see where they are need. if a team is going to be stuck in a map then they should be allowed to make an informed decision.
By the way, great to see ICoa again, great zerg control…smashed our face like 5 times! Got some stuff to learn from you guys that’s for sure :o
Having fun this week so far! Good night! Keeping my eye on you guys
your little elle is just to kitten cute don’t think i could bring myself to shoot at her.
Also— to the guy who genuinely tried to sell me that the damage output of elementalists isnt on par with warriors….. lol. Elementalists can aoe and burst an opponent down like no one else. They have more mobility than most other classes can dream of to boot. Theyre not as good till you hit 80, but once you do and gear geared they’re insane. In a regular zerg, Id concede they’re not as useful as maybe a staff build that can AOE from range—- but in a culling zerg they’re a house because chances are your opponents will be dead before they can hit you.
No, I am telling you that a D/D elementalist either does damage or has survivability. Not both at the same time. A cannon elementalist hits as hard as the other classes throwing out AoEs, but does it with 14k hits and light armor and no toughness. Running cannon as a d/d is what noobs do, and they die in 2 seconds when they do.
You are tyring to say that one class does everything at the same time, and that is simply fiction.
lol covenn i remember when the first D/D vids came out, next thing you know most elles started to try the build but kept their zerker gear. when i ran with a small group of a dozen or so i would simply dodge that ride the lighting or whatever it is they charge with, then hit him with a bull rush followed by a shield bash. it didn’t take long to realize that GC doesn’t work with D/D.
What I usually do if I’m in a WvW map is logout to the “Character Select” screen, then re-enter on the same character. Then I wind back up on whatever map I queue’ed in from. I usually lag a bit heading into LA so this is faster for me. But this way I know I’m recognized as being in an open world map instead of WvW. If I’m in a party I don’t generally leave it, though, unless I’m completely done playing for the night.
this is what i also do. mainly because I keep all my lvl 80s in frostgorge so they can grab the few T6 nodes there. Now like yourself i make sure i log back in to make sure my character is registered in the world map.
Don’t know if it has been raised yet but this observation came from the Gandaran community forum;
- When exiting the game, the GW2 process keeps running in task manager (unlike earlier patch)
- When exiting the game from WvW zone, player still ‘appears’ online in party window/guild screen
- When exiting the game from WvW zone, mini-map dot still appears at a random location in zoneCould it be that players that exit the game in WvW aren’t registered as such and still registered as online? This would create a long queue as more people are indicated in a zone than are actually there.
i indeed believe it is something along these lines. On my server i have noticed people in map chat for the last week informing others of the possible bug and asking them to zone to LA before logging out. Or if they do log out(so they don’t have to port back to the zone they want to be in) then log back in real quick so their character will be registered in the zone they Qed from.
the Q times have gone down a bit from what i have noticed 5 to 10 min max for myself. Also i haven’t noticed missing people as much.
these are just observations from my end and not meant to be listed as facts.
well first it isn’t just TC experiencing this. other servers with various populations have said the same thing. TC did not get enough transfers to account for such a large increase in Q times.
the theory that seems more sound to me, is that the server is still seeing people that are offline as still being online and still in WvW.notice pic in the post below.
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Question-regarding-full-wvw-maps/first#post1344455
In the past when someone in your group logged out from the WvW map you would see their group dot on the map. however they would show offline in friends/guild list. Now when they log out the dot is still there, but they are showing online in the friends/guild list.
last patch they introduced a change that allowed players to get back into their dungeon instance if they DCed. The change in the code may be inadvertently effecting WvW.
players that are offline yet the server still showing them online would more than likely also effect a Devs spread sheet or whatever he used when looking at the numbers in the zone.
also you cant just completely ignore peoples observations. Yes counts may be off a little and some people do exaggerate a bit, However believe me when i say many off these people WvW 6 plus hours a day and notice things like large shifts in personnel.
two that i would like to add
1.signets should effect ranger and pet by default. the pet is suppose to be part of the class. ranger + pet = other class (in theory). so signet should not effect only half the class.
2.lightning reflex needs to remove cripples, snares and roots. like the thief version. this would help with in combat mobility.
Engi is the jack of all trades. Ranger is jack of a couple trades and master of none (just look at what a mess are our utility skills). The only things we do better then any other is the water combo field, and trhe ability to rez defeated players every 90 seconds….and thats it.
i really don’t know were people are getting this rangers are jack of all trades from. maybe someone saw where they said rangers can adapt to any situation. or maybe someone said it once and others just thought it sounded good.
the thing is that anets goal is to have all the classes be able to adapt by building how they want to play.
https://www.guildwars2.com/en/the-game/combat/
the video here clearly states
“in GW2 we want you to be able to play what you want to play when you want to play it and where you want to play it, and the way we did that is that all of our professions can adapt to almost any situation”
“anyone can be a support dealer, anyone can be a damage dealer. a thief can even become a really good tank with all his evasion capabilities”
So IMO there is not suppose to be any class that is a so called jack of all trades. instead every class is should be able to build to be master of whatever roll they want to build for.
Trap build ranger with Flame Trap, Frost Trap, Signet of the Hunt, Healing Spring, and Entangle, run with group/zerg. You provide the combo fields and long range support, the group/zerg pulls off the combos.
Congratulations, you contributed something to WvW.
/thread
this may be true. not sure how well this build works. i know i will never run without healing spring in WvW.
However if i was going to go for a combo field spec i would probably roll a elle. they have a lot of combo fields and they have blast finishers to utilize them better.
we rangers have only one blast finisher and it is from a pet so not really on demand or reliable.
No one really mentions that projectiles aim for the base of a target, not center mass or the head. This makes sieging or counter-sieging very difficult. Often you can’t destroy a massive trebuchet or oil vat because your arrows are aiming at the very base of the target and hitting the lip of a wall.
Also, do siege weapons suffer from condition damage? I don’t think they do; and if that’s so, that throws our traps right out the window, too.
no siege weapons do not take condition damage.
Hey FA, blah blah blah
Sanctum of Rall: Quantity over Quality
well now i know Aza is upset and posting some silly things but don’t let that get to you. granted most fights we were up against larger forces, but that doesn’t mean they didn’t have any quality players. when your small group gets ran over by 40 doesn’t all of a sudden make those 40 people bad.
i did manage to find some small fights here and there. We won some and we lost some. every server has their bad, average and good players.
the pack of hungry animals post is amazing and I’m dying with laughter
lol ya it was great. I also loved that pic by DarkElvenChic with the kid that was about to get a beat down from the orc.
well some people have a point that if loot was to good then we would probably get farmers in there. However i think the loot should be based off you lvl not the lvl of the guy you killed. In PvE when killing stuff in a low lvl zone it still drops stuff your lvl most the time.
The main problem seems to be WvW gets hit twice. first we don’t make much gold then what we do make must be used on siege and upgrades (if we don’t want to lose towers and keeps in 2 min).
So how about adding a new currency in WvW say get like 20 or what ever a kill and maybe get some for events(captures/def). Let this said currency be used for the upgrades. It could be our own little borderlands gift card. maybe just guarantee badges for kills and when upgrading have the option to use some badges or gold?
that or if you want to be vindictive change all dungeons so that a keep must be built and paid for by the dungeon runners before they can run said dungeon