Showing Posts For Miflett.3472:

I am now a Spirit Weapon

in Bugs: Game, Forum, Website

Posted by: Miflett.3472

Miflett.3472

I’m getting the same thing as well. Upon level up, my sylvari female turned completely invisible with only a faint blue glow surrounding the character.

Leader of Grim Omen [GO]

Ranger Marksmanship overloaded for Longbow

in Profession Balance

Posted by: Miflett.3472

Miflett.3472

Agreed. We are too overloaded with bow traits, while we need them to even make bows viable. Also, shortbow love.

Leader of Grim Omen [GO]

Kindof dangerous to have nothing for 10days

in Battle for Lion’s Arch - Aftermath

Posted by: Miflett.3472

Miflett.3472

haters gunna hate i guess… ill play ESO for a least 5 month and pay the sub fee. I realy ENJOYED the beta and im dying to actualy make it past lvl 20 so to check out vampirism and lycantropy.

I really don’t get the prevalence of super aggressive attitudes towards new games; maybe I’m just too old to feel really defensive about a game I play, but I like to sit back, evaluate something based on my personal opinion alone, and judge accordingly. It’s ok to not like something I don’t like, but some these days take great enjoyment out of tearing down something others enjoy.

I will be playing ESO as I have missed real PvP in a big way for a long time now. I played the hell out of DAoC and Warhammer Online, and can’t wait to get back into fullscale war where alliances and guild communications mean a lot in the community.

Leader of Grim Omen [GO]

Official-New Traits

in Ranger

Posted by: Miflett.3472

Miflett.3472

To be honest, if the rest of the traits we get new are like that… I mean, what the actual kitten. A grandmaster trait for something that should already work from the beginning? You don’t even need to dodge, simple sidestepping and you’re safe… For what does the longbow has this much range if it won’t work. Welcome to the ranger. When I look at the mesmer’s one, I’d like to puke. "The new trait for mesmers allows them to gain additional benefit when disrupting enemy skills. Power Block will be introduced to the Domination line and will change the recharge of an interrupted skill from 5 seconds to 10 seconds. "

Agreed.

I like the new trait, and the current bow centered traits, but the main problem is that they need to be condensed or made an innate function of the bows, not bloated even further.

Leader of Grim Omen [GO]

Kindof dangerous to have nothing for 10days

in Battle for Lion’s Arch - Aftermath

Posted by: Miflett.3472

Miflett.3472

I’m actually thankful for the break in content. It’s nice to play the original game the way you want, and have time to save up some gold before the next big stuff hits. I can go explore places that I haven’t seen in a while without feeling like I am missing greater rewards elsewhere.

Leader of Grim Omen [GO]

To encourage players to split up?

in Battle for Lion’s Arch - Aftermath

Posted by: Miflett.3472

Miflett.3472

Agreed on your point as well, Zim. Time limited achievements are just set up for failure and frustration unless the development is 100% confident of their intended function.

Leader of Grim Omen [GO]

To encourage players to split up?

in Battle for Lion’s Arch - Aftermath

Posted by: Miflett.3472

Miflett.3472

Ok, so if 50 go blue, 50 go red and 26 go to green and blue and red are killed but green isn’t killed, does this mean the ones at blue and red get chances for cores while the poor saps at green get stuck out with zero chance for anything?

I ask because I was one of the ones that spent 14 min at green with the other 25 folks and we at green came away empty handed, zero loot.

That’s exactly what it means. Same happened to me trying to be a team player when the patch first came out.

Leader of Grim Omen [GO]

To encourage players to split up?

in Battle for Lion’s Arch - Aftermath

Posted by: Miflett.3472

Miflett.3472

…All I can really say is I’m glad I already killed the World Boss that follows the Knights.

Because it seems like if you missed doing it before this patch, your chances of seeing it have gone out the window.

Yeah, same old rule again, do everything in first two days. And I’m glad too that I did. Probably won’t see holo fight ever again.

Too bad for those who missed the start. :/

I agree. I love the fact that they can go around changing the difficulty of achievements, making them lose their integrity drastically.

Leader of Grim Omen [GO]

Still no Knight Loot after recent patch

in Battle for Lion’s Arch - Aftermath

Posted by: Miflett.3472

Miflett.3472

This just happened to me, and it guarantees I won’t be doing this event again until they either revert it back, or fix the changes to a good level. Because I’m sorry, 15 minutes spent trying to down a knight, to get nothing, and knowing I can never get the Six Minutes to Knightfall achievement or even get to Scarlet to get the In Tune achievement now? I am kittened off by this, upset, and actually crying irl…because I spent DAYS going for those two achievements, just to get completely roadblocked by this patch. I was having fun until this, and now I’m not.

I feel you, I really do. I am pretty confident that they will have to do something better than this, I’m sure they will patch in something more sound because I don’t see this actually being what they envisioned.

Leader of Grim Omen [GO]

Still no Knight Loot after recent patch

in Battle for Lion’s Arch - Aftermath

Posted by: Miflett.3472

Miflett.3472

These guys should have scaled from the start, I don’t think these legendary types scale at all regarding how many people are in the area. Meaning if you aren’t lucky enough to be in a absolutely full map, you can’t even hope to achieve this. That fact alone should call into consideration the quality of this final piece of content.

I hope after this last story we can get some longer development cycles going where we can see as much thought going into actual mechanics that should have been polished by now, rather than pumping out a new shiny gem store roundup every week.

Leader of Grim Omen [GO]

To encourage players to split up?

in Battle for Lion’s Arch - Aftermath

Posted by: Miflett.3472

Miflett.3472

Heaps of people on here whinging about the ‘zerg’ mentality, and now Anet comes up with a way to improve battle tactics? And still some people moan… >_<

Except they increased the Knights toughness as well. I was doing 4K Unloads before the change, now I’m only doing 2.4K Unloads. It was already made tougher by requiring no mass zerging, BUT THEY MADE IT EVEN HARDER ON TOP OF IT.

It feels like they haven’t ever made content like this before. Shouldn’t we have these encounters down to a freaking science by now?

They should have left the toughness as it was before the patch, and then adjusted if it needed adjusting (protip, it wouldn’t have needed it). But this on top of the mass zerging block? Anet, you disappoint me, I expect more common sense.

Yea, I don’t know what needed fixing other than the loot.

It goes a little something like this:

1. People are getting too much loot.
2. Disable loot and call it a bug
3. Implement ‘Bug’ patch that ‘fixes’ loot and also makes it much harder to get — all the while screwing groups that aren’t able to down a knight.

You don’t tend to adjust difficulty and quantity, when all you wanted to do was fix a bug, correct?

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Still no Knight Loot after recent patch

in Battle for Lion’s Arch - Aftermath

Posted by: Miflett.3472

Miflett.3472

In my opinion it would have been much better to reward bags map wide and scale the reward based on how many knights managed to go down. That way people are more likely to split up and not get screwed for it.

Well that’s exactly my question because I thought it was suppose to work exactly like that.

Nope, you have to have event credit for at least one of the knights that go down to even get anything at all putting a hamper in their ‘spread out’ policy. Essentially meaning that if you don’t get all the knights down, a group fighting will get screwed out of loot.

Leader of Grim Omen [GO]

To encourage players to split up?

in Battle for Lion’s Arch - Aftermath

Posted by: Miflett.3472

Miflett.3472

Heaps of people on here whinging about the ‘zerg’ mentality, and now Anet comes up with a way to improve battle tactics? And still some people moan… >_<

Except they increased the Knights toughness as well. I was doing 4K Unloads before the change, now I’m only doing 2.4K Unloads. It was already made tougher by requiring no mass zerging, BUT THEY MADE IT EVEN HARDER ON TOP OF IT.

It feels like they haven’t ever made content like this before. Shouldn’t we have these encounters down to a freaking science by now?

Leader of Grim Omen [GO]

Still no Knight Loot after recent patch

in Battle for Lion’s Arch - Aftermath

Posted by: Miflett.3472

Miflett.3472

Posted in another thread but I’ll put it here as well:

The problem is the developers are saying split up, while the rewards are saying just go to which ever knight will be downed first. If you are part of the fighting that doesn’t kill your knight you are screwed out of any loot at all.

In my opinion it would have been much better to reward bags map wide and scale the reward based on how many knights managed to go down. That way people are more likely to split up and not get screwed for it.

Come on now, this is easy stuff. How many content releases have we had, and we still can’t figure this stuff out?

Leader of Grim Omen [GO]

The new Knight events discussion

in Battle for Lion’s Arch - Aftermath

Posted by: Miflett.3472

Miflett.3472

The problem is the developers are saying split up, while the rewards are saying just go to which ever knight will be downed first. If you are part of the fighting that doesn’t kill your knight you are screwed out of any loot at all.

In my opinion it would have been much better to reward bags map wide and scale the reward based on how many knights managed to go down. That way people are more likely to split up and not get screwed for it.

Come on now, this is easy stuff. How many content releases have we had, and we still can’t figure this stuff out?

Leader of Grim Omen [GO]

I think we flooded the CDI...

in Ranger

Posted by: Miflett.3472

Miflett.3472

1. Post CDI
2. Act like you are listening
3. Continue working on bug fixes that were already planned.

Leader of Grim Omen [GO]

Collaborative Development: Ranger Profession

in CDI

Posted by: Miflett.3472

Miflett.3472

There is plenty here to take in, until I see a thought out dev post breaking down why certain arguments won’t work, or which ideas they like, I believe we will just see in-fighting and lengthening to pointless proportions.

A conversation is more than a lecture, but sure, let’s argue semantics on the meaning of words until we hear a response.

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Collaborative Development: Ranger Profession

in CDI

Posted by: Miflett.3472

Miflett.3472

In the realm of risk/reward balancing, it only makes sense to have to sacrifice DPS for burst. Burst shouldn’t be a mechanic that increases DPS on top of what you’re sustaining, it should take the damage that is typically done in a given time frame, and with some setup the equates to “skilled” gameplay, condense it into a smaller time frame that’s harder to recover from for an opponent.

Burst should never be a “limit break,” and I think that what Allie is trying to say is that the intent and the direction that the balance team is attempting to take the game is to make certain current damage options that are too strong for how often and easily they are able to be used and reduce their capabilities and “spam” ability, and in that sense, once all of the details are ironed out, rangers will theoretically be able to do the same damage as any other class in a given time frame, but have less “instantaneous” damage, so that the damage is output consistently as opposed to in chunks.

With that philosophy in mind, it makes it so that “whiffing” any attack on rangers is going to be less punishing than whiffing a burst skill that can’t be spammed on other classes, because where rangers will be able to recover and pick up where they left off, so to speak, other classes are going to be made much more vulnerable when they expend their burst options, which means that during fights, rangers will have lots more opportunity to gain momentum and control fights due to how rangers output their damage.

I do not believe ANet is following that philosophy, because if they where, they wouldn’t be nerfing us continuously as they have been. They would be leaving us alone and nerfing everyone around us instead. But if you look at their prior patch history, ranger’s continue to get nerfed on their damage and survivability.

YUP.

The problem is that we are the easy profession to iron out when something rises above because everything else is so lackluster. The changes that need to be made are core changes that literally effect every class, and thus we’ll never see.

Squeaky wheel gets the grease.

We need to stop the wait and see approach as that leaves people in frustration for way too long and adopt a smaller, more frequent balancing cycle. You want a lower dps future with rangers being equal? Let’s start now.

I played Warhammer Online from the begining and can say with expereince that leaving too much dps in with certain classes and adopting a wait and see policy was the single most devastating thing that happened. We need to see more tweaks more often, and with a singular purpose.

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Collaborative Development: Ranger Profession

in CDI

Posted by: Miflett.3472

Miflett.3472

I’ve created my ranger expecting an archer.

Was this because of just the profession’s flavor text? Or because of some other game’s idea of what a ‘Ranger’ is? Please don’t say it was because Ranger has the ‘range’ as the first five letters.

I can’t think of a single MMO in the past 25 years that has had a Ranger/Hunter class that wasn’t focused on range. I’ve played several that ranged combat was about even with melee. I’ve played several where the class didn’t have a pet, or the pet was optional. I’ve never played one that ranged combat was the least viable option by far.

Even if we go by the class description in GW2, we’re left with the impression that this is a ranged combat class and the pet is a support feature. This is obviously not true as ranged combat is more of a support feature while the pet is so invested in the class there isn’t a single tree without pet traits.

Agreed. There is no other class in this game that should do bows better than Ranger. The fact that bow combat has taken a backseat in terms of fight mechanics, dps, and utility, all point to an underperforming weapon type.

Split the bows further into condition/power by upping bleed stacking and poison duration on the shortbow, and remove the mechanically devoid minimum range from the longbow while making the knockback another punchy dps ability with a root, or keeping the knockback but applying a root.

Another thing is that bows just require entirely too much traiting to make even borderline effective. Consolidating MM line traits would go a long way here.

Every action I’ve seen is that they are absolutely afraid of the idea of ACTUAL range dps in the form of a bow in this game. Even removing it from the description altogether.

The problem is that ranged combat is viewed by the ones making decisions as a support option, rather than a main means of defining a class. Melee combat must be easier to balance around, or are we still holding onto this big bad conception of range advantage that doesn’t even exist in this game?

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Collaborative Development: Ranger Profession

in CDI

Posted by: Miflett.3472

Miflett.3472

Specific Game Mode

PvE, but the problem is at the core.

Proposal Overview

The draw of ranger class to many is a master of both nature and the use of bows. I feel by lessening the heavy trait investment currently required to make bows competitive, we can obtain a balance between survival and original design.

Goal of Proposal

Making bows a more favorable primary weapon, instead of secondary reactive set.

Proposal Functionality

Currently, we have a meta that evolves mostly around melee mechanics in fights, and while those mechanics are part of a greater problem regarding range disparity, I feel one of the best ways to make bows more rewarding is the consolidation of bow traits, particularly in the Marksman line.

High-level Suggestions:
- Look at the consolidation of current MM line bow traits with others, or by making piercing arrows a core mechanic of the functionality of bows on the Ranger.

- Bows need a more defined Condition/Power split. Adjusting the shortbow’s autoattack to more reliably apply bleeding by removing the positional and upping damage and poison duration of the #2 ability. Adjusting longbow by finally and for all removing autoattack minimum range requirement, while adjusting damage, would go a long way to being active in a fight. Knockback changed to damage + root or torment.

Associated Risks

I believe the risks are few, but would take all suggestions on how to have the Ranger continue of identity of master of bows while still being able to competently deal with the prevalence of melee centered fight setups.

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Ranger Balance [Post CDI]

in Profession Balance

Posted by: Miflett.3472

Miflett.3472

Do t get your hopes up. Leaked patch notes have ranger nerfs

Yea, I like how if those are correct they have traded an increase of damage on longbow for might stacking which can be stripped and removed the increase of range making the shortbow range vs longbow range argument obsolete by removing the added range as an idea altogether. sarcasm That’s totally how we wanted shortbow to feel improved.

Leader of Grim Omen [GO]

Ranger Balance [Post CDI]

in Profession Balance

Posted by: Miflett.3472

Miflett.3472

Every “buff” they’ve ever done has been about trading dps for “survivability.” This has led to the prevalence of the spirit master builds or pet builds. Now that the pet builds have all been killed off, no wonder that spirit rangers are so prevalent.

I want to know why they are so content with leaving bows at such a bad place dps/condition wise, while at the same time providing an absolute laundry list of trait almost needed to even make them viable. ie: MM bow traits need consolidation, not potency improvements!

Potency improvements on the bows, consolidation on the MM bow traits.

Leader of Grim Omen [GO]

Ranger Balance [Post CDI]

in Profession Balance

Posted by: Miflett.3472

Miflett.3472

This is why when the CDI does start it’s important for ANet to tell us what kind of feedback we should be giving. If they aren’t going to be able to resolve the pet AI problems, they need to tell us so we can propose alternative solutions or start discussing how to phase pets out.

From Day 1 we should know if we’re simply wasting our time discussing the pet issues this class has.

Exactly. Thou I would rephase that to “discussing fixing AI for pets” is a waste of time, because it’s not the only way to solve the problem with pets.
There is more then one way to skin a cat.

There are, but most of them seem as equally improbable as a fix to pet AI. When Anet comes out and deliberately says they won’t increase our control over the pet so as to not overwhelm new players (keep ridding that casual gravy train) it really hurts the possibility of real fixes to a system that needs heavy work.

Can you source that?
I’ve never heard anyone from Anet say that, because then they are just shooting themselves in their collective feet if that is indeed the case.
It’s a stance that would have to change if this problem is to ever be fixed, and they can be made to change on occasion.

that was the official response when we originaly asked if we could change F2 attacks to other abilities or if we could have control over the other pet abilities, the response was " it would make it too complicated to pick up ranger" would be more entertaining though.

Hmmm, I’m gonna have to get confirmation fro Allie on that one once the CDI kicks up.
Because that is just a mental position to have on something so basic, and widely applicable to mmos, including gw1, as pet commands.

Found it: http://www.twitch.tv/guildwars2guru/b/457365711

53:40 in — when asked about adding a skill or two to existing pets and overall complexity of the class.

Posts popped up after: https://forum-en.gw2archive.eu/forum/pvp/pvp/Rangers-can-t-handle-more-pet-control/first

I will let you decide your opinion on the words spoken, but it came off very condescending and greater-than-thou to me personally. Complexity is something to be ever mastering, not an artificially low ceiling.

I personally think that the first work should be in utility and traiting though. Switching of some pet AI and server thinking states for player control might be beneficial for both if done correctly. Also, power ranger love please (bows especially).

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: Miflett.3472

Miflett.3472

1. Ranger
2. Elementalist
3. Engineer

Leader of Grim Omen [GO]

The State of Balance discussion

in Ranger

Posted by: Miflett.3472

Miflett.3472

A lot of what we’re saying, and what I most definitely agree with is that due to the sheer number and cost of major role defining traits, we are limited in our ability to spec into complementary traits, forcing our playstyle to be very rigid. Combined with underperforming weapon sets and utilities such as shouts and signet passives/cooldowns, we have a class that performs well in only very specialized roles; something that the ranger should not be.

By opening up access to on demand cleansing, improving underperfoming weapon sets, and re-evaluating the cost/placement of major traits that are indeed a necessity, we’d hope to see some improvement.

Pet/Spirit reliance would majorly be solved if ANet would consider such companions when actually designing content, and moving away from such a pro pet/spirit stance for players in general.

Leader of Grim Omen [GO]

Discovery about Bears!!

in Ranger

Posted by: Miflett.3472

Miflett.3472

Some top notch AI.

It really is because it means the bear isn’t wasting it’s heal skill and it’s invuln to damage skill when it’s not being hit by things…

Yup. Simple checks, simple results.

Leader of Grim Omen [GO]

The State of Balance discussion

in Ranger

Posted by: Miflett.3472

Miflett.3472

KeyOrion, what the meta essentially is, is what’s most effective, or at least what players believe is most effective. It exists for every profession and game variant, ranger included.

I’m sure a lot of people often ignore it, myself included, because they value what’s more enjoyable to them over the most effective way to play the game. However this does not make the game balanced or the meta non-existent.

Having a meta isn’t a problem; the problem is when the gap between the meta and alternative play-styles is too large. This is a problem we are seeing and why the games balance is such a disaster.

As it stand right now players are kicked for simply being certain profession and many professions only have a few competitive builds. This needs to change. The developers need to work to shorten this gap so that all professions are welcome in every aspect of the game, each with a healthy selection of competitive builds.

I like the way you think. That’s the problem with a lot of the non optimized builds really; they get pushed under the rug because they simply can’t compete, or bring so little value extra offerings that it’s deem a non-worthwhile route to take.

A lot of the balance happens around viewing these great specialized builds and comparing them only to what they are best at with no concern of how other interactions might take place. Just look at sword ranger power builds in PvE and spirit builds in SPvP.

I feel that might be a non-fixable problem that they have created due to how rigid their combat and weapon systems are. Each weapon will work at its peak with only a few traits and utilities, while in other modes what you are left with is being forced into either respecing or an unoptimized role.

Not that specialization is a bad thing, that’s inevitably at the core of GW2, but it becomes a problem when you view builds only on the grounds of what they perform best at. This thought process has made it ok to say in the face of disparity that, “we’ll at least you have this” and that is no way to achieve overall balance. They view only the top performers in each category and separate them from the rest, and when they fix them they don’t view the impact that it has until later, or not at all. Look at quickness nerfs in pvp as an example.

The squeaky wheel is not the only one that gets the grease. They grease the entire system, while a broken wheel is still broken.

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Discovery about Bears!!

in Ranger

Posted by: Miflett.3472

Miflett.3472

Some top notch AI.

Leader of Grim Omen [GO]

Lightning reflexes

in Ranger

Posted by: Miflett.3472

Miflett.3472

The damage is negligible and I’d like to see it be replaced with the ability to cleanse immob, cripple, and chill.

Now that would be an idea I could get behind. I never understood why it had damage in the first place when your goal was to gtfo. That measley little love pat from it makes no difference. Swapping it for the 3 soft cc condis cleanse makes a whole lot more sense.

I like this too. Cleansing cripple would be super valuable — a melee disengage, cc removal, and evade all lend to a defensive move.

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Fractured! - Give it back. 14 days not OK.

in Living World

Posted by: Miflett.3472

Miflett.3472

I am also OCD/OCPD about collecting and accomplishments but this might be the game that breaks me. I’ve found it impossible to have fun and keep the play for all mentality.

Also, I was under the assumption that WvW achievements were coming back, just as they said “a permanent addition.” I still want the chance at that very wide ranging sounding title and chest.

Leader of Grim Omen [GO]

Why do you keep doing this?

in Ranger

Posted by: Miflett.3472

Miflett.3472

Rangers have:

- Too many High CD signets with marginal passives
- “Shouts”
- MM line traits that help bow are still too spread out to be effective (ie: spotter and peicing arrow)
- Lackluster axe
- Focus on AI spirits/pets
- A game mechanic that is not beneficial to any content. (ie: all content being balanced around melee buffing)
- “Power” weapons
- Sword mainhand that leaps off cliffs and roots for 1 second after the leap.

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Well that was fast

in Ranger

Posted by: Miflett.3472

Miflett.3472

Let’s say that I accept that this “leaps uninterruptable thing” is intentional. Why is my character leaping when I’m standing almost inside the mob then? I guess a simple solution for this would be the ranger not leaping below a certain distance :-)

Yea, it’d also help not having to forgo its use entirely when you have to worry with leaping off cliffs in tight spaces.

His stance:

Some ranger discussion.

Natural Vigor
Starting here because I think it requires the most discussion. This, simply put, was a wildly overpowered trait. I tell people not to compare one profession to another, but Engineer has this trait as a major grandmaster. It was simply too easy to put 5 points in this line and then be able to dodge every 6.67 seconds. As it stands after the change this still allows you to splash 5 points and dodge every 8 seconds. I don’t think this will ruin survivability, and I think by buff other traits further down this line it will encourge rangers who are looking to survive to go further into this trait line.

Spirits Unbound and Nature’s Voice
I think the biggest change of moving spirits unbound is it allows you to take this trait along with Nature’s Voice. Internally we have done some testing where you bring stone spirit, guard, and then still have a open third utility slot to make some truly good support ranger builds. Spirits have always had that feel and I think this brings that to the forefront.

Power Rangers
No pun intended. As many have said these guys are in an interesting position. In some ways they can be very strong, but everytime I play my ranger this way it feel like it comes up a little bit short. I think this is because they are lacking a few things as either additional tools for greatsword or as utilities. Signets are the somewhat obvious utility choice but their effect is too varied to run a strong full signet build here. Conversely all traits associated with signets tend to increase in power the more you bring. What signets need is a good trait that synergizes with bringing a single signet, like Nature’s Voice does for shouts. This would let you bring maybe one or two signets and suppliment them with something else. One idea we talked about for Greatsword would be to take the evade off of the 3rd attack of the auto-chain and put it on swoop. This would give you a second on-demand defensive skill and instead we put something less timing based (for example a whirl finisher) on that third attack to empower it.

Main-hand sword
I just want to clarify for good that main hand sword is currently working as intended. All movement skills cannot be interrupted by dodging and this is currently intentional. It has a very specific play style, and I would like it to remain. I understand that rangers want a one handed melee option that is more mobile, but that will have to wait, as I know there are a mix of players who also like how this weapon plays and I do not want to take away one of the more unique playstyles that we have and replace it with something that is fairly common.

Thanks,

Jon

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Anet is killing the ranged ranger.

in Ranger

Posted by: Miflett.3472

Miflett.3472

Keep the trolling to a minimum guys, I’d like to see some real talk here on mechanics and changes going forward than a kitten fight on who has the best underpowered ranged build.

Leader of Grim Omen [GO]

Copper Fed Salvage-o-Matic

in A Very Merry Wintersday

Posted by: Miflett.3472

Miflett.3472

The best thing they could do for the item is a context menu option to show a panel like with legendary, to choose the rarity from basic to rare. The higher the rarity, the more coin it consumes per use.

Right now, if it’s basic, it’s not really worth it unless you want to waste some gems in some sort of commodity that isn’t that much.

Oh, and making it an unlock, of course. Everything it better when it’s an unlock.

I agree with the charging different prices and setting it to different modes. The only thing I wish they could add.

Leader of Grim Omen [GO]

Tired of skill carrying the class.

in Ranger

Posted by: Miflett.3472

Miflett.3472

The main problem of GW2 is that it wants to promote all these varied builds and playstyles and they are forced into a very strict skill system that by design has to be very broad. What we get is players with the idea of going out and doing something and then falling short because either traits or utilities can’t complement it.

I would hope that updates would come and fill in some of these holes, but with more and more focus on adding more of the same, it doesn’t really look like they are willing to make the big steps.

Leader of Grim Omen [GO]

Anet is killing the ranged ranger.

in Ranger

Posted by: Miflett.3472

Miflett.3472

With Respect:

The main problems of ranged rangers (hard to believe you have to even specify) is that the game’s fundamental design doesn’t allow for ranged combat — at all. AI gets wonky and most ranged weapons have been relegated to off hands at best because of the universal truth that the game designers either don’t want ranged combat, or are too afraid of what it might mean.

Not only that though, but we are forced to spec heavily into traits to even make bows worth using at all.

I used to think that trait consolidation would do it, but experiencing which way they seem to want to take group encounters and overall design, I’m afraid there’s simply no real room for any meaningful ranged combat without some serious encounter revamping going forward.

Something they are either too out of touch with to comment on and fix, or too ignorant to accept.

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Same flipping skins?

in A Very Merry Wintersday

Posted by: Miflett.3472

Miflett.3472

I don’t want time exclusivity in my games.

They’ve appeased both crowds by having old items return and introduced new skins to go for as well.

Leader of Grim Omen [GO]

"Style Streamlined" - Explanation, please?

in Black Lion Trading Co

Posted by: Miflett.3472

Miflett.3472

I saved these clothes for times when I had extra gems to spend (which was not that often), so now that they have given me such a short deadline on ever seeing this stuff again, it makes me really sad.

Give a freaking warning, please.

Leader of Grim Omen [GO]

Brainstorming Better Trapper

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Posted by: Miflett.3472

Miflett.3472

Yup! We definitely need more talk around here of both traps and power based play.

Good ideas.

With traps I envisioned a power based play around longbow and traps, but it seems that that in particular never really worked out.

Leader of Grim Omen [GO]

New healing skill

in Ranger

Posted by: Miflett.3472

Miflett.3472

Calculations based on http://dulfy.net/2013/12/05/gw2-new-healing-skills-for-next-patch/ and the wiki (hope they use the same, base, stats…)

Water Spirit: 280 hps for the ranger, 130 hps for allies/pet (without adept trait), split between 240 range (80 hps) and 1000 range (50 hps)

Healing Spring: 230 hps for ranger/pet, 70 hps for allies at 240 range, condition removal

Troll Unguent: 330 hps for ranger/pet, none for allies

Heal as One: 310 hps for ranger/pet, none for allies

To me Water Spirit looks worth it if you can stay near the spirit (I guess that means has spirits unbound, I haven’t tried dual bows with spirits) and you’ve got an ally around. It’s hard to get condition removal in other ways than healing spring though-

Exactly, finally someone who can see the math. Water Spirit in terms of heal would make it worth while than other healing skills we have in terms of mobility(if traited) burst heal and dps on proc per attack. Again the downside is there is no condition removal and the fact that the spirit could die.

snip

We can all agree that the Dev’s vision of power Ranger is the class using Longbow which they are buffing in the upcoming patch. That’s pretty much it.

It’s not all about potency though. It’s about defining a respectable method of play through balance and foresight.

But that’s an argument for another thread, so I’ll leave it be.

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Removing Ranks?

in PvP

Posted by: Miflett.3472

Miflett.3472

Ladders are nice as a competitive feature but it’s transient (temporary) by nature.

The rank system is permanent. It’s a lifetime achievement showing how much time you’ve invested into sPvP.

How can anyone in their right mind think it’d be a good idea to just take that away from a dedicated playerbase after they’ve been slaving over the ridiculous requirements for over a year?

Feel free to remove glory as a currency, but keep rank points the way it is (except for the Skyhammer farmers who need to be banned). There is no reason why we can’t have both a long term lifetime achievement and a seasons system.

Good point.

I think the general consensus is that there are two main groups of pvpers. Those who value short term goals and those who value long term goals. Why not placate both by keeping the current system and expanding on it? I want those finishers, I should be able to put in a great deal of effort and obtain them. They are what we call a lifetime achievement.

Please listen to us on this one; though your track record may not look great for listening, consider this an open invitation to consider both forms of play equally.

Leader of Grim Omen [GO]

LFG "No Rangers"

in Ranger

Posted by: Miflett.3472

Miflett.3472

The only good ranger is one with a sword says all dungeon groups; which, I think, is a sign of something.

Bows need love and utilities need to support this play.

Leader of Grim Omen [GO]

(edited by Miflett.3472)

New healing skill

in Ranger

Posted by: Miflett.3472

Miflett.3472

Calculations based on http://dulfy.net/2013/12/05/gw2-new-healing-skills-for-next-patch/ and the wiki (hope they use the same, base, stats…)

Water Spirit: 280 hps for the ranger, 130 hps for allies/pet (without adept trait), split between 240 range (80 hps) and 1000 range (50 hps)

Healing Spring: 230 hps for ranger/pet, 70 hps for allies at 240 range, condition removal

Troll Unguent: 330 hps for ranger/pet, none for allies

Heal as One: 310 hps for ranger/pet, none for allies

To me Water Spirit looks worth it if you can stay near the spirit (I guess that means has spirits unbound, I haven’t tried dual bows with spirits) and you’ve got an ally around. It’s hard to get condition removal in other ways than healing spring though-

Exactly, finally someone who can see the math. Water Spirit in terms of heal would make it worth while than other healing skills we have in terms of mobility(if traited) burst heal and dps on proc per attack. Again the downside is there is no condition removal and the fact that the spirit could die.

I understand completely, though you have to admit that people might be less than thrilled for a skill that has the ability to lose all healing being one shot within seconds of it coming out.

It’s all based on what you think you can accomplish, but I don’t really want another immobile device strapped onto my ranger. It seems like the best weapons and spirits/AI all evolve around this philosophy that all combat happens in a small circle around the ranger, no focus on movement at all.

If they want more support for AI pushes, they need to make them more adaptable without having to heavily invest in them.

I thought they were going to give love to power rangers with upcoming changes. Where the hell did that sentiment go?

Leader of Grim Omen [GO]

Why not fix Heal as One?

in PvP

Posted by: Miflett.3472

Miflett.3472

Yes, condition removal is a serious issue. Which is a shame considering the whole ranger thing.

Also, Where is your power ranger love?

I think it’s because the only image of a ranger in their heads is some static immobile force.

Hell, the engineer for heavens sake is more mobile than us! If I wanted a AI/Turret class, the last place I am looking is ranger; but who would have known, that’s were you’ll find that playstyle. Locked into a circular cap zone for all eternity.

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Spirits should provide short combo field

in Ranger

Posted by: Miflett.3472

Miflett.3472

Activation of spirit abilities should all be blast finishers. That, and the new water spirit should also apply a short duration water field.

Leader of Grim Omen [GO]

New healing skill

in Ranger

Posted by: Miflett.3472

Miflett.3472

This is probably the least interesting heal simply because it’s a spirit and spirits as a mechanic need a robust redesign.

Definitely. We need a whole re-evaluation of this whole design. Something most aren’t willing to listen to, or able to accomplish.

Leader of Grim Omen [GO]

New healing skill

in Ranger

Posted by: Miflett.3472

Miflett.3472

I’m still scratching my head to see how this will be such a big improvement over the water field + regen + condition removal + initial heal of healing spring.

Both are dependent on being in a small radius range, while the spirit is able to be insta killed and doesn’t provide any condition cleansing at all.

I really want ANet to sit down and think like a player would. What’s the last thing we want more of as a playerbase in general? AI and spirits.

But, +1 for more skill being attached to AI and screen clutter.

Leader of Grim Omen [GO]

CDI Topic: Rewards in PvP

in CDI

Posted by: Miflett.3472

Miflett.3472

i want the finishers that are in the game now…that’s what i want

the phoenix, the dragon…casual players shud be able to get them too

Personal achievement should never be time gated. I don’t accept substitutions as equal.

Once you put in a lifetime goal, you better mean it. Why can’t they coexist?

Perhaps have daily and monthly pvp achievements count towards a set amount of points to obtain the finishers would be a better way?

Leader of Grim Omen [GO]

(edited by Miflett.3472)

Removing Ranks?

in PvP

Posted by: Miflett.3472

Miflett.3472

Speaking as someone who only does PvP casually for the achievements involved and, yes, the rank involved, removing rank progression and the earning of new finishers is a horrible idea.

I hate ladders, and no matter what I’m certain I’ll completely ignore whatever form of ladder you eventually put in the game. I would hate the ladder even more if it took away a form of reward which I can actually look forward to playing PvP for.

You cant stand it if a player who’s better than you has something you dont? You dont want a ladder to show you that other people are better? Must each Finisher or title be grinded and attainable by everybody?

If all that keeps you playing is a reward or a little useless number that’s useless because everyone can get it as long as they sit in their chair for a long time, i think you’re right at home in PvE anyway.

I think what you are opposed to is the very definition of even grounds and competition. The guinness book of world records doesn’t stop taking note of achievements after someone successfully scarfs down 60 bananas.

Leader of Grim Omen [GO]

Removing Ranks?

in PvP

Posted by: Miflett.3472

Miflett.3472

like i said in ither topic

hotjoins + curent rank system promote brainles farming/spaming/zerging , then on soloque u have 5 ppl caping one point , i respect your opinions guys , my opinion is just diffrent , and if the system change will improve curent state of the game (wich i think willl) i can deal that my time spended doing tournaments to get my rank will be how to say it “removed” , with current state of pvp wicth is on critical level i am up for any change , those changes are big thats why i am looking with optimism for the next monhts and i hope devs will finaly improve pvp. Like i dont care atm abour rank/gear/leeder i want this game to be realy good pvp competetive game with big commiunity , esport?? yes it will come easy when we will get good ppl base and reword/leeder system

That’s all fine and dandy until you find that the people with whom you were playing weren’t really big on being at the top of a ladder anyway. I consider myself a hardcore pvper, but could care less about my rank on a leaderboard.

I think there needs to be more stats to go along with pvp to feed this playing for keeps mentality. I want to know every little bit of info about my play, not about some ladder position.

Personal goals drive me (like personal stats (not as in gear) and finishers), not goals for which I set that are relative to anyone else.

Leader of Grim Omen [GO]

(edited by Miflett.3472)