Specific Game Mode
PvX, but mostly group environments.
Proposal Overview
In my opinion, a major contributing factor toward the ranger’s suffering over the past year can be attributed to a lack of focus in regard toward the ranger’s role/specialty in a group. Even though all professions can fill any “role,” most are known for a particular talent that only they do best (thief infiltration, guardian defense, etc). While the ranger can do a little of almost anything, they are outclassed at everything by at least one profession. This needs to change if the ranger is going to have a role in any party situation.
Goal of Proposal
First, we need to figure out what the ranger does better than other classes. In GW2, the answer is nothing, so we must look at other games and genres. For one, when I think of rangers or hunters in other games, three things come to mind:
1. Crippling and disabling the enemy to assist allies, while providing consistent and reliable damage
2. Multitasking; includes hitting multiple enemies at once (piercing arrows, splintering shots, and, yes, sending pets out to hold an enemy down) and securing one area while aiding another with ranged attacks
3. Control over the environment, thanks to traps, slowing skills such as cripple, and AOE buffs
These things hint at a potential overall theme for the ranger: A master and protector of their surroundings that controls the battlefield, using traps and nature spells to turn their environment into a safe haven for their allies, while using ranged power and utility to weaken and pick off foes from afar.
I firmly believe that this was Anet’s goal for their ranger, and that they gave them a pet for this reason. It’s a great idea in theory; with the ability to send the pet after one foe and attack another themselves, they are capable of doing more at once. The sheer variety of available pets also should add great versatility to the ranger.
I’m not going to rehash all the technical problems pets suffer from currently; others have that covered. Now that I have an idea of what a ranger should be, I’ll try to evaluate some of their weapons and suggest how they can fulfill the ranger’s role better.
Proposal Functionality
Here are some changes to the Ranger’s weapons that would help him become a master of control.
Longbow- Put vulnerability on auto attack, make #3 immobilize, and add confusion to #4. The LB should mainly be a damage weapon, but we don’t want it to be a clone of the warrior’s rifle. The ranger is about debilitation and positioning, so these changes, along with small damage buffs and pet fixes, should be sufficient.
Axe- Turn #3 into a ground target skill that produces an ice field. It chills and damages more foes and provides a combo field for allies.
Sword- Make Serpent Strike skill #2 and reduce the CD. This makes the ranger more mobile while providing a consistent DOT in poison.
Greatsword- Buff the damage and make #2 weaken instead of vuln. The weakness condition fits a defensive weapon more.
Torch- Maybe add blind to one of the skills? Makes sense with the bonfire theme and adds some utility/defense to the weapon besides “moar fire!!”
Utilities- I think this is where the ranger should show his mastery of the terrain. Traps and spirits are a step in the right direction. I think the problem with most utilities is that they’re just boring or have little impact on the battle. Better animations would make them more fun to use, and the functions can be tweaked to fit the ranger’s theme as a master of his surroundings. Shouts need a buff, but can potentially be great. For instance, “Protect Me” could apply to all allies within 300 units of the pet and his master.
Associated Risks
In PvP, CC is plenty fun to play with, but usually frustrating to play against. If the ranger gets too much CC along with a damage boost, they can be very hard to take down and not much fun to fight. But seeing how UP the ranger is now, let’s cross that bridge when we come to it, eh? :P
(edited by MuffinOfJustice.2067)