Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
Content Marketing Lead
We’ve completed the maintenance. There are a few smaller issues that the team will investigate tomorrow morning, however most players should be able to get in as of this moment. If this isn’t the case for you, please let us know.
Glyph of Unity – this doesn’t fix this pointless elite. It literally only does about 2k~3k damage unless you are being attacked by a lot of people at once in which case you are dead already. 600 leash VERY short. Get rid of this skill and redesign it.
Ancestral Grace – good change
Celestial Avatar Form – Why are we being hurt with this? Seriously? I don’t mind the charge changes the CD is just plan bad. Why do we retain half when necros retain full? Seriously Why do you hate rangers?
Celestial Avatar Form – 15~25% might not be bad, depending on what skills got hit with 25 and which ones with 15.
Lunar Impact – Saw this coming
Why don’t we have better access to stab? You nerf CA but don’t give us access to stab…
5 Guys fast food joint (So freaking gross)
Starbucks (too expensive for bland drinks/mediocre food)
Good list but you forgot..
kitten SBOW!!!!!!
I strongly dislike the illusion created by keeping track of personal score during pvp match.
It completely fools new players into thinking personal score actually matters… and that a higher score means they did “better”
It encourages things like double capping points, or piggybacking kills…
…and at the end of the match… the only thing everyone takes with them is a win or loss.
In pvp you need to be a team player…. and personal score more often than not promotes personal score boosting… which is detrimental to the team’s overall success.
^ This. I also hate when you get harassed when you have a low personal score because you spent the whole match trying to actually win instead of scoring points.
No valid path
Obstructed/Out of range because of anything ranging between a pebble to a bump in the terrain.
Chill of Death
Panic Strike
On-hit effects in general (on <condition> or <specific skill> is fine because they can be counter played)
High damage instant cast skills (Smite Condition, Arcane Wave/Blast, Lightning Strike etc.)
Strong high up-time passives
Builds that can faceroll and tank everything and still be effective
Slick shoes knocking down even if you stand still on activation
Warrior being better at support than guardian
Who ever is in charge of matchmaking
I strongly dislike the illusion created by keeping track of personal score during pvp match.
It completely fools new players into thinking personal score actually matters… and that a higher score means they did “better”
It encourages things like double capping points, or piggybacking kills…
…and at the end of the match… the only thing everyone takes with them is a win or loss.
In pvp you need to be a team player…. and personal score more often than not promotes personal score boosting… which is detrimental to the team’s overall success.
(edited by TheBlackLeech.9360)
1. A leaderboard that doesn’t represent player skill.
2. Skyhammer
3. Courtyard
4. Merging ranked Solo and Team Queue
5. Poor balance decisions when tweaking professions
6. Taking too long to balance professions
7. Profession Dailies
No way to save builds and quickly switch between them.
No way to que specifically for a type of SPvP map (conquest, TDM, and soon Stronghold)
No means of mixing and matching stats on individual pieces of gear, like I can do in PvE and WvW
PU and Shatter Mesmers, and Cele Elementalists. Just everything about them.
These are just the things I hate in SPvP. My other complaints are outside SPvP (The thing about saving builds applies to all game modes though). I count the lack of Arenas as an ‘out of SPvP’ issue.
(edited by Gern.2978)
1. metabattle
2. people copying builds from metabattle without reading what the build does or how to play/change it.
3. the tendency among gw2 players to want rewards without putting in any effort.
my top 5:
- 6month balancing patch (root of most of the problems)
- broken leaderboard (pure MMR system pls)
- no soloq (yes…)
- air immob (still there… fix pls)
- stronghold being next pvp mode (yes i dont like it… no real gvg… no real moba)
edit:
+1: -devs who design specialisations dont even play the kittening classes… guess whats gonna happen
ArenaNet
That’s all.
I’ll start with mine
Panic strike
Improvisation
Air-fire-blood
Chill of death
Halting Strike
Trickery Steal
On swap sigils ( Hydro, geo, doom, leeching above all)
Ranger Longbow 1900 range
Slick shoes
Gear shield 20 (16) CD
Incendiary powder
That’s all folks.
What’s yours ?
Invulnerability.
Anet lacks the resources and talent.
You can barely make a competitive pvp game if it’s updated once every 6 months.
You can’t definitely make a competitive pvp if each update introduces imbalance and bugs.
Posted originally on Reddit, thought I’d share this here. I really don’t know what to think of Anet anymore… Don’t get me wrong, I absolutely love this game and the gameplay is fantastic, but there are soooo many posts about the completely broken state of PvP and the devs are acting like there aren’t any problems everytime someone brings up the topic. I get that they can make much more money from PvE, but advertising for the PvP content in this game the way they do via the tournaments atm, is just wrong….
It’s beyond me how anyone can defend this….
1. Broken Matchmaking (solos matched with pre mades)
2. Unbalanced Teams (rabbits vs dragons, and yes I know rank=/= skill but dont tell me someone who played a 1000 games is worse then somebody who played less then 100….)
3. OP builds that havent been looked at for literally MONTHS!
4. Hotjoin is just…. well I don’t really consider it as something people actually like playing besides getting dailies, or crushing “noobs” with their skilled team for fast rank up games. Imagine what a new player will think that joins pvp for the first time….
5. Quitters…. they exist in every game I know, but the lack of punishment is really frustrating in GW2.
6. Win/Loss ratio… looks fantastic on paper, but is laughable when you look closely. The ratio doesn’t consider how the match played out. You can get a 500-0 win in your first match and a 0-500 loss in your second match. Voila, there’s your 50/50 ratio, but I garantee you one of the teams was kittened because the match was unbalanced in some way.
I’ve faced them as a warrior, guardian and ranger. I’m new to PvP but i have like 100 games already.
Mesmers:
A lot of HP
50 clones that make the screen a mess
1 hit takes 10k damage
evade all my hits, this is ridiculous, they evade like non-stop ALL MY HITS
stealth
Necros:
2 bars of HP
condition damage is non-stop, and there is so much you can do before running out of defenses against conditions
a lot of HP
so much toughness that makes guardians a joke
Nerf those classes a little, this is beyond unbalanced and unfair against other classes.
Random per player would be more difficult to set up. Why not replace daily class with daily armor weight? Like “Daily Light Armor Winner” or “Daily Medium Armor Winner.” Then, for example, there may be still be an increase in thieves or rangers, but it won’t be ALL THIEVES or ALL RANGERS.
Pls no. That’s even worse. Having 5 light classes would be awful.
I can not tell you how ridiculous it looks not just to a veteran but, most importantly, new players coming into a pvp match and there is 5-6 or 7 players of one prof. and 2 of another prof for the daily in ONE game of pvp. Remove the profession pvp daily. It adds NOTHING to the variety of the game. It does the exact opposite. I just came out of a PVP match that had SEVEN RANGERS because they were one of the professions for the daily. It’s beyond stupid.
Not the first time I saw this in pvp and it’s pretty annoying when you try to stomp a war 4 times and just before the stomp, he tp a few meter away…
Or you just knock back him out of a platform, follow him down to dps him and he just tp back on the platform.
I reported the player in game but I haven’t seen any topic or anet announcement adressing this problem.
Speaking of which, why is it that necro’s with all of their minions don’t have balancing issues when they can spec to not use minions and not lose DPS? What’s the difference between them and us if they also have pets and theirs is optional?
Again, it is not their class mechanic. They also lose a lot of utility when going MM.
That answer seems like a cop-out to me. Also, I would not argue that Necro’s “lose utility” by speccing into MM considering the fact that they gain access to quite a few different abilities through their minions.
AoE knockback? Check.
Immobilize? Check.
Potential teleport? Check.
I wonder if ANet is currently examining the discrepancies between Ranger and MM Necromancer in order to determine how they should go about balancing Ranger.
Let’s make it clear then
Every class has 100% base player damage by itself, and their unique bar gives more dmg or special things.
While I didn’t read the original 70:30 post it quite obviously derived from a dev who said that Rangers are expected to bring some damage through their pet. But this also applies to other classes who have damaging class mechanics because the class mechanics are most likely not exlcuded when balancing their damage. Everything else does not make any sense at all. This means that the class mechanic has to be included for all Mesmers, all Warriors, at least power Necromancers, most Engineers and even situationally for Thieves. Comparing Ranger 70:30 to Warrior to 100:15(F1) is just inaccurate.
Okay, let’s make it clear then. As an average, classes have ~75% dmg of possible fully.
Then when they trait on it, they’ll have maximum of “100%”, + the F skills give additional dmg or features. It should matter what you trait on. If you go for damage, then go, other hands there are survivality, support, and beastmaster for us.
I am not sure if I understood you right, but all classes, with the exception of ranger’s from what I have understood from the dev’s, all classes start with 100% damage. I have not read any post’s or heard any statements from dev’s stating that mesmer’s damage is reduced because they expect clones to fill a portion of that damage. Or necro’s damage is reduced because they expect minions to fill a portion of that damage. So far the Dev’s have only mentioned ranger’s as having to give up 30% of their damage to pets. A level 80 warrior with no traits has 100% control of their damage and they have 100% of their damage. When traited, any bonus’s, 10% through this trait for using XYZ weapons, 5% this other trait, 15% for the adrenaline full trait, ect.. This is all added to the 100%, so the example I’m using above, he will have 130% damage which is a 30% buff to damage thanks to traits. That’s a given, that’s what traits are for and why some traits are for some weapons and not others.
Ranger’s on the other hand start at 70% damage instead of 100% damage with 0 traits. So you add the Bow percentage, or your traiting that way or you add the GS percentage when traiting that way and any other percentage from traits and you’ll see that you, the ranger part, does not come up to 100%. Now you have pet’s, which are suppose to be responsible for 30%, trait on them and their damage percentage is suppose to go up as well. On paper it should balance out to what warriors are doing. However, since our pets can’t hit moving targets and since are pets can’t scale walls and since our pets die in 2 seconds in zerg’s and since our pets are practically USELESS, we lose out of those 30+%. So while all other classes are doing >100+% damage, we are at <100+%.
So to recap, From the dev’s mouths as we know for sure right now, Ranger’s are the only ones that start <100% damage because of pets. Now, if a dev wants to come on here and say anything about Necro’s having the same thing or mesmer’s to clear the air on this matter that would be great. But until we hear otherwise, we only have confirmation of ranger’s having this handicap.
Speaking of which, why is it that necro’s with all of their minions don’t have balancing issues when they can spec to not use minions and not lose DPS? What’s the difference between them and us if they also have pets and theirs is optional?
(edited by Akisame.9508)
Hey, I’m kinda newb/noob to the profession, and generally only play mine for variety and in my off time, however a lot of the problem with it as far as I’m aware is lack of sustain in terms of healing and staying alive. If you look at other examples like Thief and Guardian, the latter has a low base health pool, but makes up for this with high protection, regen, healing and dodging rates, as well as anti-burst skills and high stability uptime, their survivability is also buffed by their heavy armour. Thief is medium armour and similarly has a low base health pool, most of their survivability is based on stealth and movement, as well as a generally high DPS output on most builds due to the safety brought to them by stealth, enabling them to ‘kill before being killed’.
With Ranger I think there’s not enough of these factors to keep them alive; I have a very low stability uptime and hence can be CC’d and caught, destroyed if I don’t position well. The only stability utility skill I can use has a 1.5 sec cast time, requires a master trait and lasts for a very short amount of time. Similarly one of the only anti-bursts requires exactly the same. Movement is mostly on sword or Greatsword; the former of which is unwieldy to a point due to the twisting necessary to get it in the right direction, and GS has a relatively long cooldown between leaps. Traits to shorten these require going 20 deep on two different other trait lines, so assuming you want reduced CD on your longbow, on your GS, and some stability, you have to use all of your trait points. Compare this with Guardian which gets reduced CD on all 2h weapons for 20 points and easy access to stability untraited, as well as easy GS movement, it comes up short. The trait lines on ranger definitely need to be gone over; we have a higher base health than the other two, but not the huge movement and stealth of the Thief, nor the anti-burst, damage negation, healing and Heavy armour capabilities of the Guardian. I also feel Longbow could use an overall damage buff, as it’s insufficient at effectively harrying or damaging a foe before they close with you; at which point you’re screwed however idk about it.
I won’t mention my bear(s)
Hope these help at all, just observations from a casual ranger; I also apologise if I’ve repeated anyone.
(edited by Immolator.5640)
Perhaps, but what people were suggesting was a rebalance of the class to make up for the current state of pet AI. In essence, that would mean tweaking the numbers of all Ranger traits and skills to account for the lack of pet. However, that would not be fair to the players that still want to play pets, as we would essentially be talking about completely removing the pet at that point.
What we won’t do is remove the pet from the class completely.
Does that make sense or is it still confusing?
Well you can put that thing other way around and that’s why i like to ask from you how is it fair to keep things as they are now for thous rangers that don’t want to play as beast master? Anet advertised this game by saying play how you want and as far as i have understand that supposed to one core design of this game but still it sounds like keeping ranger class design is more important to you than make possible for us to play as we want? I don’t say you should remove pet or make permastow possible but i say you really should make possible to us play and be as effective without relying to pet. Of course that would not be necessary if you can make sure that pet survive in all situation and do things we need them to do when we need them, but that cant happen with out giving us full control of they skills and making them almost invulnerable when used right, same time pet have to be so deadly that our opponents cant just ignore it or so important to our survival so they have to take it down first. So can you devs make pet worth to be ranger class mechanic and are you ready to do it or should you think alternative options?
(edited by Zorpi.5904)
Let’s make it clear then
Every class has 100% base player damage by itself, and their unique bar gives more dmg or special things.
While I didn’t read the original 70:30 post it quite obviously derived from a dev who said that Rangers are expected to bring some damage through their pet. But this also applies to other classes who have damaging class mechanics because the class mechanics are most likely not exlcuded when balancing their damage. Everything else does not make any sense at all. This means that the class mechanic has to be included for all Mesmers, all Warriors, at least power Necromancers, most Engineers and even situationally for Thieves. Comparing Ranger 70:30 to Warrior to 100:15(F1) is just inaccurate.
Okay, let’s make it clear then. As an average, classes have ~75% dmg of possible fully.
Then when they trait on it, they’ll have maximum of “100%”, + the F skills give additional dmg or features. It should matter what you trait on. If you go for damage, then go, other hands there are survivality, support, and beastmaster for us.
But as you see, most of us prefer Pets to don’t deal dmg that counts while Untraited for it.
I personally would not mind if the pet was gone but I don’t think it would fit the original class design. However, I’m not sure if it is true that most want the pet to be gone or to deal no damage. I know many people who love their pet. Therefore, you probably should not talk about ‘most of us’ when it just represents your point of view.
There is no mutch reason for pets to be gone, devs will decide it anyway.
What matters here is their worth. IF you trait up on Beast Master, then its logical to use your pet for competitive damage output in side of yours. IF NOT, then just a base dmg line, and still useable buffs/debuffs.
However, permastow should give you some buff to compensate your lack of “extended arm”, which pets meant to be.
@ No CDs: Balancing Thieves are out of this topic, but this isn’t a real issue. Or at least it shouldn’t be. Problem is on AN’s side, they put up “one shot kill” skills as balance and wonder why they seem unbalanced.
If one shot skills were the issue you would not see anyone spamming skills on one target. The main problem with Initiative is that it encourages solely using your most effective skill. That is why people spam PW etc. I don’t want to see something like that because it emphasizes brainless button mashing. It might also be very difficult to balance because Rangers could also use evade spam this way. No fun for anyone besides the troll using it.
The problem isn’t with the non-cd methood. That itself is a very nice next-gen design!
The reason thieves spam skills are because it does kitten mutch damage and they autoaim targets.
For a melee weapon thats just pure idiotism IMO. BUT:
Imagine when we would be able to stop LRS AA and use our weapon skills without CD.
As mentioned in my new redesign, you can shoot 2x Rapid Fire or 2x Barrage before you get “exhausted”. Does that OP? Not. If that dual rapid fire would make ~18k dmg in ~5 seconds, that would be JUST EQUAL to most of other classes. This is why I’m suggesting it hard, because my design would give ~everything we need without being OP.
(edited by RoyalPredator.9163)
Perma stow wouldn’t make pets OP. In rebalancing for permastow, it would make those that still want to play with the pet op. THAT IS, unless we design something that gives the player a boost to balance it out.
The aspects I think were a little different. They talked about having specific bonuses based on the pet that the player was using. That is different from just giving a damage boost, which could end up being difficult to balance.
I think the reverse of this was used as the reasoning behind nerfing pets to begin with, wasn’kitten That is, the ranger and the pet did ‘too much damage’ so the pet was nerfed to compensate.
My fear with permastow is it will break things further in the balancing process. No matter what, playing without a pet would win out. Even if on paper a ranger + pet would theoretically do more damage, the pet AI is so bad at hitting things that it would not matter.
Basically, beastmasters will be seen as a huge liability. Instead of just hating rangers in general, people will start to hate based on what kind of ranger you are, which is IMO worse. Why would anyone want a person with a lackluster AI that cannot stay alive and draws huge amounts of aggro around when they could just ‘upgrade’ to the non-pet option?
Probably the same reason we all already play with “a lackluster AI that cannot stay alive and draws huge amounts of aggro around” instead of just rolling a new class. Using the pet would become like using bearbow in dungeons. It’s your choice to play something that is ineffective in the current situation so don’t complain when people call you out on it.
Perma stow gives us the tools to at least end the general hate on the ranger and let us play a way that is viable in situations where the pet clearly isn’t. (WvW, world bosses ect.)
Thing is, there was this in the past when GW1 had the option of rangers not using pets . . but they still caught flak. Especially if you saw a ranger who hadn’t loaded D-shot.
In any game there’s been a ranger class? They’ve been hated on. In any game there’s been pet classes? They’ve been hated on.
. . . I got used to it a long time ago.
Again though, same issue as we have now. Why would you not slot d-shot? It was borderline OP and almost always hit when used with a recurve bow.
We also had the same problem we have now, people would just sit at max range with their flat bows and spam barrage, doing nothing else. They wouldn’t even slot splinter weapon with it. It wasn’t hard to build for solid damage on a ranger, people just didn’t want to put in the effort of hitting more than one button. We were pretty useless in FoW/DoA groups but we never had the “no rangers allowed” bullkitten that we have here.
I feel ranged/archer classes get flack because they are hard to balance properly from a pvp perspective so they tend to be either too weak or too strong and rarely fall into that happy medium. The other half of it is that they attract the laziest of the lazy, people who want to play mmo’s on cruise control and then complain when others call them out on it.
If anything. warriors were much more hated than we were. It was a special thing to get one or two who didn’t think they were invincible and aggroed every kitten thing in sight, overwhelming the monks and then kittening in party chat about how they needed a rez.
(edited by Substance E.4852)
Perma stow wouldn’t make pets OP. In rebalancing for permastow, it would make those that still want to play with the pet op. THAT IS, unless we design something that gives the player a boost to balance it out.
The aspects I think were a little different. They talked about having specific bonuses based on the pet that the player was using. That is different from just giving a damage boost, which could end up being difficult to balance.
I think the reverse of this was used as the reasoning behind nerfing pets to begin with, wasn’kitten That is, the ranger and the pet did ‘too much damage’ so the pet was nerfed to compensate.
My fear with permastow is it will break things further in the balancing process. No matter what, playing without a pet would win out. Even if on paper a ranger + pet would theoretically do more damage, the pet AI is so bad at hitting things that it would not matter.
Basically, beastmasters will be seen as a huge liability. Instead of just hating rangers in general, people will start to hate based on what kind of ranger you are, which is IMO worse. Why would anyone want a person with a lackluster AI that cannot stay alive and draws huge amounts of aggro around when they could just ‘upgrade’ to the non-pet option?
Probably the same reason we all already play with “a lackluster AI that cannot stay alive and draws huge amounts of aggro around” instead of just rolling a new class. Using the pet would become like using bearbow in dungeons. It’s your choice to play something that is ineffective in the current situation so don’t complain when people call you out on it.
Perma stow gives us the tools to at least end the general hate on the ranger and let us play a way that is viable in situations where the pet clearly isn’t. (WvW, world bosses ect.)
And I highly doubt that Anet would give all the love to non pet rangers when so many of our traits affect the pet and they still adamantly believe we are “the pet class”. Worst case scenario, we’d see the same lack of support we have been getting for the last 1.5 years anyway. We can’t get much more ignored.
That’s a shame. Well, not the part about only owning 3 pets but the other things like only having one active pet, levelling (training) it and choosing its abilities sounds a lot more interesting. Sounds a bit like how pets behaved/evolved in GW1.
Yeah building your own pet sounded neat. You can see the old pet customization in action here (In German)
http://www.youtube.com/watch?v=nVvK7vqx-Vo&hd=1#t=0m17s
In addition to the skills the drakes have now, there was a passive regen skill, a shake that removed conditions, an evasion skill that made the drake back out of combat, and a roar that weakened enemies.
(edited by misterdevious.6482)
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.