Showing Posts For Nega.7362:
This is a review of the changes I would like to do on weapon’s skills, it’s mostly based on PvP.
Ranger’s weapons
Longbow
This is a power based-long range weapon, it also have some controll-ish element.
#1 Only 2 ranges are needed (0-500= 50%, 501-1200= 100%), this will help a lot the positioning to be in range of allies’s buffs while doing max damage; arrows need to fly 10-20% faster, at 900+ you wont hit anything that’s not static wich is a problem for a long range weapon.
#2 It’s usefull to negate the #1 drawback, It’s good like it is now.
#3 should not pierce or else you will break out of stealth istantly.
#4 Ok
#5 Should cast in half time, do half of the hits and do double damage/cripple. As is now retaliation can kill you in team battles (let’s not think about WvW). If it’s still not that usefull after this change a 1 sec immobilize on the first hit can be added.
Shortbow
This is a short-medium range weapon with emphasis on positioning and mixed damage.
#1 Cut a bit the normal damage, add some extra damage to flanking and 1 extra bleed second; 900 range is fine if we add tools to mantain the side/rear bonuses.
#2 V shape is ok, but add some bonus for the point blank hit (extra damage + something like weakness? extra bleeding?)
#3 Dodge in the direction you’re moving (so you can dodge to get the flanking bonus), 20% extra damage.
#4 add 1 second of immobilize, 20% extra damage.
#5 Stun 1 sec on frontal hit, 1 sec stun and 2 second daze on flank (mind that you can double up with Moment of Clarity)
Greatsword
Greatsword it’s a power based melee weapon focused on defence and mobility.
#1 The damage is low, but the evade is so good, it’s good as it is now.
#2 Cut the animation time to 1/2 second, 3/4 is quite long for a skill with such an obvious animation. If you can land the skill the overall DPS of the weapon it’s not that bad.
#3 One of the best skill for mobility ever.
#4 the kick part (if hits) usually will launch the opponent outside the #2 range, and will root you in place until the animation is done. A shorter knockback and the mobility on kick should help a great deal; with an extra 20% damage it can be used as a sort of spike initiator with #2.
#5 while good on paper this skill has some problems. It wont hit a moving opponent (you will never hit someone running from you) and the extra damage bonus cancels out with the trait that should buff the skill. Extend the range of the leap or cut the animation time and the skill should hit moving stuff.
Attack of Opportunity should be changed a little, Rangers dont have big 1 hit attacks (barring Maul) and the pet’s skills cant be controlled that much. Make Attack of Opportunity give a number of charges (2-3) with "your attacks do extra 30% damage, 1 charge is consumed each time you hit something". Make each source add extra charges.
Sword
A Power based melee weapon based on in combat mobility and evades.
#1 The leaps on the #1 chain is good for sticking on the target but the delay you get on the dodge/skills can kill you. Faster execution times on the chain (with a damage nerf to compensate) is a cool band-aid solution.
#2 the animation time after the 1/2 sec cast feels a little cluncky, but it could be related to the #1 delay.
#3 Love it.
Axe
Mainhand Axe is the default 1h ranged weapon so it’s a mix between power and condi.
#1 Add a little effect on the 1st hit, damage wise it’s quite good with 2-3 targets; but in 1v1 damage is too low. (maybe a 15-20% extra damage in 1st hit?)
#2 For a ranged weapon wannabe a point blank skill is a bit odd, should be an AoE that Bleeds on hit, or pulse bleeds a couple of times.
#3 Add an extra second of chilled to keep players in #2 better.
#4 This is the only skill that it’s worse if traited, the extra range make the poiectile likely to disappear on a wall or on a ledge. It also slows down the pull on the return. It’s a shame because it work so well with the sword. Long range pull it’s good for WvW (even if it’s slower) so the work should be done on the proiectile itself or the range should be limited to 900 in PvP.
#5 Reflects are always good, the main problem is that this one roots you in place for its duration. Low damage, vulnerability and retaliation wont scare away any meleer nor AoE placement. There are 2 possible solutions; the effect stays in the area after the initial cast (1/2 sec) and you can move around or instead of retaliation the area pulses blind each second or so.
Warhorn, torch and dagger are quite good for me as they are now, I feel that warhorn #4 is a bit underwhelming, but the weapon overall is good.
Specific Game Mode
PvP mostly
Proposal Overview
Give more options to the pets
Goal of Proposal
Raise the pet’s utility and impact in the actual combat
Proposal Functionality
1) Pets hits moving targets once in 6-10 seconds if the movement speed is similar. For DPS pets this is a severe handicap; Pet’s base speed should be increased by 10-20% or the attack’s range should be increased.
2) Pets F2 skills have little overall impact in the combat (excluding a couple of them), this is partialy caused by the cast delay and partialy by the skills effects. Direct buffs (ex. red moa) should have shorter cast times and stronger effects, Boars shoul put the item directly in you hands, frontal attacks should have a free turn movement after the cast time.
3) Having only one active skill limit the amount of interaction with the pet; F1 should toggle between Attack and Return. F2 and F3 should be used to control 2 of the pet’s active skills.
4) Pet-only traits are underwhelming for the most part; Malicious Training, Pet’s Prowess, Expertise Training should be mergend in a Offensive training trait and Agility Training, Concentration Training, Compassion Training should became Support training. Adding to that, Rending Attacks, Stability Training and the old Vigorous Training should be merged on one trait Specialization training. Up them to master trait for balance.
Associated risks
Pet skills and damage need to be balanced again to avoid power creep on some combinations.
7)
- Move Trap Potency down to Master tier
- Remove Trapper’s Defense
- Move Trapper’s Expertise down to adept tier
- New Grandmaster trait, choose from:
-Traps transfer x conditions per pulse
-Activating a signet removes x conditions
-Interrupting a foe either transfers or removes x conditions
While i would kill to have a condition cleanse for traps i dont think it’s the best place for that, I think those type of abilities are better in defensive oriented trait lines.( I would love a buff to Evasive Purity)
If traps traits are in a precision/crit damage line they have to make sense for those stats, right now they make use for the high crit chance via Sharpened Edges, but only for the Condi Trapper.
Traps would be viable in a non condi build if:
1) Make all of them pulse 3 times (so 4 ticks with the initial one)
2) Make all of them do damage each tick; a little more than fire trap as a base but with a good power scaling.
3)Add a trait in Skirmishing that triggers on crits with no internal CD that: apply vulnerability or do extra (non condi) damage or weakness or flame blast or thunder strike or whatever
So we can have a 600 range AoE, unblockable that ticks for damage (100min -500max) and can slow down opponents (Spike-Frost). And we can trait to do extra stuff on all those crits (wich can be applied by our crits too).
Will this bring a viable non-condi trap build? probably not, but at least they will have a sense in the trait line.
Before adding new stats combo I would love to see an increased stat split between the accessory and the jewel,
Right now it is:
Primary: 798/125
Secondary: 569/75
Tertiary: 284/45
It’s more or less a 87/13% split, it’s a little low to mean something in the build. I think that a 75/25% can help a lot the builds who need a little more vitality or precision to work out.
It would look like this:
Primary: 692/231
Secondary: 483/161
Tertiary: 247/82
Second point would be adding few more Jewel combinations to fine tuning the stats.
For each of the six (now seven) stats it would be nice to have at least two choices with the stat as major in the jewel, ether more offensive/defensive or condi/power based.
Then we could start to evalutate which stats are needed in the amulet.
If ferocity adds like extra power in the crits i would like to see a
FEROCITY
precision
healing power
to use on a proc on crit wacky build XD
just my 0.02 $
1. Basic tutorial
When you first arrive in the mist you are posted in a istanced version of a PvP map, and you have a “personal story like” mission with objectives listed in the right side of the screen and the annuncer NPC shouting you what to do next with some tactical insights. (Playable area shoul be limithed at the start).
“Mach start in 10 seconds newbie, prepare at the gates”
“Run to the Henge point! it’s near and we need it to gain points!” (green star appears on the Henge)
“Ok now stand on it to capture it, check the circle on the ground to see how much time you need.” (progress bar appears on the interface).
“Good, time to go on the offensive, move to the keep” (green star appears on the keep and the playable area extend to the middle)
“kitten , they got the keep before us! Check how many of them are there. They are 3, dont get killed, wait your team for support”
etc
After this tutorial the player should know the basic of the conquest mode. If more modes are released extra tutorial should be made for those mecanics. The tutorials need to be replayable.
2.Gearing tutorial
An NPC shows what we can find in the mist hub, this tutorial should be istanced so we can have a list of objective on the right and some “trials” to pass.
“Here you can take what you need for the mach, it’s all free… they just look ugly …”
“This is the training golem, try to blow it up as faste as you can”
etc
3. Modes tutorial
Just to tell the difference between hotjoin, soloQ and teamQ.
4. Build tutorial
This is triky to do, builds became outdated or fall out of the FoTM, I think that the only real solution is the fan based “build library” like Dota2. You can search builds and have some description on the use.
Some ranger discussion.
Power RangersOne 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.
Evading swoop is a thrilling idea for me XD It has some tactical implications I like (using it melee range lowering your damage to evade a big attack)
For the 3rd AA vulnerability is a nice thematic (maul) replacement, or a condition removal like the bugged fact in sword AA, it could remove a stack of some specific condition ^^
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.
While i’m ok with the current form of the sword AA a little more of “idle” time between the skills in the AA chain could help a lot getting the hang of it.
Having the leaps resolve a little faster and having an aftercast (so the dps remain the same) can help a lot controlling the beast.
Condition removal is a build limiting factor for rangers, especially on pvp side.
30 Points on Wilderness Survival is a must have for many builds, to mitigate this situation a little buff on Evasive Purity can be really usefull.
It’s on demand, it’s self limitating (10 sec cd for 1 condition + endurance), cant remove immobilize or fear.
If changed in something like:
“Dodging removes a condition from you, only poison, burning and torment can be removed this way. CD 10 seconds. "
It can became a valid alternative to Empathic Bond in some builds.
Thank you for the open discussion XD
Spirits is the FotM build, nice team support and some nasty condition damage.
I’m messing around with Sharpening Edges (got buffed to 2 sec bleed recently), bleed on crit with no internal cooldown is delicious.
Still work in progress but you may like it ^^
Still using my old 30/30/5/0/5, Shortbow /sword-horn.
Piercing arrow is just too good to pass if you go against more than 3-4 opponents, survival is mostly based upon a single lightning reflex and 1200 range so it’s not too good on 1v1 (unless the other one is glass too).
I’ll try a similar build soon (20/30/20/0/0) now that 5 points in beastmastery are less tempting.
just my 0.20 about pet commands.
I think it’s possible to keep the number of F-keys down to 4, we just have to separate what we want to do during a fight (that needs a keybind) and what we could do when we’re a less pressing situation.
In combat I rarelly switch stances on pet, I keep it on passive and F1-F3 all the way, I use agressive only in open PvE “lazy mode” so I dont see the need to keybind stances on a key if we can fix a little some F-key.
I’m thinking something like this:
2 Stances (like now)
F1- On passive: The pet will lock on the target and will move back to the ranger if the target is killed
– On Aggressive: The pet will attack the master’s target or the nearest enemy (inside a 600-900 radius) if no target is selected.
F2- On passive: Pet uses the skill on target (or on the place the pet is if it’s a AoE howl etc) and move back to the ranger.
– On Aggressive: Pet uses the skill and attack current target and goes in F1 mode..
F3- : The pet gain distortion and swifness (1-2-N seconds) and move back to ranger current position interrupting skill casting and not attacking new targets until a F1 or a F2 is used. If the pet is near the ranger in a F3 status It goes on a short leash “i’m not here” mode (not gaining aggro, not attacking but still taking damage from AoE or cleaves).
There should be a cooldown on the distortion/swifness buff but not on the F3 command, it could be indicated by a bar or a white line around the F3 icon simulating the “endurance” regen.
F4: as it is now, the pet will pop up near the ranger instantly, it’s important that the pet "remember the prevous pet’s status.
This way I can give my pet all the commands i need (on passive) using only F1-F3, in emergency i can still swap out the pet to save it.
Just my 2 cents
EDIT: Companion´s Defense trait could be upgraded giving distortion to the pet ^^
(edited by Nega.7362)
Well … well…
While is true that the ranger is the only profession that can use F 1-4 Skills on downed state it’s also true that it’s the only profession that can lose the F 1-4 while alive ^^
Ranger lose 50% (on buker bird/bird or cat/cat) to 20% (on more balanced builds) of their damage, 1 to 6 traits and some of effects of their skills if the pet is dead; it fit on the “duo” class the ranger is in Gw2.
The downed 3 skill is bugged on many levels:
underwater is too strong
on uneven surfaces is broken
on flat surfaces it work nice
It can still be interrupted if you daze/launch/stun/fear the pet and against dps ones (birds and cats) some well placed skills will kill them (AoEs are nice too).
If you still think that a downed ranger is so OP we can make a tradeoff, we can exchange skill 3 + F1-4 on downed if the ranger’s pet is unkillable when we’re alive ^^
Sometimes when using Royal Forum Waypoint in Straits of Devastation i found myself inside the terrain, seems random but already happened a number of times to me and my guildies ^^
Teleporting again and again you can unbug but silver isnt free :P