(edited by Samitan.6192)
Showing Posts For Samitan.6192:
- get rid of the ground targeting (it’s a shout!)
- get rid of the cast time (again, it’s a shout!)
Without these two things it would be less annoying to use “Guard!”.
I think they need to keep the ground targeting but the cast time yea, what’s up with that, like you said it’s a shout
More like SubZero.
Honestly i barely play GW2 anymore because:
a) i can’t be bothered to lvl another character
b) Anet are not fixing the ranger (being the only profession i like in this game)
I don’t care if they go back on their word about not changing class mechanics, you got to do what you got to do. They are obviously struggling with implementing a decent AI for the pets, c’mon it’s been a year now.
They should of implemented preparations as our class mechanic like the ones in GW1 It is much simpler and probably more efficient, these could depend on the weapon you’re using like the engineer f-skill depend on the skills chosen.
I’m sure some of you have tried the Aetherblade dungeon and got to the rotating laser bit where you loose ~40% of you damage output because your pets are getting toasted by the lasers every 5 seconds
That’s not a bad idea, obviously you would probably need to reach a certain percentage of a rarity of armor to have your pet’s attributes increased to the next level. For example if over 50% of you gear is ascended then your pet qualifies to have the ascended level stat boost.
I don’t think it would be right for us to have 100% ascended gear to qualify for the stat boost as equipment like accessories are quite difficult to obtain especially for myself that doesn’t play everyday and therefore doesn’t always acquire a laurel.
With Ascended weapons being released next week will our pets be even more disadvantaged due to the fact that ~40% of our damage comes from them and therefore with Ascended weapons ~40% of our damage will not benefit from the upgraded stats.
I feel that maybe they SHOULD make the pet’s stats based off of the Ranger’s otherwise with the Ascended armor coming out as well the effectiveness of the pet is just going to decrease more and more and as we all know they weren’t that great to begin with.
Any thoughts on this matter like alternative method of dealing with this issue?
Yay, i’m back to agree with Tricare again.
Personally, this is just me, so it’s my opinion, on what I would prefer, (and yet i’ll still get flamed) they scrap the 2 additional attacks and just give some sort of AoE boon to allies and then a buff like every 5th attack cripples for 3 secs, this would give some support to the ranger class as well as not having to give any more control options as in the other two attacks so the pet still does it’s standard attack as well as the special F2 in addition to providing boons and buffs to allies. Obviously how beneficial the boon is would have to be balanced with the damage of the pet.
I’m sure others would be able to handle having control of the extra two attacks and it doesn’t sound like much, but when you are trying to keep yourself alive as well as your pet at the same time as attacking and keeping an eye on everyone else, those extra two attacks will probably go forgotten or distract you, well me anyway, from something more important.
Hey guys,
thanks for all the posts, from what i’ve gathered so far there are a lot of people like myself who do like the pet mechanic in terms of the concept, but the fact that the game has been out a year now and their AI has not improved much at all as far as i can tell has caused skepticism as to whether A-Net can deliver pets with decent AI, and rightly so.
From these it seems there are those who want to hold out in the hopes that the pet AI will eventually be fixed and others who feel that A-Net should go for broke with the pets and think up something else for us. An example of this someone mentioned was preparations which were one of the ranger’s defining abilities in GW1.
However, discussing alternatives is for another thread, so keep posting those pros and cons. At the end of the day it’s up to A-Net what happens anyway but it’s trying to give them something to think about.
You never know.
Queen Jennah: FINLAND!!
Samitan, have you kept up with recent patches? It seems you’ve been away from the forums for long stretches of time so I’m wondering if you know where ranger is TODAY.
Hi Chopps, the reason i go away from the forums and the game for that matter is me hoping that when i come back, A-net will have fixed something of the rangers and i do always read the patch notes of every large patch. In terms of knowing where rangers are today compared to other classes i wouldn’t say i’m too knowledgeable in that area, but then that’s why i’m not making a complaint about the ranger class as a whole just the pet mechanic which is a large part of the class and is clearly broken. Personally i’d be happy with just better pathing, i don’t tend to have many problems in terms of keeping my dogs alive. However, with the new content as others have suggested our i am finding it a lot harder to keep them alive such as with the aetherblade dungeon with the spinning lasers.
A note to others i will write up the results and main arguments probably around thursday/friday coming as well as alternative suggestions and general opinions.
Queen Jennah: “I’M SPARTACUS!!!”
Please note i will not take into account any posts that do vote or have already voted and i urge others to not argue with the people that break these rules.
This is not a discussion on what it will be, that can be discussed in another discussion this is merely to get an idea of how many are for and how many are against getting rid of the pet mechanic.
If you agree simply put +1
If you disagree simply put -1
You can justify your answer underneath but make sure the +/- 1 is clear and do not post more than once. The primary purpose of this is to get a tally and gather the pro’s and con’s of both sides. If someone gives a reason you do not agree with do not argue with it on this thread, save it for when i write up all the results on a separate topic.
1 Logan + 3 Jennah = 1 UBER Pleased with himself Logan that gives off a perma Man Points AoE.
First step to improving the ranger is improving the pet AI. i Believe the difference it could make to our damage output would be insane. It would shut most of the pet haters up anyhow.
Are you talking specifically about PvP at this point? If so, I could see it being an issue. But it’s hardly the weapon with the largest issue at that point.
yes i am and yes you’re probably right, just out of curiosity what ranger weapon/s do you think have the largest issue?
In PvP, I honestly find axe and 1h sword useless. Maybe I just don’t understand how to use them or something, but if you want to talk about issues with weapons in PvP I don’t think LB is the one suffering the most for Ranger.
I can’t say much for the axe as i haven’t used it much in the game as a whole, it just doesn’t appeal to me. The one handed sword on the other hand probably accounts for around 80% of my pvp kills, i love it. It takes some getting used to and turning off auto attack helped me a lot in terms of dodging. However there are discussions on this and it seems that half of the ranger community love it and the other half hate it.
Anyway going a bit off topic there, i agree that we should not be penalized for attacking at short range with the longbow. In my opinion, we should have a set damage for short to mid range about 250 and then at long range make it about 350 as well as the increasing arrow speed aspect the i mentioned in an earlier post. Also at the risk of repeating my self, increased untraited bow range.
Are you talking specifically about PvP at this point? If so, I could see it being an issue. But it’s hardly the weapon with the largest issue at that point.
yes i am and yes you’re probably right, just out of curiosity what ranger weapon/s do you think have the largest issue?
@Vacien
First off, you really didn’t need to explain the other four skills the ranger has and how to use them, they’re pretty obvious.
Anyway, i never said that the longbow is useless, i use it myself as a secondary, always have, always will. In fact i don’t think anyone on this topic has said that the longbow is useless, the problem we have with it is just the effectiveness of skill 1, that’s all this topic is about, hence the title.
I’m sure most of us just burn through skills 2-5 and then want to swap but that will not take up the full ten seconds before the next weapon swap, at some point or another you will have to use skill 1 which as we all know is fundamentally flawed as it does not do enough damage per hit, i have already rejected the idea of increasing activation speed. The skill increases in damage the further you are from your target. The problem is, at the range that it is most effective it is also the easiest to dodge and when i say dodge i mean just a matter of strafing right or left a bit due to the distance the projectile has to travel to hit the target and the speed it is going at. This is why i proposed to make the arrow increase in speed the further it went as well, this would hopefully increase the reliability of the arrow hitting it’s target at long range.
True, why the range of the longbow is the same as that of the short bow i don’t know it’s like we we can only pull the bow string all the way back if we’re traited for it.
Remove distance req, change dmg… do what you want. But DON’T touch fire rate. I like full animation, when character moves hand to quiver. It’s (should be) slow firing and hard hitting weapon, so don’t make it 2nd shortbow.
You’re right, i was getting jealous of the warrior’s longbow i think, i like the idea of increased damage at longer distances as i think this also distinguishes it from the short-bow in long range battles, at the same time i don’t think it should be as handicapped as it is at shorter distances. I’m not saying it should be on par with the short bow at shorter distances but it should at least keep the mid range base damage as it looses out at fire rate. But at long range having increased damage for the longbow is great but if it can’t hit at long range reliably then the long bow is useless hence increasing arrow speed as distance increases.
For starters they should look at removing the range differential in damage. Unless you’re just spamming “3, 2, 5, Swap” the longbow is useless for anything other than an easily controllable boss fight. Past that, I think that longbow should simply do a little more reliable damage than shortbow, and shortbow should pull even or ahead if flanking and spec’ed for condition damage.
Exactly, the other 4 skills are great. I personally don’t mind the range differential if they increased the damage after short range because the longbow isn’t for short range, hence the name but at mid to long range it needs to do more damage than it does now. The other problem is hitting at long range hence why i said for the arrow to increase in speed the further it goes.
I’m not saying it needs a fast fire rate as the short-bow. According to the wiki the activation time for shortbow is half a second whereas the activation time for the longbow is 1.25 seconds, maybe just make it a bit faster activation time for example the warrior longbow 1 skill activation time is 0.75 seconds. Plus i’m trying to help give the longbow a better chance at being more efficient at longer distances.
As we all know the the longbow skill 1 is just rubbish most longbow users like me probably tend to switch weapon when they’ve used up all the other skills the longbow has. The main problems the longbow has with it’s skill 1 is low DPS and ability to hit.
My idea for the longbow skill 1 is first increase the fire rate, yes this has been said before, and secondly the further the arrow goes the faster it gets this would make the longbow more useful at longer ranges than a simple side step.
So, what do you guys think
As much as i disagree with getting rid of the pet altogether or making it so we gain a buff when pet is stowed as other people have mentioned, i do agree that we need a perma stow option just for those times where we really do not want the pet coming out such as getting past enemies undetected.
Also, as many other people have stated a dodge button will not work for the pet. There is too much going on in the game to worry about dodging for both yourself and your pet. Finally pets need to be able to attack on the move, i notice that when my wolf does the leap knockdown if the target is moving, by the time my wolf has “prepared” itself the target is out of range. As we know this problem is common with a lot of pet F2 abilities (looking at you Drakes).
Personally i wish all PvE enemies would do this, it allows the pet to last a lot longer, this is the problem that Robert Hrouda was saying about when they tried giving pets reduced AOE damage form attacks that rangers could easily beat bosses with smart pet changing, if the enemy just went for the player there wouldn’t be that problem.
Thanks for the link Florgknight personally i’d say the only reason that the rangers find PvE easier than other classes is because of the aggro mechanic (i think someone suggested it in that thread) whereby the enemies you face tend to go for the pet over you, that pet only has to last 16 seconds before you can bring in another one. This means nothing when you play pvp as most player’s ignore the pet totally.
At the end of the day, our damage is determined on whether our pet is alive or dead so pet survive-ability is crucial to making us useful in dungeons and many different people have stated different potential solutions for this. Like i said above though pet pathing will also make a big difference to the pet damage output and therefore our overall damage output. For example just look at the time difference between killing a stationary training golem with just your pet and killing a moving golem with just your pet, there is a substantial difference even withthe pet’s speed increased by 30%.
Hi Jon, ArenaNet, Community,
I was wondering if you could tell me if there are any plans for the ranger class as a whole in the near future. I’ve seen a lot Dungeon groups that do not allow rangers into their group and a lot of players have said that when compared to other classes they have played rangers are sub par.
Personally, i would just like for the pet pathing to be better and maybe have their attacks not take so long to execute. An update on whats going on with this class would be much appreciated.
Regards Samitan, Ranger character name: Isac Hunt
Hi,
Rangers suck. Everyone knows it. One of the bigger problems with Rangers are their pets. The pets are weak and stupid, but it wouldn’t be balanced to give them a whole bunch of stats that make them overpowered.
Why not make an endgame trait that when you have your pet recalled (so it’s not summoned) you gain a percentage of it’s stats. Say, 25% of the pets primary stat? That’d be healing for Moas, precision for felines etc.
Rangers would be decent without pets, and not laughable. I think this change would be very welcome and hopefully bring the Ranger DPS in line with a warrior+rifle.
First of all .. There are 4 primary stats for all pets: power, toughness, precision, vitality. Healing is a secondary of which Moa has 0. And if the pet is dead, how is the trait gonna help you then?
One more issue, if it worked as you wish, 25% to power, precision, vit and toughness would be extremely OP and nobody would even care using pets anymore other than on passive mode. That kinda takes away the whole purpose of using pets.
And 3rd, why is everyone so obsessed with dps? You do realize that not everyone, no matter what class it is, is playing zerker/pure dps builds right? Do you hear anyone saying “oh wtf why isn’t my bunker guardian doing same damage as that backstabber thief!?”. And for those who want to play purely for dps, you realize also that in most mmorpg no class is going to do exact same damage as the other, right?
Now I do recognize the issue with the damage being spread between the ranger and a pet who tend to die, but in some situations, glass canons are not viable builds. In the end it’s about the last one standing, which more depends on your ability to survive and use certain skills properly.
Totally agree with you, These builds based solely on DPS are very overrated because they rely on you bursting down your opponent, however in my experience as a ranger (which is all i play) it only takes 1 click of “Protect Me!” and the glass cannon thief is rendered useless. I personally went for a DPS build when i first reached lvl 80 then went to WvW and realized the hard truth that thieves are just better at it full stop.
You aren’t going to have any problems if you’re just playing open world PvE, or dungeons. The Ranger does well in these cases. The problems arise when playing PvP, or higher level dungeons in fractals.
- Our trait tree are a mixture of boring (opening strikes), misplaced (traps in skirmishing tree), or useless (grandmaster traits) effects
- The pet dies way too easily to AoE damage
- The pet has a hard time hitting foes consistently
- The pet is useless in WvW when it comes to combat that’s at a wall
- F2 pet skills generally respond too slow
- Sword and shortbow feels like the only viable weapons, because sword snares foes, thereby making it easier for the pet to hit, and the shortbow has the best ranged damage (even when it comes to direct damage)
- Longbow, greatsword, and axe direct damage feels weak, although they have some good utility
- There are only two viable builds, which is bunker with pet damage, or condition trap builds (other professions also has this problem, though)
- The Ranger has very few skills and traits that affects allies
- Utility spirits die too easily
- Lick Wounds doesn’t work on uneven ground
That’s about it.
Yea pretty much what this guy has said but your usefulness in dungeons will be reduced due to the fact that your pet will die a lot from AoE especially boss fights like subject alpha where the AoE is 1 Hit KO.
Personally i run with a wolf and a raven. The dogs have really good all round stats with good abilities to go with it, the birds have more health than the cats but still deal a hell of a lot of damage, perfect for going on the offensive as they grant swiftness.
Tank wise the best are bears other types of pet that tend to have decent survive-ability include devourers/dogs/drakes and maybe pigs, but pigs tend to be avoided due to their unpredictable F2
I really like the scout hawk idea, was also thinking how much i miss preparations from GW1, the only thing we get close to that in GW 2 is sharpening stone which lasts 6 attacks, for something that lasts 6 attacks i’d expect knockback not 1 piddly bleed . However in a way i suppose spirits are our buff mechanic, yes i no they die too much, was just saying.
Devs seem to think; "hmm, got to fix something on the ranger now.
TIME TO PROCRASTINATE!
(edited by Samitan.6192)
Ranger’s get nerfed as apparently a few of us rangers have been naughty and actually killed players using the other classes, warriors will get buffed because, well… just cus, and the thieves will gain immunity to traps as well as their speed signet being increased to 100% extra run speed (they’ve been feeling a bit slow since rangers’ signet of the hunt became useful)
Nah but honestly though i’d personally like to see (and this might be a bit of ranger bias so please forgive):
- Signets get their cool-downs reduced since atm they’re just not worth it
- Pets able to attack stealthed enemies( whant to argue, there’s another thread especially for it.
- Longbow have a better 1 skill.
- Shouts have shorter cool down.
- I know that this pretty much goes without saying now but fix pet AI.
- I’ve never used them but apparently spirits need fixing.
- Maybe make offhand axe a bit more interesting maybe
- Finally (somehow nearly forgot) FIX THE RANGER TRAIT LINES
That is all
(edited by Samitan.6192)
Could those people guarding the seals be fanatics for the dragons and the colossus actually be a weapon to fight the dragons.
Yea just to further the example i was making, i was thinking chains like if you hit them with one attack then they start to bleed, another does dmg but also if they are bleeding and only if they are bleeding it sets up a dark field so that your next attack (possibly a ranged attack) deals life-steal. So all in all i think they need to make the skills have requirements to be more effective.
Hi Jae i think i know what you mean, but i think it would help others if you gave an example like how you would “improve” a skill. Tell me if i have got this wrong but are you saying that you want more skills to satisfy conditions, so if an enemy was bleeding a skill would do more dmg. I know GW1 had a lot of skills like this.
If i remember right, feel free to correct me on this but, In the order of whispers I think the current master of whispers said that the last one went mad. Though it has been a few years the Master of Whispers in GW1 was quite old so it could of been his successor that went mad.
Thank you very much Jon, i no AI can be tricky and am not expecting pets to be totally fixed over night but a push in the right direction is still much appreciated.
Hi Jon, ArenaNet, Community,
Any news on fixes being made to the Ranger Pets?
As we all know there’s quite a bit wrong with them in terms of attacking while moving, survivability and responsiveness. I would of thought it would be on the top of the things to fix list for the ranger. Feedback would be most appreciated. Thanks
Dhuum might be an integral part of the GW2 Elona Campaign as Palawa Joko basically owns the continent with an undead army and the player might have to do a deal with the devil (Dhuum)like before with Palawa Joko to help cull the undead army and therefore Joko, which he will agree to as it will make him stronger. He might even be the final boss of that campaign.
I think what Yasha is getting at is that burst damage kills too fast and that the fight is over too quickly most of the time, don’t get me wrong, I’ve had many fights with other classes where it’s lasted a decent amount of time but against like Yasha said thieves and warriors it is over much too quickly due to them being OP.
The other point i think Yasha is making (and many most people know) is that warriors and thieves have no downside, for example if thieves go in for an attack and it doesn’t go as well as they’d hoped they can just stealth and get away entirely or heal up and try again, rinse and repeat, there is no punishment.
However, i will say that ranger’s need fixing in terms of getting effective skills, traits and pet AI to see where they stand against the other classes before they get buffed or other classes get nerfed on the numbers side of things
First off i might be a bit biased so forgive me for this and am happy to accept any constructive criticisms of my thoughts but as much as i hate stealth, making Ranger’s niche being the counter pretty much one other class out of eight is just lazy. I’m all for giving ranger’s a counter to it as they are survivors, pets are our unique thing so i think pets should be able to attack stealth enemies, make people actually fear pets, of course this does rely on their path finding being improved and being able to attack on the move.
In terms of giving the class as a whole a niche, now i will give a few examples of GW1 here but that’s because it is still guild wars and rangers were defined then:
First off, in GW1 ranger’s had more abilities than any to traverse terrain quickly, this should definitely return. We are Hunters we should should be able to see prey chase after it, snare it and kill it. I’m not saying that this will be a definite kill as that should depend on the skill of the hunter and prey involved, but we cannot be the best trackers if we are slower than other classes.
Secondly, in GW1 melee took second thoughts about attacking a ranger due to their ability to block and dodge attacks we kind of got this in terms of the sword and dagger and maybe lightning reflexes but i feel we need a bit more such as another block utility, (i noticed the rangers in the CM dungeon have one, was very jealous when i saw that). A lot of professions tend to have a core game mechanic linked with them as well; thiefs = stealth, warriors = high vitality, guardians = boons, i think we got evasion, or should have and yes we get the extra 50% with WS but i don’t think that’s quite on par with high health or lots of stealth so i think our endurance recovery rate needs to be increased further.
Finally, in GW1 rangers were effective at range because of their interrupts, now i know this is less of a game mechanic now, and the short-bow’s role is as a condition infliction weapon only needs to be improved stat wise but the fundamentals of it are fine. The longbow however, does need increased speed and damage but to set it apart from the warriors bow and rifles it needs to do things like inflict daze or stun, maybe even fear.
Finished, like i said i welcome constructive criticism.