(edited by Tesler.5783)
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More combo fields. Full spectrum preferably, so we can really go nuts with those axes and arrows.
Hi guys, so I wanted to get your opinions about Rangers and combo fields.
We all know that Rangers have 3 ranged weapons available – longbow, shortbow, and axe, and all three for the most part have plain un-flashy projectile attacks.
Now I am not asking to give the Ranger all types of magical arrow shots, etc. What I want to discuss instead is Ranger’s access to combo fields.
Don’t you guys think, that having that great combo mechanic in the game, and a class with ranged attacks that are by default very plain, it would make sense to give that class as many combo fields as possible? From what I can tell, all we get is Fire combo field from the torch, and an Ice combo field from the ice trap, which is very clunky to use because it has to be triggered by an enemy to activate. And that’s it? Or am I missing something?
I know that many people like myself aren’t precisely happy with the look and feel of Ranger’s attacks, and some find ranged combat not to engaging either. Implementing heavier use of combo fields, I think, would address both issues – it would add another layer to the Ranger gameplay and it would add a wide array of cool looking attacks that the Ranger’s would have in their arsenal on the regular basis, and not only when other players are around. That full arsenal of combo fields, that would charge our arrows and thrown weapons, could even be merged with the currently lacklustre spirit mechanic, or maybe even replace it all together.
I love the combo mechanic, but to my knowledge there is no profession that specializes in it. Ranger can be that profession. It would make it more fun to play and flashier to watch, both areas being points where Ranger right now is a little bit behind all other professions.
so yay or nay, should Ranger have many more on demand combo fields to light up those arrows, or great the way it is? Let’s hear your opinions
I picked all 3 before I found out through this thread that they are OP.
until now I was under the impression that Warrior and Ele are most popular in part for that reason, and the 3 mentioned here as about as well rounded as all other classes in GW2
This should be in the game free of charge. Maybe with a cooldown, like once a week or so. I see no reason whatsoever why a player shouldn’t have full control over their character’s appearance.
Ranger’s Longbow encourages staying at max range for max damage, and provides great, possibly best single target and aoe ranged damage, or at least such was the idea behind it. slower shooting, hard hitting bow, as opposed to rapid fire close-midrange shortbow. to me, that’s what sniper weapon is in an MMO.
And yes, ranger’s theme IS ranged combat as it clearly states in the profession description, so while they are not exclusively ranged in practice, ranged combat is a part of their theme far more than any other profession’s, which is clearly why the most sniper-like weapon went to the ranger.
I agree that warriors have better abilities, all I’m saying is that thematically a sniper mode has already been assigned to another profession, so a sniper kit on Engineer, Warrior, or any other profession is unlikely to happen.
Ranger Longbow = sniper weapon. For obvious reasons, ArenaNet saw it more fitting to give to the ranger, than to the engineer, so isn’t gonna happen.
Ranger’s don’t need rifles, but they need a serious improvement of the flashy-factor on bows. They’re horribly behind all other professions in the visual design department. the attacks on their melee weapons also have better visual execution than those on ranged weapons, which is even more bizarre for a class that’s still designed to be more range-oriented than melee. so I hope ANet looks at that. rifles aren’t needed for that, but if its the only way it can happen, I’ll agree to it
the only reason I wouldn’t mind a rifle is the horrible lack of flashy-factor on the bows.
I don’t think its right, when utility spells of the Elementalist and Guardian can create bows as side bonuses that have better designed visuals than the actual equipped bows of the character whose class description begins with the words “these bad boys’ signature weapons are bows”. I think Rangers lack so badly in the visual design department, that at this point even a rifle doesn’t sound that bad.
They are pet classes, choosing all of those pets takes all of their 6-0 abilities.
I would however like to see the pets themselves to be easier to distinguish from players ie. have their target icon be a different color than players or something to that effect so when you see a mesmer with a bunch of illusions out you can tell which one is the Mesmer before blowing through attacks on the illusions.
so basically you would like to see Mesmer’s and pet classes’ gameplay mechanic removed from the game? in case you don’t realise, you fighting illusions and pets before you fight the actual player is the core of this professions’ survival mechanics
the mesmer’s illlusions aren’t pets, they’re first and foremost the profession’s resource like professions-specific resources of other classes, and they are like a buff/debuff that has a player-like looking animation. they are summoned for a short time and are consumed for using spells. that’s not at all what a pet is. creating a little gang of illusions and getting lost among them is the very flavor of the class, so saying its too cluttering is basically complaining about the class design.
the real pet classes are Necro and Ranger. Ranger does indeed only have 1 pet out at a time, and Necro’s pets are made to be small, perhaps exactly for the purpose of not cluttering the screen too much. as for the elites, they’re elites for a reason; to be flashy and bad-a**. pet summoning elites are only as flashy as all other ones
(edited by Tesler.5783)
you’re right bro, the lack of bad-a armor on your character during the 2 seconds before you click “play” is unacceptable. ANet should stop other things and “fix” this right nao, no doubt
seriously though, it would be a nice cosmetic addition to the game to have the option to reflect gear, but its far from being the most pressing issue, or a serious issue at all for that matter. you’re already allowed to equip all that gear without being max level, previous games would never allow that. and you’re upset about some title screen
(edited by Tesler.5783)
What you are suggesting would make Engineer identical to Elementalist, since Ele’s attunements (our kits) are located above the skill bar and ultility skills are in their normal location, and with Engineer that is reversed. So that ain’t gonna happen.
I do like the idea of having dedicated pool of tool belt skills though, but I don’t think ANet will consider doing it, since they probably don’t want to reduce a class mehcanic to simply some additional utility skills. Guardian has something like that, and I agree with its critics that its kind of dull that way.
I think simple reworking of some kits and skills, both utility and toolbelt, is the best solution.
Off hand pistol needs to be moved to main hand, because having 1 skill on cooldown where Mesmer actually shoots it, is not enough for a class that is so explicitly based on the 19th century duelling.
Now we certainly don’w need pisotl dual wielding, because Mesmers are an elegant, not rambo gunslinger profession, and there are already 2 other professions who dual wield pistols.
All we need is to have it moved from OH to MH, and make that #1 skill a shooting auto attack, while retaining the other two the way they are. That would be the perfect pisotl on the Mesmer.
The only problem is that Main hands arent supposed to contain phantasm skills, but I’m sure something can be worked out there.
The way it is right now its kind of silly, to pretend Mesmer is a duelist and have a trait like called “Duelling”, while all they do is basically carry the pistol around, shooting it once in a while to apply conditions.