Showing Posts For arron.7348:
the only dead map is td, and that’s only because the meta is too unforgiving for random groups of players
also the absurd delay between the meta starts
i was looking through the spreadsheet and nothing on it really stood out as difficult or unobtainable in a feasible amount of time, what in particular are you looking at as impossible?
easiest? so you didn’t play when rangers could perma self-stack 25 bleed and pets hit 7k per hit? with infinite poison and cripple? yeah, this is nothing
I’m off doing adult things that don’t permit me to play very much, so I have a question:
I’ve leveled to eighty about ten million times(and have 42 tyria mastery points, which seems kind of low for what I’ve put into the game?), many of those levels came from killing world bosses and players. Is killing either of them a viable means of leveling?
“playable” means all basic zones, class mechanics and immediately visible graphics are finished; everything else is higher level stuff
they did technically earn those scrolls tho
7.99mb/s the whole way for me, 50mbps line
rytlock and zojja are the only ones i really tolerate, the others i don’t care for, logan still is the biggest disappointment in all of humanity
i’m not going to sit here and advocate gw2 as a grind-free game, but to label it grindy? did you just start playing mmos this year? gw2 is a vacation on a beach compared to silkroad
i hate every build on metabattle, this website has ruined all diversity and made all content stale
i’m not going to explain to you how to fight a mesmer, it should be simple enough. just about any build you can come up with on a ranger will shut down a mesmer, regardless of their personal skill. however, i would like to point some things out(speaking as a ranger main):
longbow – single target damage. POINTLESS
longbows are literally anti-mesmer: you can hit outside of their maximum range, rapid fire tracks through stealth, barrage slows their already low mobility and breaks their illusions, and it has insanely high burst that totally punishes mesmers literallyno sustain.
shortbow – single target damage. POINTLESS
shortbows, being a condition weapon(and having an on-demand evade, interrupt, and poison) is very anti-mesmer. sure, you’re in their attack range with a shortbow, but they can’t cleanse the constant bleeds
Axe – bounces multiple targets, kitten damage. POINTLESS
except the might that it applies, the chill and bleed shotgun, etc. it should be noted that basically every mesmer doesn’t take any condition cleanse, a mainhand axe can and will cripple them
Greatsword – single target damage, slow. POINTLESS
2/5 skills are single target, the rest cleave. maul in particular will 1 shot any illusion
Sword – single target damage. target dodges, goes invisible. POINTLESS
sword’s autoattack cleaves and sticks to its target, has 2 evades, and a poison that EVERY CLASS EVER WOULD LOVE TO HAVE, literally our best melee weapon
Entangle – Thief and Mesmers completely immune to my control. POINTLESS
since when are either of these classes immune to control? are you confusing mesmers and thiefs for guardians and warriors?
Pet. POINTLESS
sic ‘em, knockdowns, fears, chills.. i know it has a hard time chasing running targets, but it’s far from useless
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even on lower tier servers, the lag is ridiculous. i couldn’t even stay connected to the game last night, i disconnected at least once every 15 minutes
traceroute shows that the server simply halts sending packets, but continues to receive them from me
If they’re going to address pets, i think attack-on-the-move would be the main game changer. Non-cleave single target attack is fine if it can hit.
i agree with cafard. the pet’s “brain” is far too slow(sorry wolf, i still love you). the current ai design is simply too much for them. if they removed how much thinking the pet had to do and let the players have control over it, i believe the pet will start to function at a level that rangers would finally be happy with
(example)
f1: basic attack (default, auto)
f2: pet skill2
f3: pet skill3
f4: pet skill4
i don’t know why anet believes this is too much micromanagement, some classes actually use f1-f4(ele, eng, mes), f1-f5(necros). maybe anet believes rangers aren’t as smart as other classes, thus, rangers must have their class played for them
i’m not sure i understand your choice of armor. having no precision, high ferocity doesn’t really serve a place(even with an intelligence sigil). on that note, your particular choice of gear is a toughness main, when you have a trait designed to give you power based on your vitality – wouldn’t it make more sense to choose a vitality set(sentinel)? moreover, being that you have so many signets(and such fragile pets), i think you may benefit more from 2 points into marksmanship for the signet mastery
i might also suggest a torment sigil to punish those who try to kite you
i like your use of healing spring here, having two leaps must make it very effective even in a solo environment
also, grats on the random hoelbrak rune you get during the video at 10:20~
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i can think of at least one right away
“against anything that deals condition damage”
If he can do what he claims he can do (not sure what players he faced, but I get the idea), then the OP’s suggestion landed against the wrong class. Just sayin’…
it might surprise you how many rangers will eat a full reflection of their own rapid fire, or continuously attack me while i idly stand on retaliation symbols. all i have to do is stand still and wait for cooldowns
this of course applies only to longbow power rangers, condi rangers can shut down my healing pretty harshly and aren’t nearly as affected by reflects
i have a funny story for you darksyze
along side my ranger, i also play many other classes. like you, one of my favorite classes to play is my guardian(even after the stability nerf). my guardian is mainly used as a frontliner in wvw, and as such, i use a build that compliments this style of play – an AH shout build, gs/staff or ham/staff. i use soldier gear with hoelbrak runes, -condi food, and power utility.
on this guardian that is, by no means, built for damage – i can completely shut down any ranger(or, well, almost any class in the game actually) without even moving. yes, i have successfully beat rangers 1v1 without moving. if i make an effort to actively attack them, i can close the gap between me and them in 3 seconds, suffering no damage, and can kill them before they can even react.
guardian is, by no small margin, one of the absolutely strongest classes in wvw. against a ranger? guardian is a hard counter.
i implore that you study up on how to play before continuing your crusade against rangers
Here is the thing, with those 1 or 2 traits will not make a difference
longbow ranger, which the OP seems to be specifying a lot, cannot work without read the wind. it is a required trait, else your targets can literally walk to the left or right and dodg your arrows
so no, your assumption that these traits don’t matter is utterly ignorant
the last thing this game needs is more bandwidth being consumed, i already have many friends who can’t do wvw/world bosses because of it
no
1. Dodge – you have two with default endurance bar…
2. Use the land, trees, NPC’s, friends,
3. Reflect
4. Retaliation
5. Bring a friend
6. Situational awareness – don’t be that Zebra
7. Supply caravan / dead yaks – yes, they block LB
8. Apply pressure
9. Close the gap
10. Ask Siri
i’d also like to add flowers in borderlands
i’m not sure why, but you can’t fire projectiles through tall grass/flowers
i can’t teleport through floors, this is going to kill my class, please ignore that it’s one of the strongest in the game and this changes absolutely nothing
ok
Math:
12×304 = 3648
3×335 = 1005
1×1 = 141Grand total = 4794
Dps = 959
i must’ve missed a button when multiplying one of those numbers, my bad
let’s look at your example
12 hits, 304 damage
3 hits, 335 damage
1 hit, 141
grand total: 1,462
the skill takes 5 seconds(1s cast, 4s duration) to run its course, meaning in your example, it’s doing 292.4dps
the start of your autoattack chain(“slash”), on its own(meaning you stop, wait for the chain to reset back to slash and re-use it again) does more dps than that
stop mentioning “elite” levels of play when it comes to class balance
there is a reason those handful of classes are chosen everywhere: that’s what their classes are designed to fight. the meta is designed to fight the meta, it’s not a end-all, be-all of class builds. when a non-meta(or simply less common meta builds) appears, most of these “elite” users panic and make amateur mistakes(see: Abjured vs. oRNG).
kingofguardians is probably the main reason kaineng isn’t a tier9 server right now. he leads pugs of 5-15 against servers numbering in the 80s and is, more often than not, victorious
the complaints in this thread are absolutely ridiculous
“i absolutely must be able to exploit this bug or else my class is not viable”
who even thinks this stuff up? surely this isn’t a legitimate complaint? i know the people complaining aren’t “high tier”, given that they’re complaining about rangers being overpowered and whatnot, but i have to know if this is all a ruse or not
you’ll probably want hybrid stats like rampager, sinister, or carrion. a few pieces of celestial can be used to round off certain stats
i’m thinking something like this:
http://gw2skills.net/editor/?fNAQNAV3fjEq0yaBLmsw1ag8gadAEBnezjYbZuBnQBrmA-TJhHwACeCAB3fAwFBoZZAA
note that rampagers does not give vit outside of spvp, it’s precision main/power+condition minor
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i considered keeping each pets individual set of skills, but i personally couldn’t figure out a way to get the varied skills of each pet to work in a more collaborative way between the pet and ranger(which is my goal) without just using the pet as a hard cc turret. i also wanted to bring more effects similar to my “rip” ability to the ranger itself too, probably on some weapon skills(or traits that make it so)
i’m sure with more time i could alter each and every pet to have its own uniqueness, but this is more of an idea thread than a “this is how it will be” thread
What 4 runner win?
What 4 runner lose?
i’m not sure of the correlation, but the non-steroid users probably won
steroids aid in building muscle mass, not stamina
i might be tired, but i think you’re confusing two abilities
Smoke Cloud: 3/4s cast, 30s cd
Those who stand within the cloud are hidden from everyone outside the cloud and vice-versa.
Duration: 10s
Radius: 300
Combo Field: Smoke
Range: 900
the smoke just sorta appears here, i haven’t thought of an elaborate way to make it show up that could be done in a timely manner
Blinding Flash: 1/2s cast, 20s cd
Throw a concussion bomb at the ground, removing invisibility and stunning nearby foes.
Stun: 1s
Radius: 360
this, in my mind, is the character pulling something out of its pocket and throwing it at the ground
one of the things i was hoping to achieve was adding more ways to counter stealth, giving rangers a (small)place in certain comps
also: i added a concept for pets and removed the range requirements as per suggestion
i often forget that i’m playing an action game now and that every second is more important here than they use to be, so my duration may seem extreme in some areas lol
i’m not sure why you have something against smoke though. it’s not really an engineer thing – rangers being what they are in this game(roamers and travelers), using smoke to deter predators seems like something they would already have access to
i’ve been putting a lot of thought into pets and i’m still listing a lot of their flaws in my head. i believe, even with current AI, they could be salvaged to be a more forceful ally to the ranger rather than a burden
three major things need fixed for this to work:
1. rooted while attacking
2. slowness
3. harshness of death
these don’t even need to be baseline abilities, they could be incorporated in the way of beastmaster traits, i don’t care. just with the fixing of these 3 problems with really make the pet shine imo
i would do it as so:
1. rooted while attacking should be entirely removed(with special exceptions, such as drake breath attacks) – the pet(this goes for every class with a pet/minion) should be able to properly track its target when attacking. this alone would make pets amazing.
2. increase the base movement speed for most pets by around 25% with special exceptions(such as the tankier pets)
3. the cooldown to be fully revived, in my opinion, is fine. 60 seconds is a long time, but it’s manageable in a 1v1 situation(usually). i would, however, like the ability to bring it back before that time. it won’t be fully healed(it could even have a short debuff), but at least i’ll have my pet back.
4. add utilities specifically for pets(it’s weird that we only have one pet skill: RaO). i’ve been thinking about how to implement them, so far i have:
The Great Hunt: 40s cd
Pet. Increase your pets movement speed and damage.
Damage Increase: +50%
Movement Speed: +50%
Duration: 15s
trait(s) to increase its duration or potency
Wolf’s Call: 180s cd
Pet. Like a wolf in the wild, let out a howl to call upon two wolves.
Damage: 180
Duration: 30s
trait(s) to increase the number of wolves, damage or duration
Rip: 20s cd
Pet. Command your pet to deal a deep wound to your enemy, leaving them injured.
Damage: 185
Bleeding (6s): 840 Damage
Rip (6s): Pet attacks are more severe and cause bleeding; Damage +30%
trait(s) to increase damage or duration
Dazing Strike: 30s cd
Pet. Command your pet attack your target, dazing them.
Damage: 180
Daze (5s): Unable to use skills.
Unblockable
just a few ideas, obviously they need work. i’m also trying to work out a way to have both player and pet attacks work with each other for a more “enforced” pet feel(similar to the “Rip” skill, perhaps the player could cause effects that boost the pets damage).
Set a trap on target location that pulses every second and last for 5 seconds, dazing up to 5 targets within the area, while causing poison, burning, and 3 stacks bleeding for each pulse. (I try not to include conditions that usually ranger doesn’t get, and try not to add soft CC in it so people can walk out of it if the ranger doesn’t use other source of soft cc to force the player to stay inside the daze field)
i was thinking something similar to a daze field too, as that reminds me of a skill back in gw1. i just wasn’t sure how the community would take it seeing as how touche they are at any potential boon to a class, especially one as disliked as rangers are at the moment. i’m not sure how you could make it believably pulse, though.
this is what i have written down:
Daze Trap: 3/4s cast, 60s cd (elite)
Trap. Set a trap that dazes and damages foes.
Damage: 240
Daze (3s): Unable to use skills.
Bleeding (10s): 1,240 Damage
Cripple (10s): -50% Movement Speed
Trap Radius: 210
Damage Radius: 270
Unblockable
2. We should have the ability to command pet to use their 2~4 skills, not just f2.
This will add a great deal of depth and skill level to ranger, rewards good micro controlling, and punish lazy micro.
this has been requested a lot(even in the last CDI), anet repeatedly claims that it’s forcing too much micro-management on players. obviously a silly reason, but so far they’ve been very adamant in their position(even though some classes, eg., d/d ele, who put a helluva lot more effort than 3 additional buttons).
3. I really hope ranger can use dagger on their main hand. I’m really surprised that GW2 ranger can’t use dagger in their main hand. Most rogue class that I know can use dagger as their main weapon.
i’ve seen a lot of suggestions for this on the forum, but unfortunately they all just ask for a reskinned version of the thiefs dagger
but LB one will destroy the weapon entirely.
None of the skills should have this type of range restriction because there’re so many ways to gap close in this game.
one of the reasons i was comfortable with adding range restrictions is because i’ve added a lot more crippling abilities to rangers, and i also want to encourage people to switch out to a melee weapon(or even possibly have a dual-bow build, which is essentially impossible right now). as it is right now, many rangers will keep using their longbow even while standing inside their target, which is both illogical and nonsensical. i’m sure some of them could be made less harsh though, it’s not like i’m capable of field-testing these things
how would you handle longbow better?
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First and foremost – I’ve been a ranger for a long time. I’ve seen it through its ups and its downs. While I’ve always been rather harsh in my opinion of how the class was executed in GW2, I don’t think it’s inherently “bad”. In my opinion, it just needs tweaked. I’ve played just about every “meta” build, have been responsible for the creation of some of them, but I typically run custom builds.
Below is a selection of my ideas to that I believe would positively affect underused abilities(as well as some outright useless ones) and bring them up to par. I had originally planned to wait for another rework thread to pop up, but I also want feedback from other rangers as well.
My desire is to give rangers a unique and noticeable place in a team fight without trying to replace nor take the place of other classes. I know that this is simply impossible, but I’m trying.
Notes:
1. everything here is just an idea of a player, not something that will (probably)ever happen.
2. due to character limits and the sheer length my formatting would require, only summaries are in this thread. the actual bulk of text is hosted on dropbox.
3. numbers used for damage and duration are subject to change. as i cannot field test this, actual balanced numbers is hard to pinpoint. the numbers look good to me personally, but you know how these things go.
4. the number of traits, as well as their location, is up for debate – i sometimes add 6 traits for some things when the standard is only 1-3. i don’t list a line to put them in due to the current layout scheme and having yet to configure a full trait reorganization.
Up first: Traps.
When I joined GW2, I originally made a ranger because I wanted to use traps. I wanted to use those traps to build an ambush on unsuspecting opponents. Needless to say, that’s not really how traps work in GW2.
Through my changes, I hope to bring more utility to traps, more lethality for falling into them, and an upgrade to some of the baseline functionality of them.
Second: Shouts.
I shouldn’t need to tell anyone that the current “shouts” do not particularly.. shine. Nor do they shout. With these changes, I hope to bring them in-line with other shouts in the game, as well as add their own uniqueness to differentiate their use.
Third: Spirits.
While some are in denial for whatever reason, it should be obvious to the vast majority that spirits are lacking. The boons they offer are great(except storm/water), but the spirits themselves are far too soft and do nothing but add clutter to an already overloaded field. My ideas include making them more like signets and fine tuning their “turret” capabilities.
Forth: Weapon skills(WIP).
For now, my changes are primarily focused on bows, as I feel that is the biggest flaw in rangers weapons. While certain things(eg, sword AA/axe 5) could also use some attention, I haven’t yet gotten to them.
Fifth: Pets(WIP).
This is a long one. Instead of a simple tweak, it’s a complete overhaul. I know that certain functionality changes will hit a nerve instantly, but I feel it fits with the overall design. It’s a big change though, and I would greatly appreciate feedback on it.
tl;dr Pet is less “unique”, new utilities, new traits, and a new hotbar.
PS: Please no complaints of super OP abilities. I want suggestions, not whining. Some things in particular:
1. How would you implement an elite of the types we don’t currently have(trap, shout, signet)?
2. Other than “disable pet for more damage”, what’s a real change you want to see made to pets? AI is obvious, I want creativity.
3. Are there any weapon skills you simply wish would change? What would you change them to?
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it’s not an eu thing, i see that everyday in na(in just about every tier of play)
people seem to think leaving a game early will save their win rate average, because it totally matters in solo queue
let’s make a game mode out of it OP
it’s common place in instanced pvp games to have a deathmatch styled arena, so let’s come up with a real map and gamemode concept. let’s sell your idea to arenanet
http://prntscr.com/6e8jpd
http://prntscr.com/6e8x44
to this end, i have two potential map concepts that i think fit the gw2 theme(i actually have a third idea, but i’m not sure how to make it work). i know arenanet wouldn’t simply make a bloodbath arena, it does not suit the more casual community. so, i’ve come up with this. it contains various fields of play and a central death pit for people to linger in. it has a place for every type of build that i can think of.
the game will work as:
1. spawn on an elevated safe spot, respawn on random spots after death
2. gain points for killing other players
3. game either ends upon someone reaching the maximum points, or they just get a bonus and the match continues(as to encourage endless, always available arenas for instant pvp)
4. player names should be hidden and team-colors automatically disabled upon entry
notes:
1. there should be no monsters on this map
2. forest must be dense enough to conceal players
3. lake needs to be deep enough that people don’t constantly hit the surface when fighting
4. mountain needs to be high enough that sitting ontop of it isn’t a safespot to snipe people on the ground below it
5. battlefield would benefit from scattered ruins/obstacles, but it still needs at least one part of it that’s purely open-field(such as the large area surrounding the ruins)
opinions?
buffed isn’t necessarily the right word here, and no, everything isn’t fine
in regards to rangers: shouts, spirits, traps, pets, 80% of its traits, and quite a few of its weapon skills are outright bad and need reworked or replaced.
i’m not experienced enough with mesmers or necromancers to comment on what needs changed, but it’s quite evident they need something to give them the edge they currently lack at higher levels of play(even if i personally believe necromancers to be one of the most frustrating 1v1s in the game, it’s clear after watching nos yesterday that something is missing).
because it would be far more popular than any gamemode
my dual sword/lb condi warrior is insulted by this thread
abjured
the dankening has two carries that are holding them back and the eu/cn teams are too inexperienced in comparison to the other two
another interesting concept i’d like to propose is making fire and air sigils not proc on attacks over a certain distance like 1000 units
i don’t know the range of fire sigil, but i know that if i’m hitting something over 1,400 range with an air sigil, it says “out of range”
OP longbow and immobilization makes the ranger a faceroll class.
ranger’s longbow is the easiest weapon to counter in the game, they don’t have an immobilization outside of a 600 meter radius(at which point they’re hitting so low with a bow that you could afk the damage), the only thing a ranger can faceroll with a longbow is a really, really bad/inexperienced player
even with “extra range”, that ranger is not a threat to anyone with a functioning brain
1 ) CD doesn’t build open field siege, so either you’re hallucinating or just tired. It’s okay.
2) CD has never rallied 40+ to take your stuff this entire match up
you’re clearly not a member of cd
3) If all you do it hide in garrison, don’t be surprised to see golems.
..except these golems show up at complete random. kaineng can’t “hide”, not against 40-90 man zergs.
LB is game changing.
2/10
i want to see a variety of spirits added to the list of pets
Not sure what you’re laughing about.
i laugh mostly because those “really good fights” are 5-10 vs. 40+, in which cd usually loses after wasting all their supply building open-field siege and having no walls to hide behind. on the flip side, i once retreated into my own tower for safety from a monstrous blob from cd, and had members of that server build an ac outside and zoom hack to try to kill me on the inside
it’s really hard not to laugh
ps, please attack kaineng’s garrison with 40+ omega’s again(with only 7 defenders), i greatly enjoyed making you wasted hundreds of gold with a single (non-superior)balista
competent groups in CD
ha
Retaliation is actually a problem for the ranger…
… Ever tried to blow no.5 into a Zerg? I usually had to blow my heal and hide because I lost over 10K hp just from that. 350 damage multiplied by 5 that’s somewhere around 1800 damage per second… And it lasts for a while. And signet of stone won’t soak it up.
this is true
254 damage x5/s for 10 seconds
not counting those guards/thieves who are causing you bleed/burn just by hitting them. against an organized zerg, a rangers barrage will generally kill them 100% of the time without a heal active. even then, it’s still incredibly dangerous considering it does literally no damage
the only time people even bother to dodge a rangers’ barrage is because they think it’s an arrowcart and panic
you fight a single monster and get more badges than i get taking down 90 players in a fortified keep littered with every siege imaginable
so yes, it is weird: it’s weird that you don’t get less
don’t mad