Showing Posts For drazhen.9307:
Again, about moment of clarity, I really wished they went for the opposite – make it so can we use it more often, give rangers more sources of interupts and remove the ICD instead.
And rework lbow with a new skill-shot that does decent dmg instead of more passive procs, sigh.
Marksmanship VIII—Piercing Arrows: This trait no longer affects Hunter’s Shot.
Not sure why they changed this
Because it would proc reveal if you hit a 2nd target.
Nice comments tho, agree with almost everything
While moment of clarity really needed help, this can’t happen – it just can’t, as said, the burst from AOO + active signet of the wild is already very very scary – at least in s-pvp, it can’t happen – please.
Aww.. it’s not because it could be effective that it brings interesting gameplay, I’v been trying a 30/30/0/10 axe/axe|GS build, the dmg from AOO/WILD/QZ axe#4 followed by GS#2 with sigil of int. is insane., with that change, I can see 1shots (well, 3shot actually but..) happening against high armored/hps builds, even worse – you could almost burst a small group of foes in a few secs.
Im really worried, because the notes feel very real to me.
(edited by drazhen.9307)
I just had this idea flashing, how about a new utility skill that would clean/dispel any hostile combo field (comb shot yeah!)? plus it makes sense for a ranger to be able to do such things isnt it?
Yeah, cause PvE and WvW get all the update’s……
Sol is right, you can’t really complain about the spvp getting too much attention, and while I play wvw a lot, I learned more about rangers once I started playing spvp, even if it’s quite different, it transversely improved my wvw gameplay.
I dont like generalization anyways, and I don’t like how some of you perceive people who also play pvp with passion. We are not guilty of anything because we enjoy a mode and care about it.
However, I’m all for a skill split for every mode, it’s much needed.
My own patch-note – part4b: traits (wild,nature,bm)
Wilderness Survival
Adept
-Soften the fall: Also creates muddy terrain when KDd/KBd, add ICD X sec
-Healer’s celerity: Also increase revive speed for the pet, grants quickness for X seconds to your ally once revived
-Shared Anguish: Also decrease stun duration by 25% when your pet is hard CCd
-Vigorous Renewal: Also removes bleed when using a healing skill
-Expertise training: Also, F2 skills apply X stack of torment – XX sec icd
Grandmaster
-Empathic bond: revamp, transfer 3 condi to your pet when using a pet command (attack,return to me, pet swap – must be instant w/out any range issue) – 10+ sec ICD.
-Bark skin: also, master and pet gain vitaly based on thougness, X %
Nature Magic
Adept
-Circle of life: Also apply when your pet die – increase icd to 60+sec.
-Concentration training: need fixes, doesn’t work at the moment – also reduce cast time of buff skills by XX %
-Nature’s bounty: Also, add 1-2 extra ticks to troll unguent.
-Nature protection: gives pet 1.5sec of invuln. when it takes dmg greater than 10% hps – separated ICD 30sec
Master
-Evasive purity: also removes 1 extra condi if under regen / troll unguent
-Two-handed training: Also removes 1 boon to nearby foes when proc.
-Enlargment: Also apply signet of the wild to nearby allies.
Grandmaster:
-Nature’s voice: ICD much needed since shouts are improved
Beastmastery
Adept
-Speed training: improve %
-Master’s bond: also grants nearby allies 10% of the bonus
-Compassion training: fine if we get control on a 2nd pet skill (see pet part) but also F2 skills heal nearby allies for a small amount – XX sec ICD
Master:
-Rending attack and stability training are now merged
-Intimidation training: also, F2 for birds now daze for 1 sec – icd 20
-New trait, Massive shouts: shouts have unique aoe effects (see utility part)
Almost done, only need to revisit hybrid/condi weapons.
(edited by drazhen.9307)
My own patch-note – part4a: traits (mark&skirm)
Markmanship
Adept
- Beastmaster’s bond: add X sec of quickness, tweak CD
- Predator instinct: revamp – add 0.25sec stun and 3 sec of immo if the target is crippled/chilled/dazed/knockdowned – 30 sec ICD
Master
- Beastmaster’s might: also grants 1,5 sec of immunity to conditions when activating a signet
- Piercing arrows & eagle eye merged and named ‘unparalleled archers’ :p also improve shortbow dmg by 5%
- Signet of the beasmaster: Active effect of signet also affects the pet, activating a signet will cure all conditions from the pet
Grandmaster
-Remorseless: also, opening strikes are now unblockable – and since we have new ways to use camouflage (signet of the hunt, Search&Rescue) add ICD of X sec.
-New trait: Silent & vigilant: you can now move when under camouflage, improve duration of stealth & camouflage by 1 sec – auto-camouflage when under 25% health (90 icd on this part)
Skirmishing
Adept
-Agility training: also, evade skills (not dodge) grants might for X seconds
-Trapper defense: also, create a spike trap on dodge – XXsec ICD
Master
-Carnivorous appetite: also, master get xx hps on pet criticals
-Honed axes: also, increase dmg against bleeding targets by X % when wielding an axe.
Grandmaster:
-Moment of clarity – also, cure confusion/torment on interrupting a foe and remove ICD.
(edited by drazhen.9307)
Interesting ideas but alas I doubt a deep revamp is going to happen. I invite you to check “my own patch notes” series there. It’s a bunch of fixes apart from 1 new skill, and I see we share some ideas about the GS.
My own patch-note – part3: Pets
As said billions of times, pet reactivity need improvements
Suggestions for the lazy :p :
-Reduce cast time on most skills
-Improve running speed by default
-Improve range on melee skills
-Most aoe skills use ground targeting mechanic
Also, the mechanic itself need something more and it seems very interesting to me to let us control a 2nd skill.
And It doesnt look very hard to add this feature since every pet already have a 2nd mid-high CD skill:
Moas: Harmonic cry – heal
Spiders: poison field
Felines: Maul – bleed
Bears: Defy pain – no damage
Boars: Brutal charge – KD
Devorers: Tail lash – KB
Birds: Quickening Screesh – Speed buff
Canines: Brutal Charge: KD
Drakes: Tail Swipe – aoe and blast finisher
When you look at them, I can’t understand how they are not already controllable, it would add so much depths to the class.
But that would only work if there’s a way to improve their reactiveness.
So, I have an idea for cutting the 26 Traits…
I like it a lot and makes perfect sense, Ill post my ideas on pets later, the most important one would be giving us control on their 2nd most usefull skill.
My own patch-note – part2: utilities
Traps:
Venom trap: poison zone, scales much much better with power.
Frost trap: add 1 sec daze if the target is burning, add a 1hit moderate dmg, reduce cast time to 1/4
Spike trap: add Xtorment if the target is poisonned.
Holy Flame Trap: Cures 1 condi / pulse, tweak cd
Signets: I read it a few times, and I feel it’s the way to go: reverse it, actives apply to yourself by default, to the pet once traited (and becomes a master trait, more on that later)
Signet of the hunt: add a X sec camouflage to the active, tweak cd
Signet of renewal: improve range of the active
Signet of the wild: instant cast time
Sharpening stone: also improves dmg by the next 5 attack by x%
Lithtning Reflexes: cures immo, crip, chilled
Quickening Zephyr: cures poison, burn, bleed
Shouts:
Protects me: Also heals the pet for X hps – Self. invuln. to blind/weakness/vuln for X sec (aoe once traited, master)
Sick-em: Also, pet becomes invulnerable to crip/immo/chilled – Self. invuln. to crip/immo/chilled for X seconds (aoe once traited, same trait)
Guard: next pet attack will stun for 0.5sec (aoe very short protection once traited)
Hide, Search and Rescue: add smoke field, increase cast time to 1.75 sec (aoe, no max target, 6sec camouflage that doesnt proc reveaved once traited)
Spirits: meh, hate them.
Healing:
Heal as one: is now a shout (aoe moderate heal once traited)
Troll Unguent: Nature’s bounty adds X extra ticks. Double tap: transfer the unguent to nearby allies for the remaining duration (obv. not a 850hp/s unguent, tweak numbers)
(edited by drazhen.9307)
You should re-read what I suggest – by giving up on gs evade on #1, you’re getting evades on both #3 and #4(counter-attack is more of a self-stun when it happens right now). Also, you still get the same duration on block, I think you didnt really read/understand and stopped at what you dislike, see the full picture.
Spamming #1 for random evades is not what I consider a good design, however 2 evades on demand would be very welcome, and I feel it is the direction the game have to go for every mode, less random, spammy and passive stuff, dont you agree?
(I edited my post to mention your opinion about GS#1)
(edited by drazhen.9307)
My own patch-note - part1: power weapon skills
From a spvp perspective.
GS :
#1 Remove evade from 3rd strike, add opening strike to ur pet
- Fenrir mentions that removing the evade from auto would hurt zerging fights.
#2 If the target is dazed/stunned, will do a short knock-down, slight radius buff
#3 Add a short-evade
#4 Speed-up and add evade to the counter-attack frame
#5 Blast finisher
LB :
#1 Improve missile speed, add vulnerabilty
#2 New one - sniper shotS: works like mesmer GS#3(which also need love:p); SOLID dmg, small targeted area, remove 3 boons, tweak CD (LB need a rewarding skillshot, please!)
#3 Unblockable if the target is ’vulnerable’
#4 Charging shot - the longer the better dmg / KB
#5 Allow movement, reduce channeling time, tweak numbers
1hSword:
#2 Allow animation canceling from 1st strike (also affects the dodge part obv) by tapping the key again, remove cripple from 2nd strike and add a 1sec immo(already got crip from #1)
#3 Fix the animation so it matches the evade time
OH-Axe:
#4 Improve missile speed
#5 Allow movement, reduce channeling time, tweak numbers/cd
(edited by drazhen.9307)