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Another thing that need to be reworked and balanced right is “masters bond” in the beast mastery line. The fact that you can not see any buff on your pet is just poor and needs to be fixed and place above the other pet info. The fact that the bonus it gives resets when you swap pets is just completely against every other trait in the line and makes it useless. They need to fix it so the buff stack on the ranger and resets when he goes into a down state and/or death.
You heal your animal companion for 20…87…104 Health. If your companion is dead, it is resurrected with 10…48…58% Health. If you have Comfort Animal equipped, your animal companion will travel with you.
Now if they would replace the Pet swap key with This function and have both the healing of your pet and the amount of health once resurrected base on Healing power.
That would just be awesome, just as long the cool down would not be long say around the same times of the pet swapping right now if you press before your pet is dead your cool down time is 30 seconds, if the pet is full dead then around 60 seconds.
with this function then giving the pet a down state like you had said before makes a lot more sense, and as a ranger you could still resurrect your pet if it gets stacked in pvp or WvW.
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For that they would finally have to redesign the complete Ranger Class in regard to their Call Utilities which should get integrated into the Pet Commands, to replace them with more useful new Utility Skilsl like Nature Spells to give the Ranger some utility skills that fit to its druid theme under their Nature Magic Trait Line.
To go into a bit more detail I said early.
Its nice that with each pet that they have each a different F2 ability. But they need to be bit more impactful and there reaction time needs to be instant and not connected to the pets having to do it.
The first one that comes to mind is the panthers ability “stealth”. It would be just cool if both the ranger and the pet would go into stealth when the F2 key is hit. But I would not stop there with it, I would restrict movement on the stealth and make it last for a good bit of time say 15 to 20 seconds. What’s the point of how it works now its only good in PvE.
Rangers should get rid of that obsolete Pet Swapping and the Ranger balance should be better designed around being able to run around with 2 pets at the same time. (heck, necromancers can even run around with maximum 5 minions at the same time and get with every dead enemy if traitet even a temporal 6th minion…, it should absolutely not be a problem to rebalance the Ranger around being able to manage 2 pets at the same time (addign also the feature of pet combo skills)
In the current state of playing a ranger the pet swapping is kind of strange if you think about for a MMORPG pet using class, but they use this because the pets don’t have a way to dodge one hit kills attacks and as a player you need a way to get a pet into the game again fast.
Pets should die like normal players.. if a pet loses all its health, it should get into downed state and be finishable, like every normal player, so that rangers have to be more cautious about their pets, if they don’t want to lose some of their DPS. But Rangers should also receive better skills/traits with that so they can revive/heal their pets.
NO
this would not fix anything but make pets a dead weight for sure and completely kill the ranger class. Think about it most people in game now don’t rez players if their standing on top of them….do you really think they would take the time to rez a pet.
Just as a thought for the F2 abilities they need to all be reworked and removed from the fact that the pets have to do them. This is what causes the delay, between when you press the button and it goes off. They need to just instantly go off not wait for the pet, with no animations at all.
START READING HERE FOR IDEA OF FIX
First this game has a large part of high burst damage that player need to dodge out of it. But pets have no way to dodge, and only if you spend 15 points into a tree that they get “Protection” for a short time…but at the cost of you also using up one of your own dodge rolls to give them that, which is good when you need to dodge some kind of large area Aoe from a boss/champ, but this does not happen often.
And forces the players into spending points into this and not into the build they wont.
Pets need some kind of dodge, but just giving them their own dodge bar separate that of players with its own button to trigger it would just complicate the class to much I think. That’s way I think that they need a passive way to avoid large burst of damage.
My idea would be to work it basically the same as a dodge bar, (broken into two parts 50/50 with a slow regeneration to fill it back up). But it would only trigger if the pet takes a set percent of damage with-in a set amount time. lets say more then 20% damage with in 1.5 seconds, would trigger this and take 50% of the energy off the bar, an start its regen, and also give the pet 2 seconds of protection.
But with even my idea you still have the problem of boss/champ that have one hit ability’s that can drop you to a down state killing your pet, unless the protection could trigger before the pet takes the damage say over the set 20%.
Example: lets say the pets is next to a boss/champ and the next attack it does is going to be it large mage hit, unless the pet has maxed health its going to die. If the protection could be re-active in a way that the pet would still take 20% of the damage, but gain protection for 2 seconds after that.
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This is a bit of a read, because I don’t wont to do poor job talking about it fixes for the pet. So if you have tried playing a ranger or playing one now PLEASE read and comment.
Back Ground Info
I have played a ranger in GW1 and now here in GW2 and with the current state of the game I feel that rangers have just been given the raw end of the deal, and that the biggest part is the lose of damage from your pet that dies to fast, even after the Hit point increase.
In GW1 rangers Had the choose to have a pet or not, and I get that Arena Net idea of a Ranger is to have a pet, but at least give players ways to control their pet.
I have a few idea’s for improving pets for rangers and really hope that this thread gets some good feed back and ideas started for fixing the pet for rangers.
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I did not even get into the problems of trying to control your pets dodge and also your own. An I know it would cause a lot of problems making playing a ranger less then easy….an that would put off a lot of players to the class. but with the current state of pets…a lot of players don’t like the class. you can’t choose to not have a pet and most other players don’t wont rangers with them they or just a DPS lose, sense a large part of a rangers damage is from the pet that is always dead.
The only other thing I think they need to do is give Pets a passive way to avoid damage…. its the large one hits that kill players that we have to avoid that kills our pets each time.
I’m just surprised that they don’t have something like in the MMO game DCUO.
Roles, represented by an icon before your name that gave you basic bonuses for your role.
Shield – Tanky, Support, dps
Crossed Swords – DPS, support
Medical Cross – heals, support, dps
First Increasing the Hit Points on pets was just something they needed to do.
thank you Arena Net.
In this game where dodging out of the way of the mega hit is important to live.
Please give pets a dodge bar like players. I would not make the pet move like players that would just require to much time programing more animations…but instead just give the pets “Protection” for 2 seconds after you press their dodge button.
How about it guys any thought on this.
How about this idea……… change the current elite skill into just another utility slot, (giving use a total of 4).
Rework the old Elite skills into the skill current skill tree, by adding another group to buy from, using skill points and give use a few more choose of each type of utility skill per profession.
Ok…..here is the idea…… Give us the option to pick which of our skills like in GW1 would be our elite skill.
I would love it if we would have to get them like in GW1.
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I’m not sure if Arena Net has something else in the works for crafting precursor….
but I have had that thought also….why not let player who craft their own ascended weapons use it to start a quest for a precursor
After crafting the ascended weapon of choose is done, it would be cool if you could start a personal quest with that weapon, only one at a time per character, to change it into your precursor of choose..
Kind of like a another personal quest line…….this would of course be gated in some way…….if you wont to give player an option to make one that is not so rng you have to pay some kind of way.
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I have been thinking of this and before all the haters start GW2 does not need raids……..
sorry my friend Arena Net already added a raid boss into the world.
Tequatl takes a total of 80 people working together ….and I can’t stress the working together part enough.
I think difficult boss fights like this should be made into a new guild mission type.
Personally I would remove Tequatl from having a spawn time in the open, and would only spawn after a Raid Mission is started by a guild.
Ok back to topic………adding a block mechanic
How blocking should work.
- The block mechanic would be key bind to “right mouse click” (sense this key currently does nothing in game)
- Blocking a attack would reduce your stamina by 1/10 it’s total amount.
- Damage is reduce by 50% for block attacks.
- Push back effects have there distance reduce by 50% and don’t knock you down.
- If you or currently using a shield damage reduce and distance reduction is improve both to 75% each, and Stamina cost is reduce to 1/20.
That is a cool idea to merge low population server zones…this ways they can improve that living feeling the world needs, you would see more people in it even if odd zones.
Also how many servers per region around 20 or so……this could improve things like he new world boss fight tequalt…where you need a lot of people to do it.
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Here is a question for a API programming player out there.
The question Darsin asked about his cool down timer on this other elemental abilitys…..is that something you can get info from using the API and if so you could them make an overlay.????
So you want block to drain your stamina and eat hits? So like dodge but stationary? So what’s the point?
The point I’m trying to say is if you add a was to reduce incoming damage with out dodging….your only giving the player more options for combat.
For an example the current TA fight with the Clockwork Oak-heart boss at the end. Stacking under him makes the fight easier… if you had a way to block every time he did his super slams when you do miss a holograph kills to duce his shielding. you would not go bouncing off with each hit and not be knock on your butt….increase your up time and improving damage.
while i have an idea how blocking should work.
we have stamina bar for dodge right, now integrate that with active blocking.
now you have to bind key as dodge/shield, like shift.
*if you move and press shift you dodge, but if you didnt move and press shield you raise shield to block.
*every hit that blocked reduce stamina 1/10 and will regenerate stamina 3x slower than normal.
*block only work if attacked from front.
*stamina regen slower while moving, and normal rate while staying still
*apply to all shield user
The above quote is the kind of block I was talking about, something integrated in the current combat system, that would improve the game. personally I was thinking along the same line with some kind of use of stamina.
I would like to see a difference to blocking if you are currently using a shield compared to not having one, example: improved damage reduction…an less stamina per block.
The reduction of stamina regeneration after blocking might be to much from a program stand point…..It would make it less complex to just play with the amount of stamina it takes per hit then adding to many imputs into the system..
now we have parry,
*disabled if using shield
*work like shield but cannot block projectile
*each hit parried reduce 1/5 of stamina
*all class with one hand weapon can parry
Now Parrying never came to mind but this is something that is made for an extra effect on skill attacks of weapons…..for current and future weapons added to this game.
And yes if you would add this to the current combat system…..some skills would have to be changed…..but a lot of the current blocking skills prevent push back effects…where as this block should not completely prevent it, that would be to powerful…..it should reduce damage by a set percent of the incoming attack at a cost of stamina, and I would make push back while blocking not knock you down… move you a bit yes…
before the haters start foaming at the mouth ….that is not GW2…..arrrrhhhhh.
don’t you wont this game to grow and improve……????
The only thing you can do in this game that has “dynamic combat” is
Dodge Roll……..
come on Arena net can you please add a way to block.
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nothing changes except for now all dungeons runs take a little longer and reward a little more. And if they do change CoF rewards then instead of CoF p1 it will be TA p1 or w/e.
Your not getting the point of the idea ……its not to remove either kind of play style, just to add a little reward for those that like to take their time with content, and not just speed run past it.
And if we would get into numbers for the rewards I’m sure that “Zerg Runs” stay just like they or, because it is all about time….not stopping to kill thing or do dungeon events that might be add.
Then from what your saying “Zepidel.5349”, that no idea would ever change dungeons.
They need to just make the AI for dungeon never Break off and stay hunting down the Players regardless of how for you run …………you can call this buff “Blood Lust”……….this way they can force use all to farm like they wont………and not just play how you wont.
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I agree that Killing mobs in open world or dungeons for drops is worthless…..but that is another issue all together….that has a lot to do with how magic find is currently in this game.
But the idea I had was to make it so that people could play dungeons how they wont, and in the process get equal rewards out of it for their time and effort.
We have basically two types of dungeon runs: Zerg Run and Full Clear. The Full clear is the least liked becasue of the “rick vs. reward vs. time” that everyone has talk so much about; there is just no reason to do them. The following is an idea to try and improve on dungeons to make them more like the rest of GW2 play how you wont style, and for both types to receive rewards for the time put into it.
The main thing is that they need to give out a reward for those that choose to clear the dungeon, killing everything and doing any events. the types of reward should be of course dungeon tokens, karma vials, gold…just like you get from finishing the paths now. Make the full clear of a dungeon an extra event so you have a way to track your progress of things you have to kill and/or do. Also as an extra event you have to start and so it would not linked to the normal path runs that we have now. This way both styles of play can exist together. The amount of rewards given can easily be change on a per dungeon basis, and should be as to reflect the amount of reasonble time you have to put into fully clear that dungeon. as we all know not all dungeons or not the same.
Another thing would be how the event is kicked off. Before the event would start someone would have to talk to a non-player character somewhere at the start of the dungeon, one with a sun like symbol above their head (like the ones that usually start events.) The event when then be voted on by the party before it would start, this way it would prevent a lot of problems before they start.
In closing please leave a comment if you like this idea, so we can show Anet that we really care about this game and wont to improve on it.
Combat Rating: This would be the total over all power of your gear.
by adding “Combat Rating” into the game much like in DCUO.
A number that is a total of all your gear and mod’s……gems,sigil,runes,…etc.
You could not get into a dungon of any kind ….fractols including….if you don’t meet the “CR”…….
Of course other players would still not be able to see this stat all they would know is that you have gear over what is required to enter the dungeon.
As for types of course equipment with 3 combat stats would add more to your CR then equipment with 2 combat stat and 1 non-combat stats on it.
Also with having CR’s requirments to enter dungeons, areanet could easy twick things and adjust those numbers….after coming up with the base line for gears.
I think your going about this all wrong…..the idea that magic find on gear is selfish or not.
There is an easy fix to this without changing any gear stat’s.
Just add “Combat Rating” into the game much like in DCUO.
A number that is a total of all your gear and mod’s……gems,sigil,runes,…etc.
You could not get into a dungone of any kind ….fractols including….if you don’t meet the “CR”…….
Of course other players would still not be able to see this stat all they should care about is that you have gear over what is required to enter the dungeon.
Also with having CR’s requirments to enter dungeons, areanet could easy twick things and adjust those numbers….after coming up with the base line for gears.
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