Showing Highly Rated Posts By Nurse.1085:
- New Trait Tier 3 (Skirmishing): Trap’s do initial damage upon activating. (Such as the Ranger’s in AC Exp)
- New Trait Tier 3 (Marksmanship): Decreases the cast time of all Longbow skills by 15%
-Adjustments to the current Traits-
Trapper’s Expertise (Skirmishing)
- Trap skill’s use ground targeting (1000 Ranged) and are 50% larger (Currently, their range is 600, which feels too short)
Beastmaster’s Bond (Marksmanship)
- Gain fury and 10 might when your pet’s health reaches 50% (30 Second CD) (Currently, you only get 1 might, which is pathetic)
Beastmaster’s Signet (Marksmanship)
- Activating a Signet grants 8 might (Currently, you only get 1 might, which again is pathetic)
Companion’s Might (Skirmishing)
- Critical hits grant might to your pets (Increase the duration of the might applied to the pet to 10 seconds, as opposed to the 2 or so seconds it is now).
Master’s Bond (Beastmastery)
- Your pet has a bond with you that increases its attributes each time you kill a foe. When it is defeated, the bond is reset (Change it so you can swap your pet and still keep the bonus. Otherwise, this trait is completely contradicting it’s minor trait “Zephyr’s Speed”)
Martial Mastery (Wilderness Survival)
- Sword, greatsword, and spear skills recharge 20% faster and increases damage by 5%
Vigorous Spirits (Nature Magic)
- Spirits share the Ranger’s Vitality (as opposed to giving them twice as much health) and are immune to Area of Effects
Spiritual Knowledge (Nature Magic)
- Spirit bonuses have a 30% better chance of providing their benefits (as opposed to the 15% it is currently) and increases their buff range.
Agility Training (Skirmishing)
- “Return to Me” now makes the pet Shadowstep back to the Ranger. (as opposed to the 30% faster speed increase) 15 second Cooldown
Healer’s Clerity (Wilderness Survival)
- Grants regeneration to you and your ally when you revive someone (currently, it applies Swiftness).
Hide in Plain Sight (Wilderness Survival)
- Apply stealth (as opposed to camouflage) when you are dazed, knocked down, launched, pushed back, or stunned. This effect cannot trigger more than once every 30 seconds.
Enlargement (Nature Magic)
- Pets get enlarged when you reach 50% health (as opposed to the 25% it is now)
Instinctual Bond (Beastmastery)
- When you reach 25% health, your pet gains quickness for 5 seconds (currently, this only works when you are downed) 50 second cooldown.
Shared Anguish (Wilderness Survival)
- Incoming disabling conditions (stun, daze, knockback, knockdown, sink, float, fear, launch) are reflected back to the enemy instead 90 second cooldown (currently, it is transferred to your pet and why would we want that?)
A 8x channel would be a buff if it still equaled out to the same damage a 10x would be.
I’m sad Jan isn’t going to be a big patch, a lot of my friends are taking a break from the game and said they were going to come back to it to see what they fixed in Jan. I guess they’ll have to wait until Feb/March…..
Gah, I’m so impatient. /filled with anticipation
I’m personally happy with just seeing some class balance and fixes.
@OP
You must be a Super Casual.
Because this game isn’t for Hardcore players, it’s definitely catered towards the average casual player.
Oh, you mean the Heart of the Mists is more than just a free port to Lion’s Arch? :O
I think they limited the Laurel’s to PVE because if they didn’t then people would get a second source of Laurel’s by completing their PVP dailies. Depending on how many Laurel’s are rewarded by doing the Monthly, the item reward cost may not be “balanced” for that.
But yeah, maybe instead PVP Dailies should get their own currency and their own Reward Vendor like the Laurels, except have PVP goodies in them (in addition to the mini pets or whatever).
LIST OF ALL SUGGESTIONS IN THIS POST
I only included the ones with a confirmed chest.
- http://wiki.guildwars2.com/wiki/Zho%27qafa_Catacombs
- http://wiki.guildwars2.com/wiki/Shadow_Behemoth
- http://wiki.guildwars2.com/wiki/Cover_Keeper_Jonez_Deadrun_as_he_performs_the_cleansing_ritual
- http://wiki.guildwars2.com/wiki/Defeat_the_Risen_Priest_of_Balthazar_before_it_can_summon_a_horde_of_Risen
- http://wiki.guildwars2.com/wiki/Slay_the_destroyer_troll_released_from_the_tomb
- http://wiki.guildwars2.com/wiki/Dragon_Chest (Not likely though imo)
- http://wiki.guildwars2.com/wiki/Vexa%27s_Lab
- http://wiki.guildwars2.com/wiki/Swamp_Chest
- http://wiki.guildwars2.com/index.php?title=Defeat_the_corrupting_ghost&oldid=496250
- http://wiki.guildwars2.com/wiki/Bashing_Bauxite_Alchemicals
- http://wiki.guildwars2.com/wiki/Battle_in_the_Vault (Only drops a small chest though, not sure it would be this one)
- http://wiki.guildwars2.com/wiki/Draw_out_and_destroy_the_Demagogue%27s_spirit (potentially a bugged chest though)
- http://wiki.guildwars2.com/wiki/Flame_Temple_Tombs
- http://wiki.guildwars2.com/wiki/Modus_Sceleris (Drops a named chest, but looks small in size)
- http://wiki.guildwars2.com/wiki/The_Campaign_Against_Taidha_Covington (Rare chance at spawning)
- http://wiki.guildwars2.com/wiki/Vizier%27s_Tower
- http://wiki.guildwars2.com/wiki/Clear_ettins_from_Gort%27s_Pit_for_Gort
- http://wiki.guildwars2.com/wiki/Kill_the_megadestroyer_before_it_blows_everyone_up
- http://wiki.guildwars2.com/wiki/Death's_Anthem (not sure if this counts)
- http://wiki.guildwars2.com/wiki/Force_the_ancient_creature_back_into_its_prison
- http://wiki.guildwars2.com/wiki/Bashing_Bauxite_Alchemicals
- http://wiki.guildwars2.com/wiki/Destroy_the_fire_elemental_created_from_chaotic_energy_fusing_with_the_C.L.E.A.N._5000%27s_energy_core
May have forgotten some, I’m still combing through the posts.
(edited by Nurse.1085)
Bosses are too easy. Remove timer and make them so hard that players will cry. So hard that guilds need to start to really think gear, builds and tactics.
It’d also be good if the game scaled Events better based on the amount of Guildies within a certain vicinity. I mean, actually scale – HP, how hard it hits, how often it hits, etc. Not sure how well the bosses are scaling in the Bounty Hunter shenanigans because I haven’t done it yet, or if they even scale at all besides different Tiers.
At some point I think a lot of content in Guild Wars 2 just stops scaling and it’s like the program says “welp, you have too many people. I’m defeated, here’s your free loot. Thanks for Zerging, come again!.”
The difference is that you’d get the channel time off faster, thus increasing your damage.
I hate Undead Orr.
But I would love to see a “living Orr” – It seems like it would be a beautiful zone. It’d be the backwards"pre-searing" of GW2! LOL Well, kind of. Not really, but yeah.
Even if they don’t change the actual zone, I would love to see a pre-destroyed Orr Fractal.
It’s worth coming back to try Fractals if you haven’t already.
Are you trolling?
Anyways OP, I don’t think you’ll like the new turns GW2 has made if you’re coming from World of Warcraft.
Yes, they added a “gear grind” aka a new Tier of gear that is better than Exotics (called Ascended). However, Ascended is only earned by doing Dailies/Weeklies/Monthlies (unless you do Fractals for the rings, which is limited by a Daily and potentially RNG).
Thus, even if you play 8 hours a day, the casual who plays 30 minutes a day will have the same gear as you. It’s also time restricted, you can only get 1 piece after doing X amount of Dailies (it takes a month+ of Dailies to get 1 Ascended piece on 1 character). The rate in which you earn Ascended is also based on if you’re in a large and established Guild (aka new or small Guilds are struggling with this aspect).
As for the PVP, I can’t speak for Spvp but they did make improvements to WvW but only very recently. Previously, it’s received minimal (if any?) attention.
Basically OP, walk on by.
Rangers rely on a keen eye, a steady hand, and the power of nature itself. Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows. With traps, nature spirits, and a stable of loyal pets at their command, rangers can adapt to any situation
The problem with this quote is
- We’re not unparalleled. My Ranged DPS is not as strong as other classes. When the Warrior in my group is getting 20+ Kill Shots (while not being built for class cannon), a little piece of my Ranger dies.
- We’re crippled by our stable of “loyal pets.”
- Our Spirits mind as well not even exist in our lists of Utilities. Like our pets, they are dead on their back more often than not.
I personally am a fan of how Pet’s were handled in World of Warcraft. They’re fluid, you have access to a wide variety of commands, their special skills are fluid and painless to use, you can Trait them to be how you want them to be and most importantly, they’re not dead all of the time. They’re also fun to tame.
If a good chunk of my personal damage is being reduced because of my Pet, then I don’t want them to be a flimsy, lifeless corpse I drag around in Dungeons/WvW. They need to be an attachment of me. Not an irritating tumor on my side.