GW player of 14+kh and Passionate Mind Wracker since 2005
(edited by Julenal.3907)
Scout bonuses:
Ascended materials are kind of weird as you can get those only from attacking; you removed the Quaggans from BL, those could have dropped Empyreals and other stuff. You could still add some kind of NPC attacks for scouts to kill to give them something to do/report that it was only the NPC’s. Let me add that it is weird that you can afaik complete “Mists Merc Camp Vanquisher” in EB, show some love for borderland about this or remove this kind of achievements from meta next time, please.
[i] There has been many suggestions about this. I don’t have anything original to say about this, but something needs to be done for this. If someone wants to write this part, be my guest.
I had idea, that is now cut out from this that was about siege resetting as a part of scouting bonuses. I removed it because the system was too easy to exploit by building siege next to supply depot.
I personally liked barracks door idea in this topic. [/i]
Map points (for team/taunts)
What I hate in WvW is that it rewads too much for night capping/map jumping in match points. Ok, map jumping is nice mechanic to “fix small maps”, but still. While you are working on queue revamp, (I suspect it has something to do with map population vs. max population on map) consider that points would be calculated based on population. For example, Green team has everything capped on all maps and they have 25% of potential own max population in WvW -> they get 25% of points.
This could go like in example for whole WvW or separately for each map. (previous example: all active players (25% of total max = 100% on one map) on one map -> full points from there) Active servers would get advantage in addition of upgraded keeps, but night capping would not dominate match outcome. This could also go for taunts: upgrading keeps on empty maps with 5 players is beneficial for team, but not as “good” (if you consider leaderboard) as upgrading keeps on full maps.
And btw, [XxX] doesn’t refer to any guild, it is just generic guild tag.
Notes
-Guild tag on NPC’s
(edited by Julenal.3907)
Guild Taunts:
When Guild claims object they gain ability to start Taunt Challenge by talking to objectives Lord and choosing objective upgrade that they are going for. Every upgrade has it’s own challenge that is bound to it’s difficulty with some kind of mechanic – for example supply camps increased supply delivery is kind of easy as you only have to protect the objective for few minutes if camp is already full of supply and lord might have buff on most of the time. Keep’s waypoint is much harder as you really have to upgrade walls, gates and then cannons and mortars to be able to achieve Waypoint.
You could pop only one challenge/objective. For example supply upgrades would be easy, but you could choose to go for increased Guard Level, as you have to complete Doly Guards and Increased Supply Deliveries before you could get Guard Level. This would create risk vs. reward system where you could go for easy/“trivial” goal or you can risk longer challenge for greater reward. Guild can also pop only one taunt/map to give other guilds something to do and to encourage communications between guilds/raids. (you can upgade Keep much easier if there is other guild upgrading camps)
If Guild success in taunt they get Guild-WvW influence or something that guild can use in WvW as buffs, rewards etc. This reward system needs some consideration as you would have to have some way to rank these upgrades. Trivial way would be supply spend/incoming so that each supply is 1 point. To prevent Increased Supply Delivery farming objectives could give guilds extra points for each completed upgrade before the last one (i.e. amount of supply spend on that upgrade) and extra tick for completing the challenge. (i.e. all supply spend for upgrades from start of challenge doubled) That way you could “easily” get 200 points from full camp, 100+2x(100+100)=500 for Increased Supply and Doly Guards, but if you risk going for fully upgraded camp you could get 100+100+150=350 from upgrades on the way and 2x(100+100+150+150)=1000 points from final tick!
Every time you activate any of these challenges or complete any upgrades in those objectives enemy teams get notified via map announcements: “[XxX] is trying to build Waypoint at Dreaming Bay”, ”[XxX] completed Reinforced Walls upgrade at Dreaming Bay, are you letting them to build that Waypoint?”. This could also be handled via map icons or something, but there is reason why I call these “Taunt Challenges”.
My orginal idea was that you could pop these challenges only when objective is just capped, but then I realized that it would create situation where it would some weird way benefit guilds to loose fully upgraded objective. That’s why I think that there would have to be some incitiment to hold fully claimed objectives or to start new upgrades when orginal Challenge is done. For example Guild could get 1/4 of incomming supply as reward after the keep is fully upgraded or they could start to build “Guild Trophy” as a challenge, but only after keep is fully upgraded. Fully upgraded supplycamps could have option to pop “Dolyak caravan” taunt every 20 minutes.
Other thing that could cause problems is attacking guilds that just cap objectives, leave and let others handle the upgrading. Because of this major objectives like Keeps and Towers should have some kind of opposing mechanic like: one could talk to objectives lord and oppose the claim, then the claimed guild would have 15 minutes time to report to Objectives Lord that Guild is still defending the objective. If orginal Guild Checks in they can keep the claim and challenge, if it doesn’t the opposing guild gets the claim. Guild could oppose only 7 times/week to avoid unnecessary drama. (claim ninjaing)
All this is about defending, but what about attacking? If you success in capping the enemy keep under challenge attacking team would get some kind of reward. For example all spend supply so far x2 100/300/500 divided with players. So if there was 50 attackers and 10 from [XxX], keep had 2250 supply inc in challenge [XxX] would get (2250×2500)/(50/10)=500 points!
And if you keep record of all these points we would have Guild Leaderboards for WvW!
(You could count also the kills some way but…)
This system could also be used for “kill challenges”. Something like this suggestion with fixed rewards. I may have write about this.
I have had this suggestion topic on our forums for a while and haven’t got much feedback. Before posting this to suggestion forums I would like to fine tune this and need feedback for it. I’m not saying that every idea is mine, but idea is to add content/mechanics for certain parts of WvW. Try to enjoy and please post your feedback/additional ideas.
I mostly play as a raidleader for medium size guild and I really think that WvW doesn’t have certain content/mechanics for this kind of groups. In some ways the game rewards only the attacking team. For example there is no way to get any loot/ascended materials by defending, when compared to attacking. You can wipe ten attacks to supply and get virtually nothing while attacking team might get 50 Empyreal Fragments. (Well, you get the basic player loot, but I suppose you get what I mean) Main idea is to make WvW Guild Wars and reward/encourage scouts/upgraders:
Commander upgrades
Few possible ideas how to upgrade commander functionaly via WvW rank or separate upgrades. Main idea is to improve quality of guild gameplay and commanders ability to inform raid members/other commanders.
1. Guild tag – option to show commander tag only for guildies and other commanders
2. Custom colour – option to change tag colour
3. Map draw – for everyone on map/squad with your custom colour
4. Commander precense – optional, +10 to every stat, not stackable, glow on commander that also the enemy sees.
5. Supply buff – while near commander, +5 supply carrying capasity for everyone (not stackable with camp claim)
1-3 are things that would support guild gameplay and communications between raids. Atm Guilds tend to raid without tags (atleast on our server) to avoid randoms a.k.a “Rally Bots”. Main problem with nontag culture is that commanders are not always aware where other commanders are. This was not big problem before buff revamp as before it you could have all commanders in same group. Atleast Guild tag would be relatively small change that would increase quality of gameplay for guilds and co-operating raids significantly.
Guild tags could also be implemented via guild influence upgrade or guild commendations. You might still need commander mark or you could just bye guild tag with 50 guild commendations or get it as a activated upgrade. Single use guild upgrade could just be simple mark for guild members that could be used without any commander functionaly as “party leader”.
Custom colours would make it easier for players to follow their commander and you wouldn’t have to check which commander is which. It could be automatic or every commander could choose own for dye colours or something. It would also be kind of mandatory for wider mapdraw to see who is drawing what. Map draw is such a great way to show “we will run from there”, but you really cannot atm use it in raids. Commandes could use this to mark enemy trebs etc for other commanders.
4-5 are fillers in this suggestion, but I wanted to add 5 to take in to account that objective claim is currently only mechanic in WvW that directly gives guilds benefit against random raids. As WvW seems to be Zerg Wars atm. it would be nice to give random commanders some way to get to same level as Guild Commanders who can claim camp almost always.
If you have better suggestions for commander rankline abilities go ahead!
Map announces:
”Red has capped Dreaming Bay!”
”Enemy guild [XxX] has claimed Dreamin Bay!”
Small change to increase quality of gameplay. If it is techically posible, you could add party leaders name to some of these shouts like in GW1 HoM announces, as
suggested here.
“Devon’s team has protected Lowlands supplycamp”
Before I though that these could be used in PvE like Scarlet announcements:
“Your realm is defending Stonemist castle and it’s outer walls have been breached, join Eternal Battlegrounds to defend it.”
Cool way to encourage players to join WvW, but with all the whining about PvE-players ruining WvW it’s more than year too late for it. I would personally prefer that these announcements would be only for captures, claims and upgrades so that they wouldn’t replace scouting and map tactics. How lame would be announcements like:
“Ten Green attackers at Redbriar with 2 catapults”
(edited by Julenal.3907)
Imagine being on Mag or SoS right now… they are getting hammered by the heaviest servers with no end in sight.
Leagues exacerbated an already crappy problem (transfers and tier locks). Until they abandon this architecture, I am not sure there is much that can be done sans eliminating leagues altogether.
Mag and SoS wanted in the gold league. A lot of SBI wanted to be in there too. FA tanked to get to silver. The argument for wanting to be in Gold, is that we knew we would get stomped, but there would be plenty of good fights to be had, at all hours of the day.
Argument for silver was that we would stomp people and get the better prizes.
But, stomping isn’t fun, just ask BG, FA, JQ, SBI, HoD, and SF. It gets boring. Less fights all the time.
I imagine that some long-time SBI folks like yourself might have been ready for Gold League, but all those guys who moved there when you were T5 were obviously not excited about the challenge or were simply not up for it.
It’s going to be interesting when the Season ends and you start getting tough matches a majority of the time. 6 weeks straight of karma trains is not going to make the harsh reality awaiting any easier.
I am a commander, the server is consistently out-manned because stacked servers demoralize the server after only a couple days. How exactly does that even the match out if its impossible to pull the numbers against servers who can.
I’m not even pulling the defeatist card, I’m pulling from statistics:
http://mos.millenium.org/naThose scores look pretty balance in silver doesn’kitten
I am also a commander on DB and while you are right that it demoralizes the server after a few days when outcomes are determined, the point people are trying to make is that I go into WvW with my guildies and my friends because I enjoy fighting with them. Do we play for ppt? Sure sometimes, if I can flip a keep or snag a tower we will. If I can find players to fight that outnumber us a little or are around roughly the same size we will fight them….hell sometimes we just stack up and go right at the massive zerg blob, just to see how many we can down and how long we can stay alive for.
The point being is that we play for our server, get as many points as we can, get as many bags as we can…and generally enjoy playing the game together as a guild or a server or whoever else wants to get on the server VOIP and have a good time. The best part about this game even with it’s obvious game flaws is that it is what you decide to make of it. Yes we all want to win, but then end of the day if I enjoy playing the game then it’s worth the money I put into it
“While you can’t beat the system, you sure can break it.”
— Malcom (in the Middle)
I like WvW. I enjoy fighting against tough odds. However, it is utter crap for people from a stacked server (I’m looking at you BG) to come in here and basically say tough it out. The only reason they say that is b/c you are their entertainment. Every time you fight you give them something to do and, quite frankly, points to earn for their beloved progression.
So, you want to break the system and defeat the stacked servers? Then don’t fight them. Let them take the zones and don’t take anything back. Don’t give them their entertainment. And think of how hilarious it is for them to be ticking 600 points and get nothing for it after the first push.
This will, ofc, do nothing to the hangers-on who joined those servers to get their rewards. They will gladly just take them. But it will absolutely destroy their dedicated WvW guilds. With nobody to fight they will get bored and either a) transfer to other servers or b) quit the game. Either way it cuts off the head of the stacked servers since the organized guilds are the only thing that keeps the mobs in the fights.
Ofc, you won’t be able to get everyone to stop fighting so the next best thing is to pick a zone and hold it and stomp the crap out of them when they come in there but leave the other zones untouched. That leaves most of them bored and others just frustrated and has roughly the same effect.
Just some food for thought. If you can’t beat them in PPT, then mess with their heads.
Hi Charak,
You have a interesting complaint. If you would use your link and take a look at the SoR/BG/Mag match, as you can tell BG is winning, at times ticking 300-400+ most the match. While mag doesn’t have the population to win, Mags guilds and players are out there fighting hard. Just a few moments before this post, Mag had BG pushed back to Vally in EBG (while our map is queued)
Your problem is expecting you can win the PPT game, with out coverage, you can not. You bring up balance? Both Anet and any WvW player will tell you, WvW is not balanced and won’t be any time soon. It’s up to you to make it fun, you say you’re a commander? Rally 20-30 regular people, train them, get better together. Get out there and fight, drop the “we can win the match” mentality because its (As SpehssMehreen said) a defeatist attitude.
Good luck
Says the player on the dominating server……….I really think its kinda disgusting that people tell others to enjoy a game they cannot win. For me its a has to be balance between effort and rewards……playing for fights but getting overwhelmed at every turn is NOT my idea of enjoyment, especially since those OP servers are getting more rewards for less effort.
Really the devs should take a stance and face this problem before the competition comes out or they will lose many players who feel they have been ignored and spitted on with this lack of empathy.
To all those players who feel playing a game when you have NO chance of winning is fun, don’t demean those vocal enough to say something is wrong with the game mode. Games are meant to be competitive where each match should not be determined before-hand and that would be the fun factor that most of us are looking for.
Yes but you say that like BG has always been the dominating server. I was merely giving a example of a server in a similar situation making the best of it. The fact that I’m on BG doesn’t change my opinion of the many guilds and players on TC/SoS/Mag that have no chance at winning as long as there is a tier 1 server in the match. We have had some awesome fights from all those servers and in some situations they out numbered us. (Yes not all Tier 1 guilds run 60+ zergs)
As for voicing his opinion, Its great that people do but it does nothing when it comes off as another complaint post that ends up getting trolled. If OP made a constructive analysis of the issues he sees within his tier/league it may have come across better.
You say there is so much wrong with the game mode when in fact the game mode is fine. Problem is population imbalances, with even populations the matches tend to be quite close and very competitive. So the real current problem is leagues (and the random matches prior to leagues). Please don’t try to be condescending because I’m on a server that has put in time and effort into recruiting and building a strong WvW community. If you think we (SoR/JQ/BG) want these matches, you are mistaken.
All that aside, I think it is near impossible to balance all the tiers. I would love nothing more than to have 6 “tier 1” servers for season 2. Unless anet makes some major changes that will never happen. So for us, hopefully, they put the ranking back to the original form and allow for the ladder to place like servers together. All these complaints are due to the random match up system and now leagues.
because your OP was ever so constructive. /eyeroll
“what purpose do Toxics in WvW serve?”
allowing WvW-focused players to get some of the achievements, drops and rewards from the LS, that’s the purpose it serves.
Please, don’t fool yourself into thinking real wvwers actually care about pve achievements. If I want to go do pve I will do it in a bloody pve map. I come to wvw to wvw, not to kill some over sized flower.
Get this pve out of my wvw
This is a horrible idea. Although improved a lot lately, WvW is still trailing far behind in average income generation vs PvE game play while at the same time it is already an unreasonable gold sink mainly via upgrades and superior siege.
I am opposite of you and would like to see the upgrade monetary fees completely removed and/or switched to WvW badges / karma.
If you want to prevent “newbs” claiming etc. make these things cost WvW badges, which “newbs” are in short supply of because they are “newbs”.
I would also like to see a lock-out on golems, both alphas and omegas, or at minimum, ability for the print owner to take over it like with other siege types in order to help deal with golem specific griefing, trolling, etc.
If you’re a T1 server is it fun facing rank 4, 5, 6 or would you rather have T1 fights?
IMO, Yes facing 4,5,6 can be fun. There are some great guilds on those servers that are ton of fun to fight against but do I want to fight them all the time? No. As for fighting T1 servers, I think most to all T1 players look forward to the SoR/BG/JQ matches but if that was the only servers in the “Diamond” league, why have leagues at all. It seems it would be better to go back to the original ladder and allow for T1 server to drop down and T2 servers to jump up every so often based off rating. That way it limits blowouts and keeps tiers competitive, out side of server wide implosion, servers would fight server they are semi equal to.
Personally I don’t want another season. The amount of garbage and drama is caused doesn’t seem worth it. Its a good idea but badly implemented do to population of the servers.
I feel bad for “bearbows” because I understand the theoretical problem with bears but there shouldn’t be any kittenumptions made on someone using this or that pet.
Ironically, I’ve come to use Sword/Warhorn more with time, but accidentally and with much experimentation, and not by watching any videos or caring about metas-ditto for Spotter and Frost Spirit, which I was using before it was (apparently) meta to bring to a Dungeon. But I still resent that people demand one build just to do things ASAP-I don’t think it is appropriate to complain about “play the way you want” Rangers if you are doing the same by requiring them to play the way “the team” (I.E. YOU) wants, as you are basically not being any less “selfish”, and for players to enjoy their gaming experience as they please is not selfish at the core.
Also, many of these so-called “bearbows” are not (intentionally) trolling anyone. Sure they may ignore certain facts, but it doesn’t mean they are going out of their way to offend speed-runners with a build they hate for its own sake.
In short, it is obvious that bears won’t do as much damage as felines, because if bears did the same damage as them there wouldn’t be any point to the vitality difference. It doesn’t mean, whoever, that the bear is ALWAYS a wrong choice, since many of these pets have their usefulness, and there’s much to bears than just the brown bear (which I feel pretty badly about it, as it’s being seen as an iconic “baddie” pet by Dungeon elitists, and that is a shame.)
Same with Longbow, etc. My really main weapon is melee sword + something else, and a ranged backup (usually one of the two bows, according to the situation) but I see no reason to judge others according to the weapons they are using-it is not my job in this game to call other “bads” for not playing the way I want or how I would play their character, but rather to be effective at what I do and care about what I bring, rather than pretending to be better by putting others down because they are not as knowledgeable of “meta play” as I am (which is what it all boils down to in this particular case.)
In short, looking down on others because they don’t necessarily adhere to metas to a T is not the best attitude-just make a note of the kind of player you are looking for so I and many others avoid you (never understood why elitists don’t just play together instead of complaining all day long in forums about the way other people play “the way they want.”)
No offense meant at all-discriminate all you want, but understand the consequences of your actions, especially if you come off as a jerk (which of course not all speed runners do.)
Two things I took from this:
1) you are supposed to keep might stacks on your pet
2) you are not supposed to use a longbow
Actually, let me add to my post.
1) He says to stack boons on the pet to keep its damage up, but he also says to switch pets often. Switching pets removes boons, it also removes Rampage as One, it also removes Master’s Bond stacks, it also removes things like Sic’m, Signet of the Wild active, Enlargement, Search & Rescue, and Lick Wounds.
2) He says a lot of people pick Longbow initially. He then says people should change to other weapons because the longbow is inefficient. If a lot of people who pick Ranger are drawn to the longbow, but the longbow is inefficient, then shouldn’t the longbow be made perfectly efficient in at least 1 build? Instead he seems content to consider it a newbie weapon and tell people not to use it.
I was a little bit disappointed by the questions answered. Besides the fact that he didn’t really answer any question but gave some vague responses, for one thing. The other thing that he really did pick questions that have not that much value for any ranger watching.
The first question that was answered was about the uniqueness of the ranger. The Answer was that the unique thing about the ranger is the pet. Wow, big surprise there. The ranger is supposed to be more flexible using a pet. But not as much as an engineer or an elementatlist ist flexible(?!?). And we can split damage using a pet, like focusing on two different things at once. In which game is this an advantage? Given a group of enemy without any specific skill set, it is always better to focus down one before moving to the next. Granted, I don’t do too much PvE, but there can’t be that many bosses where it is really an advantage to split your focus, right? The one interesting thought I got from all that was, that you can mix your damage between condition damage and direct damage, but that’s about it.
The second question was about ArenaNet employees favorites pet. The answer was basically: “depends”.
The third question was about an evasion mechanic for the pet to mitigate damage without supervision. The answer was that they are thinking about it, but that changes like that are hard to make. To sum this up: Maybe sometime down the road, but certainly not while there is other stuff to fix. I hardly think that they change the way pets behave just for one profession, if it has such a huge impact on the mechanics.
The really tough questions weren’t even addressed. What about the pet AI? What about group support that can’t be killed with AoE?
The rest of the screen cast was about the three basic builds, direct damage, condition damage and spirits, but he did not talk for one second about anything specific. He mentioned some traits that support one build or the other. He highlighted some very obvious synergies in one or between two trait lines, but the entire thing had less substance than the chocolate bar I had for lunch.
Also, for my taste he “felt” a lot too much about certain mechanics for someone who has access to the math behind it. There have to be calculations or at least estimations for as much as anything that the professions can do.
Really guys, anyone playing ranger and owning a webcam could have done that screen cast. There are a lot of real issues here that are being discussed for months, most of them summarised here in this very thread. Please give us some real answers, not those vague responses that leave you with one less 30 minutes to live and not the wiser.
Well, at the very least he showed current best and most used weapons, utilities, traits, runes, etc. Therefore, it could be helpful to new or struggling rangers.
I really would have liked to see him address the ranged ranger and learn why the archetypal ranger is not really supported well in the game at this time
I don’t think melee being strong is a problem, I’m so glad that they decided on a class that can use both styles to great effect. They just need to bump the ranged side a bit to get them to the same level of great.
Honestly, the only major problem I see is the buffs range situation with the longbow.
I’d say it was necessary given we’re not that mobile when you think about how agile other classes are. If being at range was our only plus we’d be absolutely screwed. Think about how skills and abilities each class has to close the gap and think about how many we have to open gaps.
Not to mention WvW where it’s zerg vs zerg with commanders screaming at you to stand together no matter how much it might kitten you.
Doing melee damaging is definitely something we want, plus it stops gameplay from being one dimensional.
Replace the 5 point Skirmishing minor trait with~
Lone Wolf: You gain +25% damage while your companion is stowed.
Fix the stow companion command so that when we stow a companion it stays stowed until we click the button again.
Clearly you’re not as skilled at pushing 1 with your Warrior as you are with your Ranger. Damage isn’t comparable. The gap is made up for by the pet. The loss of the pet is why he’s asking for 25% more damage. 25% more damage isn’t going to compensate for the 1000dps difference between a sword ranger and a dagger thief.
I’m with ya. The +25% I’m suggesting is actually lowballing the value needed to restore parity to the ranger’s attacks, but I think its also within the realm of reason as a new option to enable a playstyle many of us were looking for from the Ranger profession.
Its not a request to make pet-less rangers uber compared to other Ranger builds (it won’t). Its a request to “Please, please give us the tools to create dungeon-friendly builds where Fluffy no longer embarrasses us in front of the rest of the party because of dodge-or-die fight mechanics!”
Ps. We don’t have thieves stealth capability and warriors don’t have our damage with bows. Don’t be like that.
Are you kidding? Traited Warrior longbow is devastating. And plain old more interesting, as the individual attacks actually synergize with each other (both starting and completing combos just with weapons skills) and you have actual potential to spike. With greater armor and a massive hit point pool, they are also far more forgiving of the slightest mistake or missed dodge. And a sizeable chunk of their damage potential never stands in an AoE until dead.
I enjoy my ranger for light duty and zerging, but my warrior is a more effective presentation of the “archer” archetype and gameplay I thought I’d be getting from the ranger.
QUESTION:
1—How do you guy’s feel about the performance of the Ranger Pet system at the moment?
2—If you were to compare, say, a warrior or a guardian to a ranger: What would be the advantage of having a ranger in a party over a warrior or a guardian?
3—What is your favorite thing about a ranger, and what is your least liked area of a rangers performance?
Give them a break guys
. I take that as tiny step towards positivity. At least we are not completely forgotten. Lets comment on it after we see the video.
They’ve had their free breaks. They have to earn them now.
Simple question, when are we going to see fixes for…say every issue that has been existing and reported multiple times since launch without fixes, and the messed up and jumbled trait lines that are so mix-n-match it’s not even funny?
Or when’s the expected due date for all of the revamps and fixes we were informed were coming “soon” over a year ago by your lead designer mr. Peters who quickly went awol from this sub-forum after his little teaser post?
As reference to those who were not around since then (The thread has been locked due to the constant asking of when/b!tching that ensued after extended silence)
https://forum-en.gw2archive.eu/forum/professions/ranger/Ranger-update/page/26#post1727055
I’m not bitter or anything lol I just lost all motivation to play my ranger and most of this game for over half a year now due to empty promises and teases of upcoming fixes.
(edited by Faolchu.1629)
1) Anet want you to have a pet. Not to be a thief with long bow.
But its ok to be a Ranger with Stealth – Thief
But its ok to a Ranger with Heavy Armor – Warrior
Damage increase with pet dead or stowed isn’t OP. Period.
Ranger is the most exciting class to play for me, the diversity of pets with what each one can offer to their master is awesome, rangers and their chosen pets represent harmonious fellowship as they fight as one.
1– Regarding to Ranger, would be nice increasing some potential already exist and offer something new, this what occurs right now:
1.1- Why ranger aren’t allowed to use rifles or pistols, since we are the ranged class for excellence in most Massive Multiplayer On-line Role Playing Games (MMORPG)?
1.2- If we can’t use rifles and pistols, why then other GW2 classes use bows (thief + warrior)
1.3- Longbow, been the weapon of choice of this class, should have long range shot of 1800 (standard) and with the use of the “Eagle Eye” trait, increase our range to over 2100.
1.4- Why we don’t have a skill that provides “camouflage” (become invisible as long as you remain in place without moving), similar to Villagers (Halloween / Mad King’s Labyrinth / Lunatic Inquisition) “Hide in Shadows”, provides 10 second self-stealth skill as long they stand still?
1.5- Concerning to Longbow, reduce the cool down of “Point Blank Shot”, 15 seconds to knockback again your foe is too long. During living story – Blood and Madness, while fighting 1 “green veteran skeleton” inside bloody Prince instance, that foe was able to knock back me every 3 seconds. If this foe can have this powerful attribute, why ranger can have the CD of 5 seconds for “Point Blank Shot”?
2– Regarding to pets, they really need some attentions from the game developers, here some tips:
2.1- whenever pet dies or remain death, would be cool the ranger inflict 25% more damage
(this can be awesome in PvP and WvW zones, for example, the opponents of ranger think twice whenever they targeted 1st the pet, knowing doing this will give Rangers more DPS)
2.2- if ranger chose to stowed their pet, that pet must remain stowed until the ranger release him again
(would be useful at PvE areas, because sometimes a ranger wants to simply run fast from a crowded mob/foe area without been slowed by the pet keeping him in “combat mode” for long time – add to foes who get stucked/bugged while chasing pets)
For your concern, sir Isaiah Cartwright and crew of developers
Circle of Life is a trait that states that we create a healing spring on death, since my character has never died, only has been downed and defeated, in what situation can i rely on this extra healing spring to pop?
Healing Spring doesn’t work underwater, so does this mean this trait is completely useless below the surface?
Any other tooltip…er… ambiguities that you’d like to clear out for us?
I have several questions…
First, if a Ranger wants to focus on traps, they pretty much are forced into placing 30 of their trait points into the Skirmishing tree in order to pick up the two major traits that affect them. This leads to granting the Ranger 300 Precision and 30% Crit damage, two attributes that do not contribute to a trap build in any way. Wouldn’t these two traits lean more towards the Survival tree, not only because traps are not really something one would imagine being used in a Skirmish, but because that tree at least benefits the actual play style by incorporating condition damage?
Second, while I understand the Ranger has several interesting utility skills, why must they invest in entire trait lines in order to make full use of these skills. If they want to be affected by signets… 30 points. If they want spirits to move… 30 points. Traps to be useful… 30 points. Shouts to be… well… less bad… 30 points.
Third, why does Master’s Bond have to be removed on swapping pets? If the pet dies that is understandable, you have formed a bond with your pet and then let it down. As it currently stands, the trait is borderline useless in almost every situation. Oops, you entered water; stacks reset. Oops, you picked up certain environmental weapons; stats reset. Oops, you wanted to swap your pet out to save its life and keep your cooldown at a minimum like a good ranger; stats reset.
Finally, why did you make it so we can’t cancel out of the auto attack chain of sword? This is absolutely devastating to anyone who wants to be able to melee with this weapon. Not even the other two skills which are designed to get you out of the way can interrupt the chaining from the second to third attack.
(edited by Malos.2081)
Ok mi do have few questions.
1 Did anyone at Anet level up their ranger higher than lvl 20? If yes, did you guys use that scrolls to do it?
2 Why you don’t read ranger forums were people do post nice ideas how to fix this class?
3 Why we have the weakest utility skills in this game with long cds?
4 Why we don’t have more F2 skills that we could chose for our pet.
5 Why Mesmer and necros minions have AI superior to ranger pets?
6 Why any other class in this game does not have to trait to use active signets effects?
I can continue like this for pages. I do have 3 other lvl 80 guard necro and eng, ranger is by far the weakest class in this game. It is not LTP problem it is devs fault and you don’t admit that. Now you are going to show us how to pve? Lots of peps play this game since lunch and tbh we probably know ranger class way better than anyone at Anet. Show us rather your mad skills in wvw, were we are laughing stock. Ascended grind and last two ranger non substantial updates somehow made me lto ook around for new mmo.
ps. sorry for my English.
Lol this will be a comedy treat :P Can’t wait. I bet you they will not touch Ranger in WvW, and even if they do it will be about how Rangers are “roamers” and are not part of the zerg, etc etc.
Couldn’t really hurt to focus more on balancing the ranger and let the players create the guides. We already play the game better than the dev team; our guides are probably going to be on-par.
yeah this it will be a LOL video. I saw the video of warrior and it was so LOL.
I want to see how Izzy will teach me how to use the worsk profession with the worst support utility, with the worst offensive utility.
Traps traits are in a power build line.
Pet mechanic is bad: pat can’t jump from a cliff, it is stupid, the F2 is slow, the other pet skill are used quite random. And the answer for make tham more controllable by players is: ppl isn’t good enough with ele they don’t know how to change armony and this is bad cause ppl that know how to use that skill will be stronger than others and this is bad.
Ranger need a totally rework.
Here i trow some suggestin but you should do what you feel because if you want a game where evryone can play it at the same level you will not give the change to become more skilled.
1. Change the pet making it like phantasm: only one attack evry X seconds. That attack is range or it is a leap (it never miss, unless it is blocked evaded etc…). Give the control of 2 skills (EX: Wolf F2=howl F3=Knowdonw Leap).
2.Make shouts like GW1: your pet will do this effect with the next attac. This mean they have to be istant and with low recharge. (EX Your pet telepor to you target, next his attack does cripple, your next attack does bleeding).
3. Stats of pets should linked to your stats. This is to prevent heavy damage bunker build that we saw in pvp. This mean something like:
From ranger stats:
Power+Precision+Condition Damage= Offensive Stats
Toughness+Vitality+Healing Power= Defensive Stats
To Pet stats:
Power= Offensive Stats x X
Precision = Offensive Stats x Y
Toughness= Defensive Stats x Z
Vitality= Defensive Stats x W
Than you can make some difference betwin pets changing X,Y,Z,W coefficent.
This Is what i think you have to do to make ranger a nice class to play.
But i want to suggest my idea of ranger:
1.Damage: It should does a mix. Half of his damage comes from his pet, this means that while the ranger is power can take a condition pet and vice versa. This allow the ranger to be quite versatile against heavy armor build or heavy condi removal build. Anyway it will never have spikes or a lot of DPS like a warrior or thief.
2.Support: Ranger have 2 of most powerfull fields Water and Fire. It should have a lot of projectile finishers. With spirits it can place a static boon that boost the team. It can spread a lot of Vulnerability allowing others to make more damage.
3.Control: It should have a lots of low duration stuns (1/4s, 1/2s) but they can pass trouth blocs and have low recharge. It can spam a lot of cripple and some chill. Some pets can knowdown. It can spam a lot of Poison to low the heals of opponent.
4.Defence: His defence come from a lot evasion with melee weapons, while with ranged weapons he can cripple enemies.
5.Weakness: He don’t have Stability. He spam a lot of attacks making him vulnerable to Confusion and Retailation. His defence come from dodge, the immobilize can counter it.
This is a constructive post, i hope it will be usefull to you. Anyway Izzy keep trying to teach us some build, maybe you see something that we don’t.
Keep working on this game you have to shape this diamond.
I have a few questions all kind of linked to one topic. I’d like to hopefully see one of these answered. I also understand that these aren’t very easy questions to answer. However, I think a lot of people would like to see some of these topics discussed.
1.) How do you feel from the design perspective the Ranger should play, such as styles or weapon paradigms? Does this match the current metagame of spirit/bunker Ranger with no bow or with a bow in the offhand just to provide fire while the target gets close?
2.) The Ranger is currently agreed upon by the community is being kind of a hodge-podge mess of traits with a very distinct dependency on their pets, keeping them totally useless in many scenarios, or absolutely required to build into Beast Mastery to help augment their pets. Are there any future plans to streamline the traits to allow players to build more in the way they want to outside of BM/spirit bunker builds?
3.) While obviously there is no distinct archer role in the game due to the desired open-ended-ness GW2 was made to encompass for its classes, do you think that the Ranger was designed to best fulfill this style of play? If yes, what efforts are being made to make this play-style viable (it currently isn’t in most situations due to the pet dependency), and if not, is it out of the question to give another class like the Thief or Elementalist the longbow to allow players to play a squishier solo-archer character due to the lack of effectiveness and real archer “feel” the longbow warrior presents?
4.) The Ranger community is very (and almost evenly) divided on the proposed idea which would allow for rangers to disable their pets altogether and be compensated for the damage lost. How do you stand on this debate? Do you believe that players should have their desired styles of play accounted for, or do you believe that the design of the ranger should supersede this choice? Is it possible to make other possibilities for this play-style with other classes, then?
(edited by DeceiverX.8361)
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