Showing Posts Upvoted By Reisinger.4203:

What is the Ranger's role supposed to be?

in Ranger

Posted by: Chopps.5047

Chopps.5047

With that build, I’ve found the deciding factor in whether I can reliably beat the zerk thief is whether or not I have torch equipped.

Yes! This is a great suggestion and in fact, should be included into some sort of counter-thief tutorial for rangers new to WvW.

In regards to the healing bunker build, I think you are overrating the healing abilities. I’ve tried a shout build (mostly for swiftness) with some healing power (had a mix of everything) and found the healing to be negligible, at least in contrast to a profession like warrior. I run a shout-healing build on that, and with rare-quality healing power armor, I heal a lot more than I do on my ranger.

That’s not saying it’s not a viable build, but in my opinion, if you’re trying to primarily heal with a ranger, you’re best off setting yourself up for a spirit build and running warhorn 5 with healing spring than actually focusing on healing power for your gear.

And with a blast finisher on warhorn and retaliaion on offhand axe, it’s a tougher choice these days but the torch still wins in a 1v1 vs a thief.

Now if we could only equip a whip I would move to TC and role play Indiana Jones.

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

Please allow us to stow pets in combat?

in Ranger

Posted by: Nilkemia.8507

Nilkemia.8507

Here’s a thought. Allow us to stow the pet, and give us extra skills to replace the ones in the pet interface while the pets are stowed. The skills you get could differ depending on what pets you have stowed, but you could get 1 or 2 skills from each pet.

Example: The Reef Drake. Stowing it could give you a Confusing Screech skill to screech in a cone in front of you, like its own pet skill. You could also get a spin move to inflict weakness on enemies around you, like its tail spin. Stowing it could also give stat boosts based on the pet’s strengths. Stowing a pet that has toughness and vitality as its strong stats could give you boosts to your toughness and vitality. I’d like some feedback, because I think this idea has potential. Please.

Sorry about the blobs of text.

Please allow us to stow pets in combat?

in Ranger

Posted by: Nilkemia.8507

Nilkemia.8507

The title’s self explanatory. I know, it’s our gimmick and all, but there are times when having a pet out doesn’t help you any during fights, or makes things worse. So, can we please have the option to put the pet away, and maybe get a boost to our own stats while the pet’s stowed? Or even have a skill(s) that forces the pet to be stowed but gives us more skills/options?

Sorry if this has come up before.

What is the Ranger's role supposed to be?

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

The benefit of the Ranger, is that you are always two in one. Meaning that you can send the pet to attack one player, while you attack another. The other advantage that the Ranger has, compared to other professions, is a lot of AoE snare skills, that allows for very efficient condition stacking and control. That’s pretty much it.

I don’t want to come off as nitpicky or being overly difficult, so if I offend you I want to appologize in advance.

I don’t really agree that the Ranger is 2 in 1. It’s more 1 divided by 2. Without both, the class is simply half a class. The damage is well below that of any other class. Really the only burst this class is capable of is coming from the pet, but it often misses, is difficult to control, and pales in comparison to the other classes.

As for AE snares, they’re also all trap based. So just like needing to trait to make spirits even marginally useful, you have to trait into traps for them to offer real utility outside of self defense for the ranger.

Now conditions I somewhat agree with. But again, when you consider that the Ranger can’t stack bleeds quickly (directional restriction when no other weapon in the game has this?), you rely on the target to trigger a trap for all the others, and that unlike Engineers and Necromancers who have far more conditions and stack them much quicker, the Ranger is all single target damage.

So if these are the roles we’re supposed to focus on, why are we so awful at it?

What is the Ranger's role supposed to be?

in Ranger

Posted by: idevourwater.3149

idevourwater.3149

II agree there is too much gap closers

I think if we have a trait that allows us to back pedal faster, it would help with the range concept

we could also have a trait that allows us to Knockback foes when they attack us in melee (on a 60 second cooldown)

Spotter????

in Ranger

Posted by: stale.9785

stale.9785

Re-ran the test, this time shouting out to people NOT in the squad we were in. Turns out, not only does it not prioritise the ranger, or his party – it’s completely random.

20 tests, in combat, in a full squad – only once did I have the boost on myself. 9 times someone in the squad got it, though not once was it 5 people.

Every other time, the people who responded as having the boost weren’t in the squad, nor were they particularly close to me – well outside of any reasonable range for the skill. Granted, 20 separate engagements isn’t exactly an exhaustive test, but still.. it shows some problems with implementation of the boost from the trait.

Time to limit tp profit?

in Black Lion Trading Co

Posted by: Fungalfoot.7213

Fungalfoot.7213

No matter how much money I amass, there is not a single thing I can do to prevent you from obtaining something in game because every item in the game can be generated, either on demand or at random, at any given moment.

Now that isn’t entirely true. ArenaNet frequently releases limited items which a lot of power traders pounce upon in order to resell at a later date for ridiculous sums. Some of the flame and frost dyes went from ten gold to a hundred.

Maybe a good compromise here would be binding these limited items upon purchase from the trading post to prevent excessively wealthy players from cornering the market and leaving common goods ( which can indeed be generated whenever ) as are.

Post Patch- Ranger Tantrum QQ

in Ranger

Posted by: Cuchullain.3104

Cuchullain.3104

Some of us are getting tired of these repetitious fanboy troll posts that say the same kitten thing over and over again we’ve been hearing for decades on dozens of gamer boards.

We get it: everyone who doesn’t like a change or complains needs to L2P and stop qq’ing and go play another game and be positive and adapt and worship the Precious or they will feel the wrath of the Precious. Someone needs to come up with a standard fanboy response form you can fill out with blank spaces for things like class, game name and company so you can just fill it out once and then spam it to the forums ad nauseum. This will save you a lot of typing.

Anet is a corporation, not your girlfriend. They could care less about you so long as the money keeps rolling in.

Post Patch- Ranger Tantrum QQ

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

People play this game for different reasons. Some people want the class they’ve enjoyed in other games to live up to their expectations. If the class is living up to your expectations, congratulations. If it’s not, their recourse is to post about it on the forums.

If you feel Longbow is viable now, there’s nothing wrong with it. But just because people aren’t impressed doesn’t mean they don’t know how to play or they want the class to be overpowered. I’m not impressed. I find this class to be the second least valuable class in WvW and the most boring class and least interactive class of the 8.

Posting QQ posts about people QQing isn’t going to change my opinion obviously, but you’re more than welcome to ignore my posts if you don’t agree.

Looking For Swiftness Ranger Build

in Ranger

Posted by: Taku.6352

Taku.6352

30 points into NM and you’ll get Natures Voice, then 10 points to BM and take shout mastery and just spam guard all the time. Nearly 100% swiftness up time with just that, then added effects of WH and runes will give you easy access to 100% uptime.

Why no love given to Rangers by ANET?

in Ranger

Posted by: krojack.4920

krojack.4920

Do as I did, quit this game and go on to another one. Stop bashing your head against the “please ANet do something” door. Sure I peek in on the patches and forms once every 2 months just to see IF anything has been done. Nothing yet. I’ve been waiting since mid Nov. 2012. Guess it’s high time to finally give up on that as well.

80 Sylvari Ranger – Jade Quarry
» My current Guild Wars 2 game annoyances

Auto-Casting Food

in Suggestions

Posted by: bribrim.9710

bribrim.9710

Personally, id love to have a 4 item toggable UI bar that could be used just for food, oils, etc…

Kepp Mason – Warrior
Critical Response Team [CRIT]
Devona’s Rest [DR]

Guildwars NEEDS SOME GUILD WARS

in Suggestions

Posted by: Xenon.4537

Xenon.4537

You know what would be cool is if they designed GvG to be similar to WvW, but take place in PvE zones. What I mean is a guild can start a GvG match-up the same way they start a mission. To start the GvG, the leader selects a map and everyone in the guild clicks on a thingy in that map (lets say Metrica Province for example) and they are teleported to an instanced version of Metrica Province where the buildings are set up as objectives just like towers and keeps in WvW. Guilds can then battle it out for control of Metrica Province.

They had a special finale event in the beta that took people to a pvp instance of Metrica Province, so I see no reason they couldn’t design it this way. Imagine fighting in a pvp instance of Divinity’s Reach. Maybe more than two guilds at a time can fight in order to make filling up the map easier. Let’s say 3 guilds get matched against each other at a time and each guild can bring a max of 15-20 people? Heck, they could even design a smaller version for smaller guild fights by designing it more like DOTA with a lot of NPCs moving around fighting.

Hell yeah, small GvG could be like the DOTA-esque pvp game they had on Halloween, only designed for 10 vs 10 and taking place in a smaller section of an instanced PvE zone.

And the guild that wins the battle in that zone would win “ownership” of some related PvE area in that zone, which would unlock some kind of unique benefit for that guild as long as they hold it. Maybe it can be access to a karma vendor selling unique armor/weapon skins. Or maybe access to a special jumping puzzle. Or it could be for a buff to all build member’s magic find, exp, gold find, PvE health/damage, etc. Battles for a particular objective can be held every few hours so that guilds either have to continue to fight for ownership, or give it up to the next guild. We could put a 1 objective per guild limit and keep the benefits cosmetic/optional so that we aren’t excluding people from required content.

(edited by Xenon.4537)

New movement animation for swiftness

in Suggestions

Posted by: Doomguard.5094

Doomguard.5094

Characters in GW2 are really really well animated, it’s one of the things that makes it really fun for me to play, however I find that the lack of animation for swiftness kind of a bummer. Instead of just increasing the speed of the regular running animation and adding some white/yellow lines to indicate how fast we are, why not make actual sprinting animation for swiftness? Some different leg-work and forward leans could really be cool, for example like how warriors have the Rush skill, movement really looks great there on humans and really stand out on charrs, why not use these or create similar animations for when we move with the swiftness buff?

"The game will restart

in Suggestions

Posted by: Astral Projections.7320

Astral Projections.7320

They can’t give you the exact time. They have RNG server closing. It shows their commitment to the core values of the game.

lossing interest.

in Ranger

Posted by: Gercoa.7490

Gercoa.7490

In the end the answer is this. I have $$. If I don’t want to play I will not spend the $$. There are a lot of current games and a lot of new games right around the corner begging for that $$.

The last major update prompted me to almost quit. I level’d up an Ele to 80 instead thinking well, maybe this will make the game enjoyable now… then I realized, I hate being an ele. I bought this game to be a ranger. I’m a ranger in all the mmo’s I played in the past. Some for many years. This game has so much promise but that’s quickly turin sour.

Reinstate shortbow range, inc. longbow range

in Ranger

Posted by: Zephyra.9075

Zephyra.9075

Or let us increase Shortbow range with the Eagle Eye trait. =) I wouldn’t mind that! =D

Reinstate shortbow range, inc. longbow range

in Ranger

Posted by: cocodragon.7916

cocodragon.7916

I change the OP in favour of the conclusionary post which reflects the consensus of the players and which I accept:

The common suggestion for the increase of shortbow range from 900 back to 1200 to be achievable via traits is a sensible one. This may be by adding it to “Eagle Eye” or by the introduction of a specific shortbow trait – but in any case it would allow people to choose whether to invest in shortbow range or not.

Those investigating alternative builds and weapon combinations can continue to do so. Those who have invested effort in aquiring The Dreamer will at least have an opportunity to benefit properly from their investment.

I would ask the community to unite behind this suggestion as the best way of having a chance of influencing the developers. All heated debate about the virtues of bows vs other weapons, what is meant by “Ranger” and how the real-life capabilites of shortbows compare with longbows would thankfully be rendered null & void.

Arenanet just need to work out the details.

(edited by cocodragon.7916)

Waypoint Cost is too expensive

in Suggestions

Posted by: scarybandit.8179

scarybandit.8179

The waypoint costs were annoying at low levels and are exasperating at higher levels.

Firstly, lore-wise, it seems absurd. Regarding one’s suspension of disbelief, it clearly makes no sense that more powerful heroes pay more for a basic service available from the start than new characters. Really, is this what you call internal logic in a fictional world?

Secondly, it hampers social interaction – why ever should anyone pay the equivalent of 1 or 2 hearts in earnings to cross the world to help a guildie, particularly if they are only an acquaintance?

Thirdly, for a casual, non farming player, it makes the use of waypoints a serious economical dilemma. In GW1 I grinded my way to obsidian armour and many other sets for a main character, and even earned 20 or so titles, so I am not utterly against working in a game for my prizes.
However, in GW2, if one decides to, say, maintain a couple of crafts at a rate equal to level, and also save enough for training manuals, waypoint travel just isn’t in the budget anymore. In my case, I don’t even have the 1 gold right now to afford the middle manual for my main level 70. Did I mention repair costs?

There will be posters here that admonish me for poor playing strategy or terrible gold management, but really, I spend very little – even my crafting materials were 80% farmed by me. I am that average guy who actually just plays the game more or less as intended by the developers, except I haven’t been using waypoints since about level 30.

I mentioned a lot of costs here, but I don’t really mind any of the other costs. Waypoint fees scaling by level though is both story breaking and gameplay hampering.

Complete Ranger class suggestions

in Suggestions

Posted by: Khayoss.2019

Khayoss.2019

Shortbow: The range reduction to 900 was something that no one in the Ranger community saw coming and the increase in damage on the 3-5 skills by 14% does absolutely nothing to pacify those who are opposed to this change. The damage from the 3-5 skills are practically irrelevant to most shortbow users as those skills are used to control your enemy.. they would be equally useful if they did not include a damage component at all. Additionally, the rangers already have a 900 range skirmishing range condition weapon in the Axe. Shortbow now crosses over with this option instead of providing a longer ranged condition based option. Right or wrong, the perception of the community is that the shortbow was altered specifically to make the longbow appear more attractive instead of addressing the reasons the longbow was not attractive directly.

Besides this debate, the shortbow is also the only ranged weapon in the Rangers arsenal that it has no option to increase range on via traits. Longbow and harpoon are taken care of by Eagle Eye, and Dagger, Torch, Axe and Warhorn are all blanketed by Offhand Training. What stings the most in the eyes of most shortbow Rangers is the fact that this weapon can now be out-ranged by any offhand weapon option, and the range decrease makes it much more difficult to use in WvW in attack/defense situations.

Finally, the bleed option on the 1 skill is also unnecessarily restricted when compared to similar options. Thief pistol 1 has the same range, cast time and base damage, but applies bleed from any direction and for 1 second longer than ranger shortbow (4s thief vs 3s ranger).

Suggestions:

  • Damage increase to compensate for range decrease should have all gone to the 1 skill, or alternatively boosts to the conditions applied by the 3-5 skills could have been provided.
  • Eagle Eye should also affect shortbow in the same way that it affects longbow, or a similar trait needs to be provided for the shortbow to be consistent with other Ranger ranged weapon options.
  • Alternatively, reverse the range change because it made little sense to adjust a weapon that was functioning well for our class simply for the sake of changing it.
  • Remove restrictions to bleed application from 1 skill.

Sword: Since day 1, sword has been an extremely effective but hard to use weapon in our arsenal. The leap component of the sword 1 attack chain makes using this weapon in conjunction with auto-target extremely frustrating and is the only weapon to suffer from this type of downside. Additionally, the telegraphed animation involved in the 3 skill makes the attack easy to spot and dodge, as well as limits the usefulness of the attack itself – many a ranger has died to this skill by using it too close to a cliff or crevice.

Suggestions:

  • Remove the 3rd attack in the chain from the auto attack, or remove the leap component only, perhaps extend Cripple from the 2nd attack of the chain in it’s place. * For the 3 skill, remove the animation, replace the animation with a teleport to behind the enemy, or replace the evade component with an interrupt or a condition removal.

Axe: No complaints about the Axe main hand weapon, with recent adjustments to ricochet speed the Axe is one of the Rangers go-to weapons. The only complaint about Axe offhand is that Whirling Defense is interrupted by movement. Similar in concept to the Thiefs ‘spin to win’ elite skill, this limitation again feels like an unnecessary restriction placed on the Ranger class in order to differentiate via limitation (see LB & SB 1 skills).

Suggestion: Nothing really is needed, but it is an opportunity to enhance viability of Ranger in parties instead of being so self-centered. Remove movement limitation, decrease channel time and recast time to make it available more often but for shorter time periods in order to interact better with combo fields of a group.

Greatsword, Dagger, Warhorn and Torch are all great weapons. My only suggestion is to please not nerf them, and please consider adding Blast finisher components to Torch 4 and/or Warhorn 5.

Khayoss / Khayotica / Mistasia
Ehmry Bay – The Rally Bot Vortex [VOID]

Complete Ranger class suggestions

in Suggestions

Posted by: Khayoss.2019

Khayoss.2019

Let me preface this by saying that no one (or at least no one intelligent) is making any sweeping statements that imply that there are NO viable builds. But it also cannot be denied that Ranger in general is an outcast from the other 7 classes in the game. We are not welcome in many dungeon and fractal parties, we are not welcome in most organized WvW activities because we lack synergy with the group dynamics, and a powerful niche function that was available to us in sPvP has been altered quite dramatically. None of this is to say that the class is useless, that is simply a real current assessment of how our class is viewed by the general community. Rangers in supportive guilds, such as myself, would be able to get picked up by guild groups for any of the above activities without problem, but even in those instances it is because you are a known and liked guildie, not because you are being chosen for what your class brings to the table. Area Net may have ideas about what they think would be cool for the class, but what they think and what their customers want isn’t lining up. As a manager in a software company in charge of developing functionality and then gathering feedback on those developments from our customer base, I understand the frustration when you do something you think is great only to be screamed at by the people you did it for. But that’s reality. The only way to be successful is to eat your ego, listen to your customers, and alter your vision to more closely align with what they are asking for.

The June 25 balance patch was, by all accounts, meant to be a full pass at all trait lines of all professions for the purpose of promoting build diversity by fixing issues with broken traits, combining underpowered and often un-used traits in order to make them more viable, and replacing underpowered, unused and undesirable traits with more compelling options. No matter what your stance is on the specifics of the changes delivered to the Ranger class, I don’t know that there is any way that anyone could argue that those goals were met by this patch. While several previously effective builds still work with some tweaking and a bit more effort, fewer new builds have emerged than builds and play options that were eliminated. Fundamental aspects of the Ranger remain broken and unusable, un-useful and unused traits exist across all trait lines, the weapons that were adjusted were not completely fixed and brought into balance with other classes, and overall the state of the class has not changed significantly either in a positive or negative direction. In all, rangers gained some new aspects at cost of others, and overall lost more than they gained.

What I am going to attempt to do is address the whole Ranger class and highlight what people are unhappy about. There is a lot of hate and bitterness going on in the Ranger forums, and it’s not necessarily because we feel like this patch has broken our class, but because we had all been holding out hope that this was going to be THE PATCH that was finally going to fix the core issues that we have just been living with for the last 9 months. What we got instead completely sidestepped these issues and addressed very specific and minor problems associated with the class.

Game mechanics:

The pet system
Pet AI is subpar when compared to other games within the MMO space and no real improvements have been made since launch. In reality, pet pathing, AI and their ability to actually stick to moving targets was much better in Everquest – a 14 year old game – and others that came after it (WoW, EQ2, FFXI, and Vanguard to name a few). It’s really a bit mind boggling that in a modern MMO we are dealing with a problem like this… Major issues with the system include:

Pet movement/terrain interaction: Pets follow you around the world loyally, but have issues with terrain. Specifically, if you drop down even moderate elevation levels, even those that do not cause damage, rather than follow you your pet finds an alternate route that it finds acceptable. This is especially critical when in combat because your pet wanders off when you may need it. It’s also a detriment when trying to find a target because at times your pet will take long routes to the target because of minor terrain differences. Characters can jump, pets don’t seem to have the smarts to do the same. Downed state 3 skill is also affected by this in that the pet can still stand right next to you but be unable to interact with you if you are on an uneven surface.

Pet damage avoidance: Pets cannot dodge and have no intelligence built in to avoid ground targeted or area skills either when pathing to their target or during combat. Especially in PvP game types this makes the pet less effective because it will path directly through heavy damage areas in order to attempt to reach a target. If it survives, it reaches its target in a weakened state.

Khayoss / Khayotica / Mistasia
Ehmry Bay – The Rally Bot Vortex [VOID]

This game has completely lost its way...

in Guild Wars 2 Discussion

Posted by: Chuo.4238

Chuo.4238

No matter how I try to dismantle this, I cannot fathom why Anet is so in love with cheesy, simple, mindless temp content. Maybe it is seen as a way to keep players “engaged” while keeping programming/development costs as low as possible?

That’s probably as good an explanation as we’re ever gonna get.

This game just feels halfdonkeyed (well, they’ve put solid effort into the kitten filter, anyway). The quality is mediocre, the content is minimal, and there’s a clear impression that if you don’t play ArenaNet’s way then you’re doing it wrong.

If you like it, and ArenaNet doesn’t, they nerf it. If you hate it, but they want you to do it, ArenaNet buffs it. That sales pitch of “play how you like, your own way” was complete bollocks.

Seriously, this game just feels like minimum effort, maximum hype to try and keep a few blokes with some extra cash buying gems. I’m pretty sure that, as far as ArenaNet care, the rest of us can just sod off. I truly don’t believe that they care about actually making a good game and a great community any more.

I can’t play it any more, either. I log on and stare, and if I attempt to do something, I just wind up annoyed at a clunky class mechanic, lack of customization, or just the lack of imagination that’s gone into anything. This game does not stimulate my brain, at all.

Dungeons have got to the point where you need X class with Y build – so in all practicality, I have no idea what’s the difference between that and other games that require Z class with Q build to complete their trinity.

SAB was the most fun I’ve had in GW2 in months, and arguably SAB is not even GW2.

Wow…so after that rambling rant…I agree with the OP insofar as this game has no direction…although arguably it never had one to lose…

(edited by Chuo.4238)

Skins that reward overcoming challenges

in Guild Wars 2 Discussion

Posted by: Guns and Giblets.9308

Guns and Giblets.9308

You’ve put your finger on a significant issue with the reward system in GW2.

Much of the lack of challenge came from rushing this game to beat Mists of Pandaria (or whatever it’s called). You can see that traits and skills were hastily designed, and that dungeon bosses had to be given the Defiant band aid because there really wasn’t enough time to design meaningful encounters.

I don’t fault the developers for business decisions made by their corporate overlords, but I do think they need to seriously consider revamping the mechanics in this game to allow for challenging content that’s accessible to everyone, yet difficult to master. There have been several useful ideas on this front (see, for example, here and here).

You might have to wait until an expansion to see rewards that are truly commensurate with a high level of skill and dedication (here dedication having nothing to do with raw time spent auto-attacking mobs!). But if we keep asking for it, we might very well get it, and this game can become more than a flash in the pan in a stagnating genre.

“A soft answer turns away wrath,
but a harsh word stirs up anger.” -Jewish Proverb

Server Population "Limit" Reset?

in Guild Wars 2 Discussion

Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

If you have saved up enough gems for a medium-population server transfer, maybe you can save up enough for a high-population server transfer while you wait. It would be great to have you back on HoD; I’ve been here since Day -3, never set foot elsewhere, and enjoy it very much. =)

Server Population "Limit" Reset?

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

No one can answer this question..probably not even Anet. At this moment, the answer is probably not…but you’re asking the question ever. Suppose the game’s population dramatically swings one way or another? Anet will likely, at that point, have to do something about it.

Ever is simply not a fair question. I suspect you’re okay for a period of time, probably a good period of time..but that’s as far as anyone would be able to tell you.

Privet Gardens has been reached.

in Guild Wars 2 Discussion

Posted by: mrmoeman.8049

mrmoeman.8049

so i was looking for a way to get into the areas outside of the grove, and managed to get myself into privet gardens, its really pretty and filled with fireflies at night time, although i forgot to take a screenshot of the fireflies, but here’s what it looks like:

Attachments:

This will get thieves nerfed again.

in WvW

Posted by: Aneirin Cadwall.9126

Aneirin Cadwall.9126

I can 1v1 a thief… until the point where they are losing and begin to endlessly stealth. They then run away, return 12 seconds later with full health, and have effectively reset the fight at their convenience.

Nevermind all the mobility they have over certain professions (Heartseeker, Infiltrator’s Arrow and +Movement Speed, for example).

Men who achieve some power desire more until they destroy themselves trying to get it.—Turai Ossa
Sanctum of Rall since beta 3. Mesmer since 1070 AE