Dear ANET workers, administrators and such,
we (players) ’ve made xxx threads about pets and problems with them,
and we are really frustrated with your answers.
Just say – ‘’We have no clue what we have done and we messed this class fully.
So we are looking for your (players) opinions.’’ (As we know, this topic is about that..)
So, then LISTEN TO US – why ‘d u have to screw mechanics from gw1 – where players could choose between use pet, or not to use it.
Work on that – 70% of rangers don’t want to play with this disturbing animals.
We are lacking base damage per second with longbow which should be our primary weapon, because u decided to split our dmg.
To be honest, im playing guild wars since 2007 – and never ever been frustrated as im now, because, ppl doesnt want us in dungeons, we cant play properly in wvw (without roaming), and in spvp we can choose only 2 solid builds to play.
I just cant get it over, that you cant understand what players want.
It’s simple – remove pet, or at least make that, we can choose to have it with us or not.
If the pet is active – split dmg, if it isnt – give back that dmg to the character.
I dont give a kitten for restrictions, but you heavly ruined this class.
And we ‘’soul rangers’’ are forced to play with other classes to be accepted in full aspects of the game.
Cheers^^ and when u decided to ask us about our opinions, then listen to us, or you will be forced in near future to delete the whole class, because everybody will play warrior/guardian/elementalist…
Just a note of interest.
I’m playing around with a Nature’s Voice build and I noticed something rather odd.
Why does Guard have a 1 sec cast time? Really, I want to know.
I can’t make heads or tails of it, that a skill type which has always been defined by having instant cast times, doesn’t.
Not that the rest of their functionality has anything to do with shouts either.
It’s just a really weird design choice.Can’t remember the name, but he will make an appearance telling you that it needs a 1 sec cast time or else it would be overpowered. That a shout isn’t always a shout
And he makes an appearance! But, Its getting pointless to keep arguing this against you guys. I mean, yeah, sure, it gives your pet 10 seconds of Stealth and Guard to start with, and that balancing considerations were made, (and had to be), when thinking of traits like Nature’s Voice and Shout Mastery (plus the 30% boon duration in nature magic to get nature’s voice), and I would have to say that its a pretty balanced skill because it keeps your pet alive even through boss fights, and it gives you a source of regen and swiftness if you don’t have any. Not all skills need to deal damage, and not all skills need to affect allies by default, even if they are shouts. It could benefit the Ranger a little more by default, so it would be a useful skill without needing to waste 40 trait points, but the skill isn’t terrible in its current form.
Oh wait, I forgot! you guys don’t care about all that! I could explain all day why Guard works the way it works, but, Just like the “Stealth, Cool!!!” people on the longbow, there are the “Its supposed to be instant, nothing else matters!!” people when it comes to shouts.
What Should Tanky Pets Do?
To the people saying that no skill or trait should harm our pet, how else do you propose we take advantage of tanky pet strengths?
- +30% crit damage is a great trait for a cat because it takes advantage of the cat’s high damage and high crit-chance. The same trait is a very weak choice for a bear.
- Empathic Bond, Protect Me, and Signet of Renewal, these are the opposite. These abilities can take full advantage of a tanky pet’s massive healthpool, but might be too punishing for a squishy pet to handle. These are clearly weaker choices if you use a squishy pet.
Some traits will always be better with one pet vs another, and tanky pets should have options too. What should tanky pets offer that they don’t now? What would turn bowbear from ridicule to utility?
On the subject of Tanky Pets, I will just remind people that when a 5-target AoE lands, the selected target gets hit first and the other 4 targets are based on proximity, so… occasionally, randomly, accidentally, and invisibly, your pets and spirits can take hits that would otherwise have hit players which is something to remember in tightly stacked AoE carpeted WvW zerg warfare. If a 30k bear takes a 3k hit instead of an elementalist, isn’t that a good thing? (In the pic below the bear was the selected target but there were enough spirits in proximity to cap the 5 targets and leave me unharmed.)
snip
2.) Even if they changed barrage to reflect a percentage of the damage from each shot, like it should, skills that hit repeatedly like this are always going to be unfairly impacted by the skill. This is why barrage will likely never work. But even if you want to pretend it works well, the risks associated with it aren’t worth the reward you get out of it.
3.) Stealth only wins because the skill has a purpose and works as intended. Barrage on the other hand is so far from useful it’s easier to remove it. If you’re deadset on leaving the Ranger where they have been for a 1.5 years, see my suggestion at the bottom.
4.) No, it doesn’t. We have the sustained DPS model right now. It’s the condi bunker builds. That’s a sustained DPS model. Our power options aren’t nearly as effective and no power option for any class (in any game…) will work without burst and AE. And again, I’m not asking for a 15k kill shot like Warriors have. Mechanically the kill shot skill fits the theme of a Ranger, the damage can be scaled back to be whatever.
5.) My suggestion is to remove the other channeled skill. So you’re not debating anything I’m talking about. A long range shot compliments any range it’s used. I have absolutely no idea what you’re getting at with your second comment. Warriors aren’t using it at melee range.
6.) A condi build doesn’t apply pressure in a large zerg. It doesn’t even apply pressure in a 10v10. We all know trap builds are ‘amazing’ for roaming and dueling. But beyond that they fall flat. They’ve always fallen flat.
7.) Your numbers are wildly off. 2.5k power is pretty average if you aren’t running glass (which you aren’t) and only yields a range of 4.5-9k. depending on crit. But yes, if you consider the damage only for the activation time, the DPS is high. And also assume they sit in it. But the damage is spread out over 6 seconds iirc? Which pushes it to below shortbow damage. Last time I did the math 6 months or so ago anyway.
To fix barrage just make it apply 2 seconds of cripple a shot, make it deal 3x the damage per wave, and make it shoot 1/3rd the number of waves. That will solve your retaliation problem. Same DPS, higher burst, still allows for perma cripple (application of a 3s cripple every 1.5-1.8seconds).
Can somewhat be used to kite at that duration, but still not that effectively. It will resolve the retaliation problem. Doesn’t change the DPS any. Will impact the condi game some because less applications of bleed if you take the trait.
TLDR go look at the attachment
Dear Anet,
I love the clothing in GW2. I’d like more. A lot more. I’m an rper with 16 characters (don’t even give me that look, I’ve seen people’s sigs say they have 40+) and plans to make more the second we get new playable races. That said, I’d like more clothes in game, I’d like more clothes in the gem store, I’d like them thrown out the windows of DR’s castle so I can frolic through the piles singing “An Ode to Laundry Day”.
Except there’s this wee problem….
It’s REALLY hard to keep so many different clothing sets organized!
I’ve seen a couple suggestions for a closet of sorts, often something along the lines of the pvp locker. After grabbing yet ANOTHER skin set for one of my alts I decided that maybe I should just go ahead and design a thing. So I designed a thing.
See the attached images.
This concept relies on the idea that transmutation stones and crystals get converted to “currency” so that they appear account-wide.
There are three panels going from left to right.
Panel 1 (Item Transmutation): Your typical transmutation panel. Grab an item from your inventory and a skin from the right and drop them into the appropriate boxes, then click “accept”. This should function exactly the way it does now, just within the Hero window and not in a separate one. If you wish to simply meld two items currently in your inventory just pull them both up and additional windows for sigils, etc should appear if there are any applicable. Click on whatever you want to as you do now and then click accept. The reason to have it as a part of the hero window is so that you have easy access to the skins tabs (see panel 2).
Panel 2 (Unlocked Rewards, Gemstore Skins, Unlocked Skins): I love the skins that have been showing up in the gem store, but I keep going back to this problem of have a trillion characters. So here’s what I thought: you buy your gem store skin, double click the package, and the whole thing gets sent into this section of the hero window. You can double click any skin item once and use it on any character. The next time you go to click on a skin and apply it to an item, a dialogue box appears to ask if you want to spend either a transmutation crystal or stone, depending on what you want to apply it to. If you are out of the stones or crystals, the game automatically pops open the gem store so you can buy more if you so choose.
The beauty of this is so that if you have a particular stat set and you want to change your armor around for looks you don’t have to worry about losing pieces or keeping 40 different skins in your inventory at any given time. Time to rp something dark? Time to go to a party? Time to smash gravelings in the face? Quick-click to change your clothes and you’re ready to go!
If you look down to the bottom of Panel 2 there is a section I named “Unlocked Skins” and the first example is the Human Light Chest T3. I like the idea of being able to earn skins in game (ex. the wing skins from dragon bash and the different back pieces we’ve gotten from the living story). I think there should be an option to add skins, especially event-exclusive skins, to the closet so we can pull them out later. It makes sense to me if we’ve already gone through the effort to earn the skin in the first place.
If the skin is an in-game normal item, like say the winged chest piece, maybe it makes sense to spend a gem store item to “deposit” it as a permanent skin in your closet so your alts can use it later. Of course certain items are unique to certain races, so these might be grayed out if you are not currently on the correct race to use the item. Obviously it’s important to keep the in-game economy in mind for things like this, but in general it’s a perk I would definitely appreciate. I included a sample for having a ‘hanger’ as a purchasable object in the gem store in the attached image.
(Cont in next post…)
http://asuratime.tumblr.com/
(edited by Allaraina.8614)
Err definetly not. I’dd recommend you to check on some video’s on their channel and check out their classes. They are most likely playing everything. They are also having main characters which are also very diverse. Some have engineer, some have elementalist etc.
Read the Ranger CDI and I feel you will change that opinion very quickly.
Hell, we had 2 pets that we’re exactly the same model with the same skills for over 6 months before they found out. After we told them directly.
Rangers are the ONLY CLASS whose class mechanic can die.
And we are the ONLY CLASS that gives 30% of our damage and stats from gear up.
30% is a high price to pay for something that isn’t “always on” as our pets are often called, as when they DIE THEY AREN’T ON.
Unlucky since launch, RNG isn’t random
PugLife SoloQ
(edited by Aidenwolf.5964)
That’s a shame. Well, not the part about only owning 3 pets but the other things like only having one active pet, levelling (training) it and choosing its abilities sounds a lot more interesting. Sounds a bit like how pets behaved/evolved in GW1.
Yeah building your own pet sounded neat. You can see the old pet customization in action here (In German)
http://www.youtube.com/watch?v=nVvK7vqx-Vo&hd=1#t=0m17sIn addition to the skills the drakes have now, there was a passive regen skill, a shake that removed conditions, an evasion skill that made the drake back out of combat, and a roar that weakened enemies.
I WANT THAT!!
ANet, remove the Pet Swap in favor or a single pet and give us back skill customization for it so we can choose which skills our pets should use during a fight! And include passive ‘aura’ skills too! That way people that don’t like their pet can keep it on passive and have it radiate their passive abilities instead! Win-Win for everyone!
Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more
Highly Over Powered Explorers [HOPE] – Desolation EU
- You’ve never thrown yourself off a cliff with one of those skills that make you jump backward (S2, SB3, LR) (promised: I learned my lesson, and don’t fire them blindly no more :P)
I’ve killed myself both ways with sword (jumping forward and jumping backward).
You’re not a ranger if you haven’t:
- gotten low on hp and started to run away, swapped to GS to escape, hit Swoop, only to realize you forgot to clear the target you were trying to Swoop away from.
- wondered why you’re doing so little damage against a target at melee range, then notice you have longbow equipped instead of sword.
- hit Lighting Reflexes and gotten confused when nothing happens, then you realize you’re immobilized.
- hit Hunter’s Call only to see others kill the mob before it finishes activating.
- been the only survivor of a would-be party wipe because your pet managed to revive you.
- (for those who played before the pet non-aggro patch) wondered “where the h#@$ did my pet go?”, hit F3, and saw your pet returning with a dozen mobs in tow.
- turned off autotarget because you got sick of your pet attacking the nearest mob every time you hit horn 5 for swiftness.
- cursed because you had to move (red circle, mob preparing big attack, etc) a second after you hit Barrage.
- double checked to make sure you created a new ranger when you’re given an axe.
- ended up fighting a half dozen neutral mobs because that axe bounce has a bigger range than you thought.
- done an epic facepalm when you learned that Sic Em is bugged, and the way you’ve been using it for the last 8 months – hit Sic Em, then F1 to order your pet to attack – causes the Sic Em buff to disappear.
- given up trying to name your pets.
(edited by Solandri.9640)
I wouldn’t have a problem with it if they weren’t using skills the devs themselves call gap closers". They simply need to make weapons skills that offer gap closers require a target in range for them to function. Utility skills on the other hand I am okay with because they have the trade off of taking up a utility slot. But a simple weapon should not offer so much more then utilities.
https://www.youtube.com/watch?v=6q3em9s5I4c
Without a doubt, but it may be a while before it looks pretty again. I made a post in another thread about my hopes for Lion’s Arch though.
[Edit]: Here’s the post in question.
I’d like for Lion’s Arch to return better than it was before, perhaps as a result of the Captain’s Council disbanding and reforming as a Senate to rule Lion’s Arch, and the Council itself being replaced by one comprised of the leaders of the major nations of Tyria. With influence in the city greater than before, the five nations send supplies, workers, and so forth to rebuild Lion’s Arch better than before.
You see human influence in the construction of its buildings and stonework. You see Sylvari influence in the growth of trees and a small park acting as a, ‘Sylvari District,’ all of which cleanse away the lingering effects of the Miasma. Charr influence comes in its fortress, with new siege weapons, acting as the Black Citadel Embassy. Asura influence comes in with the Asura Gate hub, of course, with a research district housing a representative of the Arcane Council, devoted to studying Scarlet’s work and whatever else they find. Lastly, Norn Influence comes in the form of monuments and a district that functions for social gatherings, parties, games, and activities.
Make Lion’s Arch everyone’s city, a melting pot, but one that looks better than shipwrecked, rotting wood and ancient crumbling stone. Also, for the love of all that is holy, do NOT put the Trading Post and Bank further apart than what we have in Divinity’s Reach. Keep the crafting stations and Mystic Forge really close there as well. Ideally you’d have a circle of 10 buildings around the Mystic Forge, 8 of them for crafts, 1 for the bank, 1 for the trading post.
WAY OF THE SKIRMISHER: TIME IS ON MY SIDE
As skirmishers, Rangers need to maintain consistent pressure over time. Recharge traits should be key to their performance but often lack secondary “flavor” effects. This is an attempt to update or combine traits to give recharge choices more flavor. New traits filling the resulting gaps are intended to enhance Ranger effectiveness as skirmishers by making it difficult to ignore or recover from pressure applied by Ranger attacks rather than increasing their raw damage. They focus on striping or countering boons that allow the enemy to endure the Ranger’s steady assault.
Marksmanship IV: Perfect Aim (NEW) – The damage from your attacks is not reduced by protection. (fills slot vacated by Signet Mastery; coding note – equivalent to +50% damage against targets with protection)
Marksmanship IX: Mighty Signets – Activating signets grants might and signet recharge time is reduced 20%. (combines Signet Mastery & Beastmaster’s Might)
Marksmanship X: Marksman’s Speed – Longbow and short bow attacks pierce and recharge time is reduced 20%. (combines Piercing Arrows & Quickdraw)
Skirmishing VI: Hunter’s Horn (NEW) – Horn skills also randomly remove one of Retaliation/Swiftness/Vigor from up to 5 foes in range. (fills slot vacated by Agility Training)
Skirmishing X: Nature’s Venoms (NEW) – Each time you or your pet poison a foe, that foe loses regeneration. (fills slot vacated by Quickdraw)
Wilderness Survival VI: Wilderness Knowledge – Using a survival skill removes a condition from both you and your pet and survival skill recharge time is reduced by 20%.
Wilderness Survival X: Martial Mastery – Critical hits with sword, greatsword, and spear attacks apply vulnerability (3 stacks; 5 seconds duration; 5 second cooldown) and recharge time for these skills is reduced by 20%.
Beastmastery I: Speed Training – Pets move faster and their basic skill recharge time is reduced by 20%. (combines Agility Training and Speed Training)
Beastmastery III: Hunter’s Call – Using a shout reveals up to 3 foes within 600 (15 second cooldown) and shout skill recharge time is reduced by 20%. (renamed Shout Mastery)
Beastmastery VI: Commanding Voice – Pets gain stability for 4 seconds when you press f2 and f2 skill recharge time is reduced 20%.
Thank you for reading!
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
(edited by Nike.2631)
Permastowing Pets
This suggestion goes in line with my previous suggestions, which I will sum up shortly:
- Shift the damagemodel from Ranger: 70%, Pet: 30% to Ranger: 100%, Pet: Additional damage (10%)
- The pet should serve the prupose to support his master through CC and Support rather than through damage
- Investing Points into Beastmastery will shift some power back to the pet
Function:
- Stowing your pet should give you no bonuses
- You should be able to stow your pet while in fight
- You oughn’t be able to fetch your pet while in fight
Impact:
- I don’t want people to exploit the stow function to bypass all kinds of AoEs
- You can stow your pet but you have to be responisble for the impact of doing so
EU Elona Reach – Void Sentinels
(edited by xXxOrcaxXx.9328)
The biggest problem with this class is the 70:30 DPS split with our pets.
This is why there is no such thing as freaking power ranger right now, don’t even bother spinning it any other way. Just cause you kill down levels in WvW doesn’t mean power ranger is working.
Condi-builds are literally the ONLY viable build right now because that 30% damage is not reduced on our condi’s.
If Anet is unwilling to change this DPS split with pets, its honestly doomed.
There is absolutely no way my pet is worth 30% DPS, and that’s where the majority of this classes problems start – we do laughable power damage. There is literally no build diversity at all with this class.
Its basically condi/regen ranger. Thats the only viable choice in spvp/wvw.
Ya you can still do zerk in wvw and snipe a few downlevels in zerg from 1500 range lol, if you enjoy that kind of gameplay.
Too bad you will get your kitten rocked if try to pull zerk builds in pvp/roaming wvw.
If anet doesn’t change this 70:30 DPS split and doesn’t get rid of their ridiculous mantra of “we are great sustained DPS!!!” (which is a farce to begin with since literally every class has better sustain dps than ranger ), than nothing will drastically change. Rangers will STILL remain unwanted in WvW. Outside of spirits, remain unwanted in serious team arenas for pvp.
Could care less about PvE, any class can be viable in this mode (unless they actually make challenging content but that is not happening, too many casuals would cry if they couldn’t do something)
Get this ridiculous notion of rangers=amazing sustain and 70:30 dps split, than start making changes from there. Other wise nothing will change.
(edited by SkiTz.4590)
Let me fix the class on some “easy” steps.
1.Remove the pet ;they can not be fixed they will never be,they are a handicap and a source of frustration.
2.A new mechanic Preparations:
How they work?:
They will be the new ranger f1 f2 f3
They will grant a bonus to the user while under each preparation.
They will also work as a weapon modifiers,so using certain weapons under certain preparations will make them have added effects or work different.
They will have a cooldown like elementalist attunements swap of 15sec
The beastmaster trait line will be removed in exchange of the preparations trait line.
F1 Read the wind: Get a bonus to power (+60) and extra 300 range ,while under this preparation.Use your bows and offhands at max range without the need to trait.
F2 Marksman Wager:Get a bonus to precision(+60) and 25% increase speed.
F3 Expert Focus:Get a bonus to toughnes(+60) and a small hp regeneration.
Rework and delete traits related to pet.
Remove shouts:they dont belong to a petless ranger.
Bring back stances:i still can understand that something so integral to gw1 ranger didnt make it to gw2.Escape,Dodge,Natural stride,Storm Chaser,Whirling defense….
Revert spirit functionality to gw1,and bring back FROZEN SOIL, EoE,and maybe Toxicity.Gw1 spirits were a double edge sword and that made it interesting to use,gw2 spirits are boring and passive.
Bring back Smoke trap.Because traps.
And last but not lest where is my D-SHOT? .Seriously ,where is it?.
The gw2 ranger is a shadow and a joke of what gw1 ranger was.
I’m sick of people complaining about their pet.
If you don’t want a pet-class, you don’t want Ranger. It’s as simple as that.
A ranger is not a “pet class” like you are suggesting. It’s just moronic that we are forced to use a kittened kitten as 30% of our damage. I run a condi trapper in Spvp and WvW. Have yet to see my pet be useful there.
The degree is arbitrary. The definition’s blurred.
If I’m to choose between one evil and another, I’d rather not choose at all.
I opened my 11 K AP chest this week and received Glory Boosters …. not cool. They should have been disabled the moment they announced Glory removal … and replaced the Glory booster from BL chest and AP chest by something else.
(edited by Farming Flats.5370)
If this was an in game feature i would be impressed.
It has been a massive problem ever since the Living Story started that players were forced to go to websites in order to follow the story. ArenaNet acknowledge this was a massive problem and said they were working on an in game solution so players can keep track of the story in game.
“We’re currently working on a system that will better direct players through Living World content. Eventually, it will also provide story context for LW and other content types. The first phase of the system should be ready before the end of the year.
I am hopeful that some of the new systems that we have in development (the LW tracking system, journal tracking, etc.) will make it easier for folks to make sense of the long-term story." -BobbyStein
We should not have to go to a website to follow the story, get exclusive content, this should all be in game. This has been one of the top complaints of the living story and this Atlas only makes things significantly worse.
How about instead of hunting down secrets on this Atlas you allow players to hunt down those secrets IN GAME, creating content and immersing people in the story.
This Atlas tears people out of the story immersion, it only contributes to the massively growing problem of poor in game story telling, and is waste of developer resources.
(edited by Arnath.2319)
I would like to see ranger playing an interrupt disrupter role …
More dazes and stuns, and have skills that deal more damage to people who are interrupted or under a cc ( this would promote more skill and less spamming)
If we go this route, Devs need to address for the fact that asura has an extra long daze compared to other race for possible balancing concern
2/10
The bad:
-Completely uninteresting, lore breaking, boring and intelligence insulting villain and plot.
-Focus on zerg content, farming, grind and gear progression.
-Mobs with tons of HP and one shot mechanics.
-Buggy content, forced 2 week schedule.
-Mostly temporary content, almost no new areas, no real improvement of the existing world areas.
-Complete desolation of the open world besides the current LS area.
-Completely ignored personal story and the story of the world
-OVERFLOW, OVERFLOW, OVERFLOW, OVERFLOW, just the stupid in-your-face message that pops up every time is annoying enough to deal with not to mention the system itself. Districts and a global/regional server NOW!
-Cash shop only weapon and armor sets, too many backpacks and other uninteresting items as the actual content rewards.
-Bad new content introduction – Where do i go, what do i do? – check Dulfy!
-ANETs ignorance of the many points listed above and other issues that keep getting brought up. Also their lack of proper communication with the player base.
The good? There s a few but far less than the bad ones:
-Numerous small game improvements such as acc wallet, party search…
-The B-iconics are good and interesting
-Zephyr sanctum
-SAB
-Various artistic design of mobs/locales etc.
Comparing this 1,5 years of “living story/world” to 2 full campaigns of GW1 released in the same time frame i dont even know where to begin. The difference in content quality and volume makes GW2 seem like some third rate Korean F2P MMO compared to GW1.
-Mike O’Brien, President of Arenanet
Longbow
Most important thing here, Arrows fail to hit too many times. It’s really hard to hit a moving target at high range. Solution: Make arrows fly significantly faster.LB#1
Equate the -500 range with the 500-1000 range damage.
Add a new functionality when ranger is in stealth (like the thief #1 skills): 2s immobilize. Ranger has no benefit to be in stealth in most situations, making LB#3 useless. Also, ranger has only one stealth skill, I think add more stealth skills can be interesting.LB#3
Increase damage, it’s really weak. Consider increase stealth duration (it’s too short when you use it trying to survive).LB#5
This skill needs a major buff. It’s the only real AoE ranger has. It’s a really easy skill to evade and make ranger extremely vulnerable when casting due the autoroot.
-Make possible move while casting (if not possible give ranger aegis or protection while casting). Increase damage (it’s very low having in consideration how easy is to evade and the long cast) and decrease cooldown from 30s to 25s.
LB#5 is just awful and doesn’t fit on the weapon. Due to the way it deals damage, it removes the ability to use hunter’s shot effectively. It’s damage is pathetically low to the point 50-75% of it is reflected back due to retaliation. The 2 second root is counter productive to the entire design of the class and there’s simply not a large enough reward for the risk.
If it’s to stay on the weapon (which I wish it wouldn’t), it should either immobilize for 2 seconds on the first salvo to offset the fact you’re rooted, or you need to change it so you can move while channeling as you mentioned.
But you’re still left with it being too weak and counter productive.
Warhorn
#4: Too long cast. Reduce cast time from 1.5 to 1s. Add a new function: the last (or the first) hit blinds target. Consider add a buff to the party when cast or remove a condition.
#5: The best and nearly only reliable skill rangers has to help party.
Reduce cooldown from 35s to 30s.
Add a new buff: aegis. This will be a great way to make rangers welcome in groups.
Also consider increase the power buff to 3 or 5.
Sword
#1: Remove the autoroot. It makes this weapon unusable in most situations.
Greatsword
#1: Consider a little damage increase.
#2: It’s too slow. Decrease cast time from 3/4 to 1/2.
#5: Increase hit radius. Fails to hit too many times.
Axe
#1: Increase the number of targets to 5. We have very little AoE skills.
#5: Consider increase effect radius, damage or decrease cooldown.
Torch
#5: Too small radius and poor damage. Increase it, at least in PvE and WvW.
To some of us farming 10g isnt as easy as other people make it out to be
a lot of people can make that in a few hours through WvW
but here’s the thing
many of us Don’t play WvW and there are those like myself who actually hate WvW content even more so since you need wvw maps for 100% world completion but that’s a whole different rant
10g for me is a significant amount of money specially to put into something so simple as a devil horn animation..
I mean we are talking twice the price of an ascended earing here which is far more useful than a cosmetic potion
10g is way too much money to be spent on such a simple purely cosmetic potion
you may ask then why did I buy it and I will simply answer because I really wanted it and it’s a limited time item
in short I had no choice but to pay up the 10g
that doesn’t mean at all that I have to be happy about it
I simply like pricing to be fair
it costs around 1g for a functional costume brawl quaggan tonic on the trading post
but a little halo animation costs 10g and has no effects other than cosmetic
is that really a fair trade specially when it takes 7 days of running the rubble piles collecting Heirlooms..
unless of course you are one of those people who are willing to dedicated 50+ hours of constant farming in LA to get the Heirlooms instead
I agree with RoyalPredator these potions should have been Achievement rewards
Well, I got flamed a bit earlier for saying that the Gem Store was GW2’s endgame, but as someone who played GW1 before I even knew that there would be a GW2 coming out, I think the big problem that GW2-only players are missing is that when this game came out, most Guild Wars players assumed that we’d be playing “Guild Wars 2”, which was what we bought. However, starting in late 2012 the game was changed to “Guild Wars: Maplestory Edition” which is what has everyone here so mad. IF you came over to GW2 from Maplestory, then yeah, you’re probably wondering what all the complaining is about. If you’re scratching your head wondering what the connection between the 2 is, take 5 minutes to skim over this:
If you bought this game several months or a year after it was released, & were not eagerly awaiting it all through Beta (or even earlier!), then here is a look at what we THOUGHT we were getting when we paid $60 for our copy of GW2, BEFORE Nexon, makers of Maplestory, took control:
or for those who prefer to read about it:
https://www.guildwars2.com/en/news/guild-wars-2-design-manifesto/
So, the incredible disparity between EVERYTHING that was said for 2 years+ leading up to the release of this game, and the actual game as it is today, is what has people so upset, especially those coming to it from Guild Wars. At release, even, it was still pretty good; it wasn’t until late 2012 that the gear-treadmill was really started up in earnest, and to date it has never truly slowed down, which is the OPPOSITE of everything we were promised when we bought the game.
The addition of Tormented Weapons, which were hard-earned weapons with a very specific lore to them in the first game, to the gem shop (and ONLY the Gem Shop), coinciding with the final chapter of the Living Story being a farmtastic open-world area with a Meta-achievement that most of us were able to sleepwalk through (& giving us basically junk we could’ve gotten ANYWHERE else in the game as a reward!) as the final climax of the much-hyped “Living Story” just kind of brought things to a head for most Guild Wars players who moved over to GW2.
When people simply say “the pet,” I wonder how much was invested in that pet.
The default pets have 0 traits, 0 bonus stats, 0 condition damage, 0 movement speed buff, 0 regen, 0 pet utility skills, and 0 support from the ranger or the ranger’s gear.
The most powerful pets benefit from most of the ranger’s traits, up to 4100 bonus stats (Beastmastery 300×4, Master’s Bond 200×4, Might 875×2, Trait 350×1), up to 1225 condition damage, +50% condition duration, 25-40% movement speed buff, massive regen, 3 pet-related utility skills, and full support from the ranger, and the ranger’s healing, precision, and boon duration gear. (Giving the pet 25 stacks of might can be done with a single key using the right build.)
I can keep pets alive in 30v30 zerg fights (map-blob vs map-blob is another story), but it requires building specifically for that purpose (a bit different from the most lethal pet) and making a compromise with my own safety. With the upcoming change to F2 activation, I may play this way more often.
- Should there be less difference between the min and max pets?
- Should it be easier to spec for a good pet?
- Should pets have more utility by default that isn’t heavily dependent on their stats?
Thieves and mesmer will laugh hard at your pet , all other classes will kite it until the end of the fight
Now we are skirmishers, not archers. I think it’s a “Go melee or get out” thingy.
Yes, common sense, we will give you Shortbow and Longbow but you must go melee…….
they also gave you daggers swords greatswords and axes.
this game isnt designed where one of a professions weaponsets is supposed to better than others, each set is supposed to serve different needs.
ranger is meant to be able to go in and out of range, and have good options from any range. They actually did that fairly decently, my main beef is LB/SB is boring. I wouldnt mind aimed shots and charged attacks, but i dont know if thats what yall want
Oh yes, without traits, max LB range 1200 SB 900, gap closers have 600-1200 range, you hit 1 time and in 1 second your enemy is at melee distance, it is really stupid, on the other side a warrior can hit like a truck and run like the roadrunner ( WITH HEAVY ARMOR…)
LB/SB are boring because the best dps is always the AutoAttack, this is a DESIGN FLAW.
SB is supposed to be a condition weapon.
And LB is supposed to be a Power weapon, but DOESNT HAVE a real burst skill.
(edited by urdriel.8496)
I think what I’ve learned after reading all 39 pages of this discussion…
When ArenaNet asked the community which profession they would like to see fixed/impoved, ArenaNet was really hoping the community would pick an easier one than ranger.
Why couldn’t the community have picked warrior? Anet would have loved to talk about tweaking warrior. Ranger’s too hard.
ArenaNet knows perfectly well (as do we) which profession is the most broken. They were just hoping they could look like they cared without actually having to fix it. If we’d picked a different profession, they could have blamed the next year of continued broken ranger on the community. Too bad we didn’t play along.
(edited by Fozzik.1742)
yea, lets do a small comparison as to what our handicap would look applied to another class:
warrior: class mechanic adrenaline: For every bar of adrenaline you will have 10% LESS damage. So at three bars of adrenaline you will have 30% less DPS then when you have no bars of adrenaline. This way you are forced to USE your class mechanic instead of just letting it stay full for max damage.
Mesmer: Class mechanic Clones: Mesmer’s start of with 100% damage, for each clone they release they lose 20% of their damage while the clone picks up 10% of that damage. When all three clones are up the player will be doing 60% less damage but it’s covered by the 30% damage their clones are doing until they shatter them or whatever.
Thief: Two class mechanics, stealth and initiative: While stealthed, thief will deal 30% less damage on their next attack and will not be able to heal while stealthed. While breaking out of stealth initiative will regain 30% slower for 30 seconds. Thief can only enter stealth once every 30 seconds.
Seriously, this is what the other classes would look like if they had the same handicap that we have had to put up with for the last year and a half.
But you know what, I take a step back and have been reviewing previous posts from dev’s and i’m looking now at the timing of this thread and the statements the dev’s are saying on this thread and have come to a conclusion. This thread is more of a marketing scheme then an honest attempt at trying to fix the class. They have ESO coming out in a month and they know there will be an exodus. They think that if they do this and show an ‘attempt’ of trying to fix the class that they could slow down that exodus from GW2. I love this game and don’t really want to leave but if they do not either fix pets or give ranger’s 100% of their damage back, I’m gone on 4/4. And no, you can’t have my gold because I will not allow my hard work ingame going off to someone that will continue to support the people working in Anet who, up to now so far, for the last year and half, have done nothing but dangle a carrot over our heads promising us everything if we wait till ‘the next patch’. They know pets are broken and with serious trouble yet the nerf the pet damage? yea, that really seams like they care about us. Longbow is lackluster against the shortbow so they nerf the shortbow to make the longbow look better. Yup, feeling the love there aren’t we!
^^ This
Warriors gain extra dmg and crit if not use adrenalin. Eles also gain something if they not changing attunement. Necros can use the class mechanic as a panic button as thieves. Guardian f1 do the same as our pets mighty roar just instantly and deal extra burn. Enginers F skills are just a little more extra, makes utilitys more stronger. Etc…
Just the WvW
R3200+
If you say that pets are dead weight in 95% of the game modes, and hurt you more than they help, you are just not playing the class right. Pets aren’t the best mechanic around, but they are far from being useless.
Try them in wvw
Just the WvW
R3200+