Suffers from Altaholism and Necromancitosis
Suffers from Altaholism and Necromancitosis
Ranger doesn’t just mean archer, but it doesn’t just mean melee either. Clearly bow use is a major design aspect central to what a ranger is meant to be. That is why rangers can use both bows and has a Marksmanship trait.
The problem is that the implementation of the ranger is now at complete odds to the design of the ranger in that while bow use is central to the design and vision of a ranger, they are now the weakest archers in the game. And pretty much the weakest melee profession too, especially when you consider the defensive capabilities and armour they use.
If you want to play a ranged character, you really don’t want a ranger.
If you want to play a melee character, you really don’t want a ranger.
Enjoy your pet collection, that you can no longer control.
No, a Ranger to me should be using a bow too. Tolkienian’s are very narrow minded about this. They bring up the D&D again and again. Yet, where did Tolkien’s inspiration come from???
My one Ranger is name Diana. By appearance, she looks like another popular Diana. But, she also represents this:
http://en.wikipedia.org/wiki/Diana_
But, hey…. those myths are only a couple of thousand years old. Of course, a book someone wrote 75 years ago MUST be the original source of everything, right? Heck, I think he invented paper, ink, even our English language too. It’s all him, right?
Grrrrr….. the problem is, why have a class that needs dividing. I don’t want pet’s to be an ornament or a “big mini”. We also have a Dev that dislikes range. That’s why range sucks across the board compared to melee. Unless you are a thief then by all means, range skills that hit for over 9k, sure… no problem!
:)
(edited by DeWolfe.2174)
It is known that melee does greater damage in general than range acroos all classes.
I use Greatsword for just about everything.
Yeah it does more than the bow but guess what…
Every other class does A LOT MORE DAMAGE WITH IT THAN US.
The only good thing about ours is the #3 & #4 skill and most ppl can’t even use those two right most of the time b/c they have a higher skill index when it comes to blocking CC or even just clearing gaps for the lulz.
LOL! Cafard, I understand why you say this. A-net never really can deliver things out too well when we ask for it (usually the complete opposite), but I have to say they did a swell job with the warrior this patch.
Legendary Ranger, Simon
All things aside, you must have quite an interesting way of defining what is, and what isn’t civil. So far, the way you write your posts suggests that in fact you have problem not with people being uncivil, but that they complain at all.
I decided to browse the whole thread again for that, and most of the posters is not “verbally abusive” towards the devs, nor are their posts “vicious attacks”. They are sarcastic at worst, and honestly, considering the history of relations between the devs and the community so far, sarcasm is not exactly surprising.
What most of the people do however is voicing doubts regarding competences of the balancing team. Questioning ones competences can be perceived as abusive only if there is absolutely no ground for such accusations. Otherwise its no more than challenging people to provide a proof that they are, in fact, competent.
For example can believe that fixing issues ranger’s pets are plagued with is harder than it seems and therefore takes so much time. But if I’m accept such explanation, I would really appreciate some explanation as to what exactly is going on and why. That would be enough to be a proof of competence for me.
By all the gods available, I honestly hope I’ll never have to live in the world where doubting ones competences will be considered a personal attack.
Your assessment is incorrect, sir. I have a problem with the posters here because they are infact, uncivil and immature. And it’s not limited to just this thread. If you browse the threads from the past week you will see just what I mean.
I have no issues with voicing complaints per se, as I have raised a few myself, but these posters add a malicious tone with theirs and that is what troubles me. Not only are they demoralizing the entire subforum by posting outrages opinions which they claim as fact, they also give out a negative vibe that echoes throughout the entire player base. That kind of stigma sticks and rangers getting kicked in groups becomes the norm. When going to this subforum, you’re more likely to see QQ threads instead of discussion threads.
So forgive me for being too emotional and escalating sarcasm into “verbal abuse.” I hate the state of this subforum is in and I’m doing what I can to make people see what non-constructive complaints and sarcasm is doing to the class and its players.
I can agree with you. State of this subforum is horrible, and it had been rather “meh” for some time even before the 25.06 patch came. What I’m pointing out though is that such state has not been caused solely by the players themselves.
Community is not the only side at fault here. The atmosphere can only be fixed if devs start communicating with the community to try to tackle the issues we’re facing. But “communicating” is something vastly different from “throwing a witty and ultimately annoying one-liners”.
you guys got your once-every-3-months obligatory dev post, you should be happy
Shouldn’t you be moa racing right now? ;p
Combo field contribution
Combo field interaction is basically a key component of group synergy – especially in WvW. Blast and Whirl finishers provide benefits or damaging effects to multiple targets and are thus suited to group play because it allows all members to benefit all others or attack all targets simultaneously. Physical Projectile and Leap finishers are single target and thus lend to solo, duo, single target style gameplay and encounters. Rangers have extensive access to the Physical Projectile finisher, but extremely limited access to others. On land, Rangers have 1 Whirl finisher available via Axe 5 and zero blast finishers. Via the Drake family, rangers are able to access a Blast finisher on land, but for reasons related to the pet system, this is unreliable. Pets have to be positioned correctly and be able to cast their skill in time in order to take advantage of the field – accomplishable when all parts of the equation are stationary, but extremely difficult and unreliable when all parts are in motion. More reliability can be attained in this respect by putting the pet on passive mode, but this sacrifices all other potential benefits of the pet simply for access to the blast finisher. And as in all other cases, even in that perfect case scenario, the pet still has to be alive in order to be effective.
Ranger is the ONLY class that has this limitation in combo field interaction and this is part of why Rangers have difficulty finding homes in group settings.
Combo field generation is a separate aspect of this equasion, and while Ranger has access to the best Water field of any class, this isn’t enough to make up for the lack of interaction options above. Fire and Ice fields generated by Traps are useful, but must be triggered in order to create a field. This adds an additional layer of complexity to the group while trying to interact with what the Ranger provides, and can be another reason for the group to choose another option in its place. Pet-wise, the Murellow’s Poison field is the only reliable access to combo fields provided because it is triggered by an F2 skill. Pets triggering other combo fields on their own is in fact more harmful than good because finishers can only interact with one field at a time. A pets AI driven field placement can block access to anther field that was strategically placed either individually or for interaction by a group.
Proposed solutions:
*Whirl finisher via Ace 5 is a great tool, but Rangers should have access to more diverse and group friendly finishers (specifically Blast finishers) either through skills or weapons. Ideal candidates are Warhorn, Torch, and Longbow. Access to Physical Projectile finishers via every weapon except the Sword and Torch is unnecessary overkill – especially Short and Longbow which each have 4 skills that access the same finisher. While it makes some sense that they do, it is not helpful to the overall usefulness and diversity of the class.
Ehmry Bay – The Rally Bot Vortex [VOID]
Moving targets: Pets do not reliably hit moving targets, NPC or PC. Stationary targets are more common in the PvE space, but mobs still move with aggro. In sPvP and WvW stationary targets are few and far between. Options to assist the pet – such as pet movement speed enhancing traits and skills – exist, but put the Ranger at a disadvantage by using them because they are forced to use up point and skill slots that could be used elsewhere in order to try to make up for a bad mechanic. Pet skills outside of the auto-attack are more prone to missing because they involve the pet stopping its movement in order to cast the skill, allowing players to easily move out of range even without dodging.
F2 skills: In PvE situations F2 skills are more reliable because mob movement is predictable and slow. When fighting players, these skills are easily avoidable because the pet stops moving to charge the skill, and casting time of 1 second is more than enough time to move out of range even without using their dodge roll. Additionally, pets do not stop whatever they are currently doing to respond to your call for them to use their F2 skill, if they are already queueing another attack, they complete this first before responding to your command. I don’t know about your dog, but my dog would get in a lot of trouble if I commanded her to do something and she ignored me to finish whatever it was she wanted to do first…
General skills: Pets have 4 skills (1 auto attack), but players only have the ability to manage the use of one of them. Many other skills are situationally useful, but are used by the pet at inappropriate times. Players have a better understanding of how and when their skills could be useful than the pet AI.
Pet stowing: Stowed pets return to the world the instant the player takes damage, including fall damage, making travelling with your pet hidden an exercise in micromanagement. During combat a pet cannot be stowed at all, leading to situations where the pet becomes detrimental to the process. In instances where the pet absolutely will die due to the situation presented (be it a dungeon mechanic, an arrow cart or an AoE minefield created by a zerg in WvW), it would be more advantageous for the pet simply not to exist and thus avoid the cooldown timers, or to be called to their master exactly when they are needed once the danger has passed.
Pet to Player damage ratio: Pets can account for up to 40% of the players damage output on a stationary target. Because of the many factors above though, those are situational and infrequent circumstances. More often than not, the pet is not in a position to effectively use it’s damage output or its skills to contribute to a fight or is dead and unable to contribute at all. Tying such a significant portion of the players contribution to a mechanic hampered by so many issues is a detriment to the entire class itself.
Proposed solutions:
*Pet AI could be ripped out and re-worked from the ground up to address the issues above.
*Pet could be an optional component to the build (ala GW1) so that it could be avoided completely in game modes where it is more of a detriment than benefit.
*Pets could gain larger and larger slices of the power damage ratio with points spent into the Beastmastery trait line
*Pets could be replaced entirely by a utility skill and passive buff type component such as is present in other classes (ala Guardain F1-3 abilities)
*Pets could be replaced by specific summoning skills that would summon pets temporarily to help the Ranger (ala Hellhound elite skill)
Ehmry Bay – The Rally Bot Vortex [VOID]
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.
Ehmry Bay – The Rally Bot Vortex [VOID]
The are intended to introduce more variety and tactics to current WvW state of game, as well as improve general accessibility (tedious actions and ease of group actions)
Commander’s Flag System
1. Commanders can purchase a variety of flags.
2. Each flag replaces the commander’s weapon, and is large enough to be seen at good distance by both ally and enemy.
3. Flags can change from one to the other with a certain amount of cool down
4. A “Marching” flag will enable the commander to physically “paint” arrows on the environment to show commander’s followers the route to take, where to stack, where to wait and etc
5. A “Siege” flag will enable the commander to physically “paint” where to place siege weapons, what weapon to place and etc
6. An “Attack” flag can be used in confrontation where the commanders “paint” where to deploy the fields, where to hold, route and angle of attack
7. A “Charge” flag, gives the commander some rather powerful spells, allowing him to charge into a confrontation first in (with some buffs so doesn’t get instant KO) at the same time gives buffs to the followers. Think of Leonidas leading the 300 to boost the morale.
Benefits
1. Gives the group a better cohesion and structure for people not on VOIP
2. Allows finer planning of routes, tactics and etc
3. Allows for ruse
4. Gives the commander’s their own personality to their follows (eg: this commander likes to charge, this commander is a finer planner, this one is a dame liar)
5. Being able to spot enemy commander allows a new tactic “snipe the enemy commander”
6. A group that has it’s commander taken out will surely be routed more quickly unless someone in the group can quickly step up. An unexpected Hero
7. Gives the commander’s party member a better purpose, as they will be mainly tasked to protect the commander and provide scouting
8. Gives the player better accessibility as I may not always be on the same VOIP as the commander
Open for discussion and fine tuning.
Cheers,
http://www.reddit.com/r/Guildwars2/comments/1h3x1n/an_idea_for_a_new_end_game_dungeon/
copy and pasted from GW2@REDDIT
Ranger players have been complaining about the pet size scaling for a long time. They don’t listen to us. They don’t listen to anybody.
When deciding what class will play each role, Arenanet weighs their options
Which class is the most Important? Which class deserves not to be Important?
Which class expresses Contentment ? Which class expresses Resentment?
It has come and about that Arenanet has once make it clear, over and over again that, one class will always be the scapegoat class.
This scapegoat class will always be made to carry the Elite classes blame, shame, and rejection, so they can always have more reason to be Superior and Favored. This class will always and forever be the one who is not good enough, even when this class tries to be the best to Excels at winning the Heart of Arenanet.
This class will Endure more Humiliations, Belittling and Abusive remarks and Betrayals than the rest of the other class. This class will endure the the Painful Agony of Deceptions and Inattention.
This Scapegoat class is the one who feels belonging to the trash bin into which all unwanted important matter is cast. This scapegoat class is reminded that whenever anything is wrong, with the other classes; it must to be his or her fault (the Scapegoat class.
The burdens this Scapegoat class are heavy. This scapegoat class soon learns he or she cannot ever win; there is no sense trying to prove that their class is hopeless and intentionally designed to be broken.
This Scapegoat class roles is to be the Underachiever, Troublemaker, Less Favored, Black sheep. The roles of the other classes (Elite) is to place blame on on this Scapegoat class so Arenanet can continue to justify reasons to Nerf.
For this Scapegoat class, there will always be Punishment for doing well, “reward" of continuously Nerfs.
The scapegoat class eventually surrenders to the Nerf of Blame; Worthless, and Defective and Rejection.
This Scapegoat class is the perfect target for the other classes (Elite). In other word; The scapegoat class will always be the easy target; the the outcast, the Fragile loner.
All Frustrations are put on this Scapegoat class
What remains in this Scapegoat class is feeling of guilt, brokenness, shame, rejection, isolation, aggression and suffering in pain.
This is nothing new to this Scapegoats class, for they are accustomed to accepting Blame for all problems ranging from, pets attacking too hard, short bow hitting too hard and their versatility being too quick and so on.
This Scapegoat class silent cry; “will there ever be an end to this?”
(edited by Burnfall.9573)
Awesome concept actually. I am thinking the opposite of the spectrum.
Make all pets do their own F2 skills to. AND add to them role traits, give them their own trait trees to enhance their skills/stats. It would certainly improve the game, one of the few things Blizz did right with their hunters was doing just that.
Make pets focus truly viable.
Hi there Arenanet & players. I thought I’d post this idea I’ve been thinking about
for quite some time now regarding Rangers and pets. In theory, I’m a huge fan of
using pets and the essence of what a ranger could be. However, I don’t think this
comes across well through the way pets are currently implemented. I’d like to offer
maybe the way I would go about it, trying to avoid the downfalls along the way and
making things even more fun and effective.
First of all, I think it’s a big mistake that pets are MANDATORY. This not only
means that you don’t have a choice, but also that you’re damage and effectiveness is
somewhat split between you and your pet, requiring skilled use of pet mechanics to
reach your full potential. Now, that last part I think in essence is fine, but
forcing someone to use a pet who might care less really rubs some people the wrong
way.
So I thought, hey, Engineers have kits that take up a utility slot, and replace your
weapon skills while in use. BINGO! You could make “Pet” or something like that a
utility slot skill, thus making it OPTIONAL. Now, this would also mean that the
current F1-F4 skills for the Ranger-specific mechanics would have to change, but
there are plenty of lore-friendly Ranger-related ideas I could throw out for that.
Right now though, People generally only actually USE the F2 pet active skill, while
the pet itself occasionally uses the others. This seems like a big let-down; I’d
rather try to make pet combat a lot more interesting. My solution would be tag-
teaming DUAL skills. When you activate the pet kit, your 1-5 slot skills now become
new skills specific to the type of pet you have on. As for pet swapping, I wouldn’t
want to rob people of that, so we could keep the 5 slot skill “swap,” allowing you
to change to your second pet and gain a new set of 1-4 skills, still within the pet
kit. And if you made each skill a DUAL effect skill, meaning that both you AND your
pet do something when each skill is used, that would mean combat will be
interesting, you don’t have to micro manage your pet, or ignore it, and it could be
balanced in such a way that you can’t exploit pets for tanking purposes. On another note, since myself and many, many players seem to be so terribly frustrated by pets accidentally attracting aggro or causing unnecessarily long “in-combat” periods, this “kit” style skill would remove the pet instantly when it’s not in use, so you could easily keep it off while running around, or if it might cause a problem, in a dungeon for example.
With this setup, any Ranger COULD choose to either scrap pets entirely, or actually
use them exclusively, assuming the damage and skill effects were scaled and balanced
properly. In the same respect, this would make the beast mastery trait line for rangers a very viable route if they wanted to focus on pet combat rather than typical ranged weapons, traps, etc. I know this would make me want to play a Ranger a whole lot more, if not primarily.
There’s now the discussion of “What will the new Ranger-specific F-button mechanic
be?” One thought I had is inspired by the way ele’s attunement swap. What if you had
maybe 3-4 different F-skills, all with the same cooldown times, that allowed you to
switch between stances. These could all have passive and/or next-attack effects, and
could be more effective depending on what role/style of play you’re doing at any
given time. These would NOT change your skills, seeing as you’d already have plenty
at your disposal, with or without a pet. Perhaps one could increase your attack
range, attack speed, or projectile speed, and then there would be 2-3 more with
totally separate effects, offensive or defensive. You could even make one of them
pet related. The other option could be, since Rangers are attuned to nature, to make
these stances related to certain creatures. Norn have the 4 main spirits they can
channel as an elite, so what if rangers had 4 different auras or umbras they could
alternate between to represent yet another 4 creatures or spirits? It’s things like
this, the combination of making sense lore-wise, making every aspect of combat fun
AND effective, and creating more diversity and creativity even within the same
profession, that would attract me and I hope many other people to play any class,
current or future. If anyone likes these ideas or has even further suggestions,
please do respond. Thanks again guys!
(edited by LED.4739)
People want DPS. Rangers don’t have a lot of it. What DPS rangers have will be reduced even further; it’s taken away in one place (pets), but not returned in full in the other place (the ranger). On top of that, our very class mechanic, pets, will become a negligible nuisance. Again.
In short, our DPS, the one thing this class lacks and, unfortunately, the one thing everyone requires for cooperative competitive gameplay, is reduced to unacceptable standards for that kind of gameplay. Rangers have never been popular. The majority of rangers are not playing the ranger well, yes, that doesn’t help their image, but that is not the problem; the problem is that those same unskilled people would dish out tons of damage playing other classes.
The sad thing is, many players that chose to invest in their ranger will just leave. Patience is limited, as the OP hinted at. And players leaving is bad for everyone.
I think that most daggers are pretty idiot. Only a few are “omg, that’s so crazy, I want it”
they should just make dyes account bound
I don’t frequent the forums often, so forgiveness if this is constantly asked for/suggested, which it probably is.
Weapon dye channels. Guild Wars 1 had them, it was great. Whether there are implementation issues with Guild Wars 2, or its just not on the agenda, it should be.
Lets use the ’Dragon’s Jade’ weapons as an example: as much as I love murky green snakes…Yeah, no. Obviously the -green- is an attribute of ‘Jade’, where the jade portion of the weapons should remain un-dyed, but we should be able to dye the rest of the weapon. Neutral coloured weapons (i.e. Fellblade, basic skins) go perfectly with pretty much anything. Love the Dragon’s Jade staff/shield… but they clash with pretty much every dye combo that isn’t green/gold and look horrid due to the stark contrast. Considering one of the biggest drivers in this game is skins/legendaries, some further customization and attention to overall aesthetic would be peachy.
Also, given the vast number of weapons any given class has access to and uses variable to any given situation or activity, aesthetic/dye synergy across weapons and armor is desirable. I’m sure a large portion of the player base feels similarly, whilst many probably don’t care either.
Otherwise, thank you for a solid gaming experience.
P.s. Need a few more of those awesome GW1 skins across. cough Draconic Aegis, Emerald Blade. etc.
P.s.s. Any chance of fixing Anura (Frog Scepter) and Al’ir’aska (Voltaic Spear) and restoring their particle effects from GW1?! They look so -blergh- now.
[MERC] – Oceanic
Dagger 4 ability without offhand training is 1-1/4 second evade….
Equip Offhand training, it becomes a 1/2 second evade..
This is not in the patch…I take it you intended for it to be a 1/2 second evade as well…
Not cool..
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
Can we expect any improvements to this weapon any time soon?
1. More damage.
2. Greater ROF.
3. Greater speed to arrows.
That would do nicely, thank you
This isn’t a post about the recent nerfs or the problems from nerfing PVE this is to explain to the Devs why I’m reluctantly deleting my ranger.
The overall problems with this class are beyond the problems with pets their AI and their weaknesses in this title in PVE. There’s just no charm. Let me explain.
In other titles there was prestige in being a class with pets. One could get special skins thru hard work and hunting, one could spend time with the pets daily to make them grow and feed them so they could one day become a special pet (or mount in games with mounts), there was a bond. I got this because I liked that feeling.
There was prestige because some skins took a long time to find, they were rare pets and took special set of skills to work out getting one tamed. That doesn’t exist in this game and yes I understand time restraints in getting out a game in development, but I think you pretty much removed something fundamental to why people play classes with pets in the first place.
In LOTRO I found the pets along the way that had special skins which dropped off of certain mobs (so yes I had to grind but still), in WoW I hunted the rare spawns althroughout the game for years and when they made it possible I made special pet food to give buffs to my pets, in AoC I fed and grew my tiger mount. All of these things are what makes pet handling fun imo.
The ranger class is missing all of these qualities. It became a class that was simply there as an alternative to the rest of the ranged classes. It didn’t seem special.
Now imagine this feeling on top of the problems with speed, dps, AI, pet defenses, skills that the pets don’t use themselves (we have to press an extra button), pets with no discernible roles where they don’t have trait trees of their own to modify or enhance their roles and you begin to see the reason why this class doesn’t hold the appeal anymore.
(edited by tigirius.9014)
Hate to be the debbie-downer, but it looks like yet again more lousy cash for chest and horrible RNG for new skins. I have beat around Southsun Coast the entire time it has been updated and have found probably 6 crates in total and zero ticket for weapon skins. I just don’t understand why they keep repeating this method for obtaining new skins. Especially so dang soon on the heels of the Southsun Crates! Is this the way it is always going to be???
Simple, people keep buying the lottery items a LOT. For every complain on the forum they see players buying them on the tenths or even hundreds, so from their point of view, there’s an audience that must love these kind of things, and it’s an audience that spends lots of money on the gem store.
Well I know this is terrible, but I wish they’d stop. Because I would prefer a whole lot less RNG in my game.
For once i agree with you, i know its rare..
Yea, and so did the crates. Except the rate was very low, meaning it kind of didn’t matter that they dropped.
Of course not.. silly me. People will only be happy if the containers were gained for simply logging in and was guaranteed to give the tickets. How could I forget that?
If you show your players new nice items they cannot get, it just kitten them off, unhappy customers do not stay around long..
Most businesses understand this.
Im just really tired of all of the RNG in the game. Nothing is garunteed, other than a rare for the first time you down a world boss for the day.
RNG crates
RNG precursors
RNG mats
RNG cloversCome on..getting tired of this.
With this said, this looks like a fun update. Just sick of the RNG stuff and the temporary content.
Agreed on this too, its not that i hate GW2, i like the idea, this RNG mess is ruining for a majority..
(edited by Dante.1508)
The only thing that needs fixing with the helmet is the facial hair, we shouldn’t lose facial hair when we wear the helmet!!!!!!!!
Engineer and Elementalist in progress…
this is riddiculous…
i just dropped 4000 gems for these crates and not one skin.
The chances for a skin should not be that low.
That is 50€ for some candy…
Screw this!
Considering a whole armor skin is 800 or whatever gems, these skins should not be that rare!!
(edited by jaka.9635)
This is a total ripoff
Thanks for supporting Aion next expantion.
So explain why we’re still the least desirable in dungeons?
Explain why we’ve had hardly any fixes since release that we need above anything?
How many here have genuinely played Ranger thoroughly and explored both PvE and WvW, rather than just recounting their personal experiences when they’ve died to a skilled Ranger?
When you guys are starting to compare and complain about Warriors needing urgent fixes or even being underpowered, I KNOW you aren’t familiar with the Ranger. Warriors have long been one of the most overpowered professions in the game, at least for burst damage. And before you mention ‘ohhh noooo but we had the quickness nerf’ – well so did every other profession.
There’s a REASON we’re one of the least-played professions.
Stop buying the chest if you are losing money.
If you are “testing” the RNG, you are guilty of supporting the RNG.
For the love of the fluffy kitten, stop buying the RNG gamble system if you do not like these sorts of things in the game.
http://www.youtube.com/watch?v=T7H9xEesilU
I used to support this game.
It’s now CasinoNet.
No thank you.