I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
(edited by Nike.2631)
I get the biggest issue seems to revolve around pets. I’ve also seen a couple others (utilities not being viable unless spec’d into them, burst vs sustain, traps, spirit clutter, etc.).
I get frustrated by the simple lack of synergy between skills. When you play a condi-necro and can dance through your buttons to put a bleed on the target & yourself with utility, then use your off-hand to move your bleed to them, then use a utility to copy all those bleed to all enemies in the area while putting conditions on yourself, then use your heal to cleanse those conditions and gain bonus healing for doing so… you know that playing those out of order or having to respond to changing circumstances will affect your performance.
Compared to that, ranger gameplay is just dull. You occasionally can stack up a few ‘on next hit’ buffs to pump a single maul, but their weapon skills and utilities mostly feel like oatmeal. There is no difference in what happens if I cast my traps in different orders. there’s no combos, no special order or special timing for many, many Ranger skills.
As a general statement there are also far too many ranger traits that reduce cooldown and nothing else – in other professions we’ve seen a steady march towards combing the 20% cooldown with a secondary flavorful effect. Rangers have good effects but they are spread out across too many traits. A little combining or making certain effcts default behavior of the class would go a long way towards injecting not just raw power, but some cool into a class that sorely needs it.
(edited by Nike.2631)
I have been laying into Anet for this latest LS, so I thought I would drop a line and say thank you for improving it with the latest patch. With the knights massively more doable, people show up and you beat it. I just beat them twice, along with prime and scarlet, having never managed any of them (I know, I could have done scarlet with the back piece, but I didn’t want to if it didn’t come to that).
I still find the fights gloriously uninteresting and would much prefer smaller instanced fights to these, but I recognize you were going for epic and you wanted to make the fights not merely aft on auto. That’s a tough balance. You flubbed it at first, because it was awful, but now it’s about as good as it could be, consistent with the above. So, thank you. I have a much better taste in my mouth regarding this event.
(Escape was far better, tho. Just sayin.)
Bug Fixes:
Bug Fixes:
My post at CDI: here
Specific Game Mode
PvX
Proposal Overview
Preparations!
GW1 preparations: http://wiki.guildwars.com/wiki/Preparations
Adapt them to GW2 style, a few examples:
Read the Wind: Preparation. (10 seconds). +X damage. Your projectiles move twice as fast.
Apply Poison: Preparation. (10 seconds.) Your next X physical attacks inflict Poisoned condition.
Kindle Projectile: Preparation. (10 seconds.) Your next X projectile attacks inflict burning.
Ignite Projectile: Preparation. (10 seconds.) Your arrows deal +x damage to target and foes adjacent to target. Blast finisher.
Troll Unguent: Change to preparation. Add: Your next X attacks remove 1 condition.
You can only use one preparation at same time (no stacking problem).
Add a new grandmaster trait to survival:
Trait XIII: When you use a preparation skill, you apply the effects to all nearby allies as well.
Goal of Proposal
Improve power builds (Kindle Projectile), and condition builds(Apply Poison) without using pasive skills (spirits).
Improve party support sharing preparations like Troll Unguent
Discuss.
Hey everyone,
I’ve tried to summarize most of the feedback we’ve been getting. Most of this are the big points that are being made and the high level with a few smaller suggestions and tweaks for inspiration.
Now, many of you might disagree with some of the feedback that others have been giving, but if you guys are going to take the time to write it, we’re going to take the time to read it.
These are some of the notes that I’ve been passing around to the balance team. Please know that this is not all of the feedback we’ve seen from you or from this thread.
PvX
General:
Beastmastery & Pets:
Weapons:
Skirmishing:
Wilderness:
PvE
Beastmastery & Pets:
General:
Marksmanship:
Nature Magic:
PvP
General:
in Battle for Lion’s Arch - Aftermath
Posted by: Vewen.8016
I do hope there’s an increase in the drop rate of the cores to compensate. We have less time now to get the cores, and their drop rate was already not THAT fantastic.
in Battle for Lion’s Arch - Aftermath
Posted by: Autumn Frazee.3158
No More Tricks, Scarlet
- This achievement requires a good deal of skill and awareness, make sure you are watching for the red telegraphs that show where the Holograms will fire next and make sure you do not run through any active scorch marks during the fight, good luck!
The main problem with this achievement, afaik, is that sometimes you’re ported to Breachmaker when the fight is already ongoing, and instantly die due to spawning on “scorch mark”, so achievement fails from the very beginning.
That was another think I meant to mention, thank you for reminding me, Nighthawk. The Assault knights were intended to be a fight that players had to split up and fight at the same time, it is one of the issues we are currently looking at. The Scarlet Holo fight begins 5 minutes after the first Knight’s death; originally, this was not an issue because a map divided into groups of three would take down the Knights within 5 minutes of each other. However, with recent player tactic changes, the first Knight is dying as much as 10 minutes before players get up to the Breachmaker, meaning that you will portal up into an active fight, possibly die before you load in, and you can lose time on the Scarlet Holo Fight timer. We are working on ways to make sure that players will have much less risk to portal up to an in progress fight.
For the time being, I encourage you to encourage your fellow players to wait to kill the first Knight until a time where the other two Knights are closer to death. If you can get the Prime attunement in under 5 minutes from the first Assault Knight’s death, you will portal up to a grace period and you will have some time to load in and prepare yourself before the Prime Hologram begins her onslaught. Again, it is an issue we are aware of and should improve with the Assault Knight fixes.
in Battle for Lion’s Arch - Aftermath
Posted by: Autumn Frazee.3158
I’ve seen the many posts on both this forum and the Game Bugs forum reporting issues with the Assault Knights and I’d like to take a few minutes to respond to you all. We are certainly not ignoring the forums, the lack of red posts is because I have been running around trying to get the issues you report fixed as quickly as possible and I have not always had the time to follow up on your threads and let you know!
In regards to the Assault Knights, we are currently working on issues with:
I do not have an ETA on the fixes, but be assured, they are of top priority. More details on exactly what was changed will be in the patch notes of the future hotfix when we release the fixes for both issues.
I would also like to touch base on the Achievements for the Battle for Lion’s Arch Release, in particular:
All of the Battle for Lion’s Arch achievements have been tested for their functionality and do unlock correctly; I have a few tips/notes for each:
Six Minutes to Knightfall
No More Tricks, Scarlet
In Tune
Bigger, But Not Faster
I hope this post goes some way in helping you all progress through the Battle for Lion’s Arch content and I’d like to thank you all for posting in this forum. You all are invaluable in helping us to respond to issues that arises quickly as possible.
in Battle for Lion’s Arch - Aftermath
Posted by: Thedenofsin.7340
I wanted to cite a passage from the short story, “What Scarlet Saw”. After she awoke from Omadd’s machine, Scarlet said the following:
“So much makes sense now. The Pale Tree, the Nightmare Court, Caithe and Faolain…it’s all part of a grand design.
“But I see the flaws in that design. My people don’t have to take what we’re given, or be what we were “born to be.” No people do. We can change the rules…well, I can. And I’m going to.”
“…An insurmountable challenge is rising, and my people have been called to meet it. We are compelled by our creator to do so."
“But I reject that call. I reject the notion that that I must choose the Dream or be lost to Nightmare. The forces that push us this way or that can be redirected. They can be set against one another to the detriment of both, and now I know how.”
Let’s consider, “The forces that push us this way or that can be redirected.”
Here scarlet is talking about forces, plural. Not a singular force, but more than one. She speaks of these in the same context as when she was speaking of the Pale Tree and the Nightmare Court.
Knowing what we know now (and most have us have known all along), the Pale Tree is a wayward Champion of Modremoth, much akin to Glint. The Pale Tree has been shaping its Sylvari to resist Mordremoth’s call. We can assume now the Nightmare Court are Sylvari who remain loyal to Mordremoth.
These are the two forces of which Scarlet speaks.
Scarlet then says, “They can be set against one another to the detriment of both, and now I know how.”
This is what is most interesting, and, for some reason, most overlooked. Scarlet is not saying, “I reject the Pale Tree and follow the elder dragon”. She is saying, “I reject both, and will find a solution where neither are in control”
Now let’s fast forward to the most recent LW story. Scarlet is killed and the drill strikes the ley lines, thus awakening the Mordremoth, and the story ends.
Scarlet woke the dragon, and it is clear that was her intent. What is not clear, and what I believe, is that was not her end goal.
I believe her scheme was grander than this. I believe she had plans to destroy Mordremoth, and possibly more. She may have been planning to destroy the elder dragons, and possibly all the ley lines.
Let’s take note of just what happened at the end of the LW cutscene. We saw Mordremoth awaken. How did he awaken exactly? We saw the ley line magic seep down to his slumber place and enter into his mouth. In short, Mordremoth began consuming ley line magic.
Let’s assume Scarlet is brilliant and wanted to kill Mordremoth. It is possible she knew that disrupting the ley lines would cause Mordremoth to begin consuming the ley line magic.
What if she concocted some means of corrupting ley line magic, through some kind of poison?
If Mordremoth, a dragon which feeds on magic, were to feed on some kind of “poisoned” magic, then it could possibly be killed.
If not, then it would certainly be weakened, and could possibly be killed, but it would require a lot of power to kill it. We do know she built a giant Marionette to test her mega-laser, which was never used.
Taking a step back, let’s look at it. Scarlet built an army of non-plant-like machines to do her bidding. She concocted super-toxins. She created a mega-energy weapon. She drilled into the ley-lines of Tyria that woke an elder dragon and sent it into ‘ley line eating’ mode.
I think Scarlet was playing the long game and was planning on destroying Mordremoth, but our heroes came running in and killed her before she could finish her plan. I think it was a great victory that will ultimately be revealed to be the biggest mistake. In short, I think that, by killing Scarlet, we made everything worse.
Do you expect everything to go well the first day,the previous had some patches too…be patient.
I’m not paid to test their product. It should either be tested before it’s released, or I should be paid to test this for them. It’s not a game in BETA, it’s a fully fledged, released game.
What mmo lets you dye weapons
Guild Wars 1 xD
tldr: What I would do to a ranger in a ‘maintenance patch’
(edited by aussieheals.6843)
Pets
Due to this being a rushed patch we are unable to completely fix the mechanic in time. To temporarily resolve the issue we have decided on the following:
A) When pets are activated they spawn with a 5 second swiftness buff.
B) When pets are activated they spawn with a 4 second quickness buff.
C) These new buffs are not affected by traits, gear, or any other duration stacking item or trait.
• Reasoning – Currently when a pet is activated it remains idle for up to two seconds, this quick temporary fix will ease the issue by allowing the pet to ‘catch up’ to where it should have been or what is should have been doing.
Damage – Pet damage has been increased by 10% across the board.
• Reasoning – The damage is currently underwhelming and we would like to add a slice or damage at a time to test the waters.
Survivability – Pets now have ‘resilience’, this causes them to take 70% less aoe damage. Any conditions or damage transferred to the pet from the ranger is now also reduced by 50%.
• Reasoning – It is skilful play to hamstring a ranger by killing his pet, it is not skilful play accidentally killing the pet. By reducing the damage from transferred conditions we were able to bring a higher level or survivability to the pet without making them un-killable from targeted damage.
Utilities
Water Spirits (Aqua Surge) – Now cleanses 3 conditions.
• Reasoning – A step toward active conditions removal for rangers.
Guard – Now grants the pet 3 stacks of might.
• Reasoning – To give the ranger a reason to use the skill aside from the shout mastery trait line.
Lightning reflexes – Now cleanses immobilize.
• Reasoning – To allow the ranger actively react to imminent burst
Entangle – Recharge reduced to 120seconds from 150 seconds
• Reasoning – It was simply too long
Rampage as one – During this skill the ranger is immune to immobilize.
• Reasoning – Ever tried to stop the hulk with a rope?
Spirit of Nature – Healing % bug fix. – Nature’s Renewal now revives players with 25% less hp.
• Reasoning – To bring the elite in line with others.
(edited by aussieheals.6843)
Our focus of this patch is to bring the rangers survivability up and to allow the ranger to actively respond to threats. Due to the lure of rangers we have decided to grant them unique access to a small portion of immobilize immunity and active removal as their nature background has taught them a thing or two about coming unstuck.
Pets are a major concern of ours and we have decided to go with a ‘quick fix’ option I’m sure you will enjoy
Note – This patch is a maintenance patch and therefore won’t include any major mechanic changes or trait changes.
Weapons:
Greatsword
Hilt Bash – This skill is now has a short lunge animation increasing its distance.
• Reasoning – Activating at the current range is too RNG due to slow animation speed and any hint of in game lag.
Maul – We have decided to add the bleed stacks back to this weapon to open up hybrid build options. The stacks have been increased to 5 and the vulnerability stacks will also remain.
Longbow
Hunters shot – Fixed a bug causing the ranger to not face their target while casting this skill during immobilize.
Point blank shot – Fixed a bug causing your ranger to not face your target while casting this skill during immobilize.
• Reasoning: One of the rangers biggest vulnerabilities right now is immobilize. Allowing the player to actively and skilfully respond to threats is our aim of this patch.
Barrage – The cast time has been reduced to 2seconds from 2 & ¾ seconds.
• Reasoning: To bring this skill back in line after significantly reducing the damage
Sword
Slash – Cast time increased to ¾ of a second from 2/4 a second. Pounce has been reduced to 2/4 from ¾ of a second
• Reasoning: Currently it is difficult for players to free themselves from movement during the sword combo. Swapping the cast times allows us to give the ranger more time to cancel movement without affecting the damage output.
Axe
Path of scars – (sPvP only) – Range reduced by 33%.
• Reasoning: The returning strike is currently too difficult to land on a highly mobile target. Reducing the range effectively decreases the return time and therefore increasing the chances of a knock down. This is a pvp only skill change as it would unnecessarily nerf the weapon for pve.
Whirling Defense – Cast time reduced to 3 & 2/4 seconds from 5 & 2/4 seconds.
• Reasoning: The ranger is left quite vulnerable during this animation, reducing the cast time will upkeep its effectiveness while reducing the risk.
(edited by aussieheals.6843)
Can I suggest a mini taimi available to all with a portion of profits going to a multiple sclerosis related charity?
Can someone create a new post about this, along with a reddit post?
No new posts needed; feedback thread has already been passed along.
I’m DeShadowWolf.6854, and I support quaggans being able to jump.
I finally decided to throw in the towel…
I played Warcraft for a number of years off and on it was my first MMO. Enjoyed it till I got burnt out from it and that’s when I found GW1. A game that was the complete opposite of the grind life play style. You logged in with no sub, you made your character, followed the games main story, plenty of side quests, no focus on worrying about EXP bars or level caps as you dang near reached level 20 after typing in your characters name. The game was fun and the stories were unique. I was happy to play a game so different from WoW while every other mmo at the time was trying to copy it. GW1 felt so fresh,new, and different. I loved the games art style and music with the cultural themes.
Playing the game was engaging most of the time but never a burden since I could just log off and come back to it anytime and be right where I left off. The biggest points of that game for me was the skill and class system that allowed me to explore the freedoms of not being restricted to playing a certain class and basically creating a character to play however I wanted them to play. I disliked how we had only a few skill boxes to use at a time but after a while I learned it was just a challenge that made the game more interesting when building your custom skill set. PVP was never dull since you could swap out your skills and PVE was a challenge since the maps were so large and it took some thinking to learn how to deal with mobs when clearing areas.
What was missing from GW1 though was the feeling of a continuous MMO world. When Anet first started telling us about GW2 when they were working on it I think most of us had the idea of playing GW1 in an open world with even bigger environments and swimming, jumping, and mounts. They did good to hype the game up while keeping it secret until the game was ready to come out. After waiting years to finally play GW2 which I thought would be GW1 on steroids I have to admit I’m no longer denying my disappointment with this version of the game.
Since release I’ve been playing GW2 off and on trying to make it work for me but the truth is this isn’t what I was looking for. I was looking for GW1 continued. What GW2 turned out to be for me was GW1 lore reskinned over World of Warcraft with elements from WoW clone mmo’s added in. Everything that made me bored to death of games like WoW was added into this game while everything that made me enjoy playing GW1 was removed.
Anet gave us the open world we wanted, they beefed up the PVE story, and adjusted he games art style to a semi realistic/cartoonish world (I was actually surprised they didn’t go for realism 100%). It works for the game they created and that stuff I liked. They paid a lot of attention to detail with the NPC’s and how they interact with you and other NPC’s. This is a fun part of the game if you keep your head down and just play through the story and zones. But, what I disliked about the changes were the removal of things that made Guildwars what it was intended to be. An alternative to grindy MMO’s like WoW if you remember their key selling point of a game with no grind?
They took that and chucked it out the window in GW2 and threw in all the grinds of your average MMO. The Exp bar, the achievement system, the crafting, the dungeon grind, the gear grind, the PVP grind, the PVE grind, the Auction house,The Guild system, etc. etc. etc. What I feel Anet tried to do differently was take elements from popular MMO’s and try to improve on them to gain a wider audience. Instead of taking GW1 and trying to improve on it to make current and previous GW1 players jump for joy.
Instead of investing on the uniqueness of GW1 like the lack of focus on a level cap, loot drops, highly adjustable character build system, highly focused PVE and PVP, Realistic Art styles set in real world cultural environments, battles that required strategy and teamwork instead of spam or zerg groups, etc. etc. made the GW1 really stand out on the shelf. To me GW2 is too much like other games that I already played and it has been a disappointment for me because I was hoping to continue GW1 in an updated version that offered more of the same play style but with a complete facelift to it. When I play GW2 It makes me wish I was playing GW1 again. Then I remember all those hours I spent in GW1 day dreaming about GW2 and looking forward to the new challenge.
For people that haven’t played games like WoW,Rift,or games like that for a number of years GW2 is probably “new” to you. If you never played GW1 you wouldn’t know how different this game is. I noticed a lot of players that I met that played WoW jumped to GW2 looking for salvation but only found more of the same and went back to playing WoW again once the new hype wore off. A lot of the people I met that still play this game never played WoW or games like it before. I noticed that GW1 players either hate or love GW2 or stick in the middle as they adjust to the new changes or went back to GW1 altogether.
I will say it’s hard to log into GW1 and not bump into someone that actually likes GW2. I think most players currently still playing GW1 loathe GW2 since it meant the end of GW1 and any future changes for it.
For me playing GW2 feels like I’m playing an alternate version of WoW mashed in with Guildwars. Choosing not to play WoW because I was tired of it and playing GW2 only to be reminded of how burnt out I was of those type of MMO’s really never motivated me much to play this game. The saving grace for me in an mmo is usually the community but MMO culture has really changed. People don’t group or talk they like to solo. There’s really nothing in this game that you actually need a guild for except for guild specific stuff like guild missions or bounties. With LFG and most of the main content being “zergable” A guild is hardly needed. The only time I’ve seen a guild matter is in WvsW and that’s usually because of their level of teamwork. Since this game follows the Warcraft type of style but doesn’t have raids exactly you don’t necessarily need a guild.
In GW1 guilds really weren’t needed either unless you were interested in competitive PVP. Even playing with other players wasn’t needed much because you had your Heroes. This left a pretty detached feeling a lot of times when you PVE’d in GW1 unless you invited a buddy to come along or felt like “Party Searching” for actual people for certain missions. You did however need real people for those hard—- GW1 dungeons. I thought that GW2 would somehow incorporate the MM in MMO better but their idea of this were just world bosses that required Zergs while everything else is largely soloable minus fractals.
So in closing I say that GW2 for me was a let down because it didn’t continue to carry on the lessons that GW1 taught. Instead it abandons them and takes note out of the books of other MMO’s. What I see in the future for GW2 is that as soon as a more unique mmo experience comes along GW2 might loose some steam. Right now MMO’s players are stuck in limbo. They play games they’re tired of while still searching for a replacement but end up falling on Appetizers in the mean time. Really GW2’s biggest problem is that it’s new paint on an old house. Underneath it all it’s still the same grind to shine format as every other dime a dozen mmo. It currently might offer a newer spin on it but it’s not enough to sustain the next “Guildwars” (as in a unique mmo-ish game that breaks the mold as GW1 originally did) type of game coming out.
I think I’ve felt both frustration and optimism about this game. The way I think about it is this….
Playing Guild Wars 2 is like taking your second-choice date to prom.
You’re happy. You will have a good time. There’s nothing wrong with your date. But it wasn’t the date you really wanted. And the more you think about wanting that other person, the less happy you’ll be.
I think most of us wanted more from GW2. That doesn’t mean the content we got is bad, though. I’ve gone back and forth with the Living World strategy – it reached a high point around the Bazaar stage and I remember saying, “Oh man! They’re getting their feet under them! This is going to be great!”
Then we had a few more disappointing releases and a lot more open-world zergfests.
I believe ArenaNet is a company of smart people who care deeply about this game but are working in a severely limited development environment. I don’t know if it’s because the code is a mess or the tools aren’t quite right or the engine just can’t handle the art they wish they could do or what. I’m utterly perplexed that they haven’t expanded the world we play in yet, 18 months in. I question whether zergy overflow fests are really the way of the future. I mourn the loss of each guild member who leaves (or stops representing) my small community so they can kill Tequatl or Wurm with TTS instead.
All that said, because ArenaNet is full of smart people who care, I think they’re also able to take the feedback we’re giving them and do better. Remember, they’re trying something new and expecting them to get it right the first time is maybe expecting too much.
I think Living World Season 2 will be a bellweather for this game’s future and I really hope they succeed.
Anyway, that’s my two cents.
I absolutely love the quaggan tonics that have appeared with this patch, and I like to spend as much time as possible turned into such an adorable creature. The only problem is that as a quaggan I can’t jump That makes it difficult for me to move around, so wouldn’t it be an awesome change if the possibility of jumping as a quaggan would be added?
ARENANET’S RANGER DESIGN PHILOSOPHY:
THE BAD, THE UGLY, AND THE PETS
The Ranger is a resilient profession that excels at skirmishing by drawing from nature to support themselves as well as their allies. Alongside their pet, they have some of the best single target and sustained damage that will whittle their opponents down.
Lets take this point by point.
A Resilient Profession. The Ranger is a medium armor, medium hit point profession with poor native condition removal/conversion and with a major portion of its functionality partitioned into the hands of a flawed AI where it can be destroyed independently. They’re maybe not as bad off as Elementalists, but the reality is still they are bad at one of the things the Developers think they’re good at. Yes, Rangers can — though MASSIVE trait investment — cover these flaws in a few highly specialized builds, but as a default position for the profession as a whole this statement is so untrue as to be ludicrous.
Excellence in Skirmishing. If “skirmish” means something along the lines of “mobile conflict from range” …nobody is good at it. The underlying damage co-efficients for ranged attacks are brutally punitive and doubly abusive considering most melee attacks also cleave, while Rangers have to trait for piercing. Ranger’s have modest access to knockbacks, immobilizes, cripples, and swiftness — all completely overshadowed by melee-oriented opponents’ easy access to gap closers and CC removal/immunity. And when the fight does inevitably turn to melee, the Ranger’s ability to reestablish position is limited at best, hampered by poor counters to the CC melee-based professions routinely employ to ensure their attacks land.
Supporting Themselves and Their Allies. This may come as a surprise to anyone other than most people who play the game, but Rangers are not considered an amazing Support class. While Spotter, Frost Spirit, and some shared Fury skills are welcome contributions in the one-dimension world of “More DPS”, Ranger Support tends towards inadequate magnitude, long cooldowns, or effective ranges that directly conflict with their role as skirmishers.
Alongside their Pet. Most of the time our Pets simply are NOT along side us – They’re either throwing themselves into melee like maniacs or standing like statues waiting for death to come to them. And they don’t have to wait long, because the content designers’ first and final solution to creating challenge is splashing the landscape with mega-damage red circles that pets categorically fail to respond to.
The best single target and sustained damage. This is probably true, and yet… So what? Success in nearly all encounters hinges on AoE damage or spikes. “Sustained damage” is the “I have nothing better to offer” form of damage ALL professions deliver when they aren’t doing something USEFUL. Being good at standing there hacking on a billion HP World Boss is not something to be proud of. With this statement the Ranger has been defined as the ‘supreme master of mediocrity’.
Lets Whittle our Opponents! The final piece of the philosophy neatly sums up everything that is WRONG with the Ranger profession – a class that must employ mediocre damage to slowly take tiny cuts out of their opponents, while leveraging mediocre survivability, exerting mediocre positional control, contributing mediocre support skills, and saddled with a less than mediocre class mechanic.
The Real Outcome. Its not that the final result is unplayable. You can still go and indulge in basic abnegation out on the landscape. Its that that Rangers are boring and dull, responding poorly to the slightest difficulty when compared to other professions.
Game Mode
Pv[all]
Proposal overview
Wilderness experts should be masters of poisons. Therefore, Rangers should have the most potent poisons available.
Goal of Proposal
Currently Rangers have 15 different skills that apply poison. Necros are in second with 12 and thieves are third with 9. With all that access to poison, you’d think Rangers would have some traits that make it more potent, but they don’t. In fact, there are no traits at all for Rangers that improve poison performance or help Rangers do more damage to poisoned foes. This proposal seeks to reconcile the disparity that currently exists in the Ranger playstyle.
Proposal Functionality
Rangers should be given some trait options to improve poison in various ways. Between extended duration, improved healing suppression, higher damage values, and bonuses against poisoned foes, a healthy balance should be found that rewards rangers for applying and maintaining poison.
Associated Risk
I don’t see any real risks associated with the proposal, primarily because I’ve left it general enough to allow room for various functional applications of the idea that would not unbalance the game or disproportionately reward specific playstyles over others.
(edited by mtpelion.4562)
Proposal Overview
Pets need help
Goal of Proposal
Currently, pets are useful for tanking open world PvE mobs but not much else. These ideas should improve the effectiveness of pets so that the ranger feels like he and his pet are one, not that his pet is a ball and chain that is holding him back.
Proposal Functionality
Pet stats should scale based on the ranger’s stats and the pet’s family, with a weight on specific stats based on the individual pets (some benefit more from power, others from condition damage, others from vitality, etc.).
Pet Melee range needs to be increased to 600, or the AI needs to be significantly improved to combat the current “Run>Stop>Begin Attack>Cancel Attack>Run>Stop” cycle that prevents the pet from DPSing moving targets.
Pets need to take 30% damage from AoEs, be immune to one shot mechanics, and take 25% damage from cleaves, when not the selected target for the cleave attack.
When Stowed, the ranger should gain the “Aspect of the [pet name]” effect, which provides unique buffs based on the pet family and specific pet.
Speccing into Beastmastery should improve the pet stat scaling
Signets should always affect the Ranger and require a Beastmastery trait to also affect the pet (the opposite of the way it is now).
Associated Risks
Having a pet is a risk right now…
(edited by mtpelion.4562)
Proposal Overview
Redesign most weapon skills.
Goal of Proposal
Ranger weapon sets are currently lacking in focus and need to be redesigned so that your weapon selection synergizes with specific playstyles, as with all other classes. This proposal contains a list of suggestions for each weapon in general, as well as some specific weapon skills suggestions.
Proposal Functionality
(note that the numbers below refer to the skill bar number)
Longbow – Reward Max Range and synergize with pet.
1 Damage should not scale with range, but should apply vulnerability at 1000+ range
2 Cripple target and swiftness for pet
3 Immobilize target and Might for pet
5 Knockdown at 1000+, 1 second stun at 600-999, 2 second stun at 0-599. Regen for pet
Shortbow – Condition Damage
3 should apply Burning
4 should apply Torment
5 should become the leapback from old #3 and apply confusion
Sword – Power
1 Dodge should always override animation.
2 Jumps should be reversed so that the first leaps into combat and the second leaps out of combat
3 Cast time should be reduced so that the evade is easier to time
Warhorn – Group/Pet buffs
4 Protection, Regen, and Vigor to nearby allies.
Torch – Condition application
4 Thrown torch aspect remains, but sets location of target on fire for a small aoe
5 Point blank eye stab, causes Burning and Blindness
Axe – Multiple target power weapon
Base damage needs to be increased slightly
3 Needs to cause Chill AoE at target location
5 Should not cancel on movement, but movement speed should be reduced
Associated Risks
A redesign is labor intensive as it requires a rebalancing of damage, CDs, effects, and traits.
(edited by mtpelion.4562)
When i read this I can hardly imagine you playing Ingeneer in PvE.
First of all : Change on pistol.
(1) Actually why do you even bother to enhance the damage modifier.
(2) You add a change on volley which is an almost fine skill for power build and condition build. Why? Seems like you switch the two fonctionallity between MH pistol and FT. No needs for this change. Well, in fact, this make the weapon even worse.
(4) This skill is meant to be a burst skill you change it into a poor copy of FT(1)
Riffle :
Reducing damage across the board as always. Let me say it out loud : Right now Engi ain’t in a good position for competitive PvE, this changes on Riffle just kill them for Donjon in the actual meta.
Elixirs :
Elixir are already the best tools of Engi, do they need to be buff like you’re suggesting? No.
Elixir gun :
Honestly… I just laugh at this.
Flamme Thrower :
Useless changes.
Tool kit :
Lot of encounter require player to be actually able to Block things. Your changes to Block skills show clearly that you hate being blocked. This change cripple Engi even more in PvE encounters.
Grenade kit :
Laughable… nade’s damages, like pistol damages, are low and balanced around traits. You seem to try to break this balance. While doing this you will just cripple all viable builds by opening absolutely nothing.
Bomb Kit :
Here certainly your worst suggestion killing melee Engi.
Traits :
You seem to hate passive effect and… You add more and more passive effect. Bunch of nonsense.
Now, let’s conclude. With this, you totally kill Engis for PvE, destroy them on WvW and cripple them in PvP. While your change may be almost viable for PvP you clearly don’t understand this class mechanisms. Why don’t you change some things on gadgets? Well actually most of them are crappy and buggy but why? Do you really feel that turret are in a good place? And our elite what’s your feeling about them?
Please before writing this kind of nonsense you should try playing engi in all ply field. Don’t restrain you to sPvP.
Its starting to get dificult to take the changes you suggest seriously, when the only goal that 99% of them try to do is slow down the pace of combat, which the pace of fights in this game isn’t even a problem. Just like what I asked in the Ranger thread, I want to know how many hours you actually played the Engineer, lets make it all professions.
Great feedback, everyone. Just wanted to let you know that I’ve flagged this thread for the designers to check out.
Thanks for keeping it constructive!
First off, due to the lack of the lack of, or assumed lack of experience when it comes to balancing Guild Wars 2, this write up will push to make sure that the aim of the write up, which is to present an organized list of areas in which the ranger class could be rebalanced with explanations as to why these areas are being considered as having enough weaknesses to justify the potential rebalancing of them.
While suggestions are more than welcome for discussion purposes in order to create examples to make examples so that discussions can progress more smoothly, ideally, this thread should remain to discuss the Quality of Life and balance change areas being suggested for improvement, while debating whether or not any additional line items are in need of being listed. However, because specific example discussions are deemed in the developer sticky to be more useful than more generalized topics, suggestions should definitely be worked into the discussion and discussed, as to comply with this forums guidelines.
This is going to be the initial list of areas that has been discussed within the ranger subforum as having a need for either some sort of rebalance of overhaul. Here, they will just be listed, and later on, explanations will be provided as reasoning. Due to the earlier statement that essentially states that the playerbase, for the most part, doesn’t have enough information in front of them as far as direction/core balance/balance philosophies/etc goes, these explanations will refrain from making suggestions as to what to overhaul or rebalance things to. More so, this list is just a statement of where a portion of the ranger community has taken a stance of the position of the rangers class balance across various game types, versus other classes, and within itself.
The list:
(edited by jcbroe.4329)
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