Showing Posts For Aleksander Suburb.4287:

Quality of Life changes

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

- Finally fix the hilt bash range bug
- Fix entangle, that everybody cant just run out of an weak elite with swiftness
- Fix ranger shouts to use underwater
- Fix casttime of serpents strike and hornet string, so you can use it for what it exists: evade
- Fix Path of scars Aoe-targeting to player targeting or direction targeting
- Fix spirits …
- Fix muddy terain aoe targeting and casttime
- Fix birds Aoe swiftness casttime. At start of fight the bird cast its aoe swiftness skill and needs too long to reach enemy.
- Fix all casttimes of pet active skills
- Fix druid leaving avatar form, when using enlargement
- Fix auto unpacking pet, when take damage
- Fix Glyphs, avatar, staff-skills … or better just finish druid beta status

Guild Wars balancing concept: Never change a ruined system!

Cost of shared inventory slots

in Guild Wars 2 Discussion

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I think the price is much to high. The price for the eternal harvesting tools was very, very high, but we bought them, although they can only be used by one character. Many people bought them for each charachter Oo.

And now the functionality that everyone wants from begin for so much items comes with another high price -.-
That was the moment I stopped paying for anything in the shop. Does anyone convert the prices in real money before buying???

The most items that I bought costs 8-10 € each Oo. 4-5 Items are the price of a complete game!

Guild Wars balancing concept: Never change a ruined system!

(edited by Aleksander Suburb.4287)

no trap elite

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Sad is, that the elite trap already existed in beta, but was removed with release. Maybe it was removed, because of balancing issues
…. sry … bad joke -.-

But yes, it is really annoying that in a game like gw2, where every supportskills in every build depends on the same skillline (traps, shouts, survival, signets, etc.) has such gaps for elite and healing skills (or complete useless lines like spirits)

Guild Wars balancing concept: Never change a ruined system!

Question For The Community

in Guild Wars 2 Discussion

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Guild Wars 1 had a great balance, great story missions (for groupplayers), a great build system, a variety of functional builds

Guild Wars 2 had a great action oriented fightsystem … but thats it
The only thing I love in GW2 is the fractal system. It is something like the original Guild Wars 1 feeling

Guild Wars balancing concept: Never change a ruined system!

[Suggestion] Spirits for Counterplay

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I think we need more Counterplay in the game (especially in wvw) and the spirits need some sort of rework. Why not combine?

The spirits get a shorter duration, but a better effect. There is no more active skill for them. No minion, pet or spirit will be target of the spirits. The pet get targeted only, if there is no other ally.

Life duration is the time the spirits are alive. Within this time the spirit can target enemies/allies and use 1 loading per target to put the effect on them. After using all 5 loadings, the spirit is inactive until it dies. Targeting is instant, it dont need any projectile or casttime. The spirit can target every player just one time.

Earth Spirit
life duration: 20 s
target: 5 allies in red circle
effect: allies can move through up to 3 red circles without getting an effect. So people with this effect can move through red circles field for cleaning it from red circles.

Sun Spirit
life duration: 20 s
target: 5 stealthed enemies
effect: remove stealth and give 5 s revealed.

Frost Spirit:
life duration: 20 s
target: 5 enemies with stability or protection
effect: removes stability and protection (2 loadings). If target get within life time one more stability or protection, both are removed one more time.

Storm Spirit
life duration: 20 s
target: 5 enemies using a move-skill (teleport, leap, etc.)
effect: Whenever this enemy tries to use a move-skill, he get interrupted. In addition he cant dodge (duration 6 s)

Water Spirit:
life duration: 20 s
target: 5 allies
effect: heal yourself for an amount. incoming healing for allies is 20% better (10 second duration)

Nature Spirit (Elite)
life duration: 20 s
target: 5 downed allies
effect: the ally rallies faster. If rallied, he will start with more healthpoints and get 5 s protection.

I dont know if this effects will be cool for pve, too. For wvw it will be big counterplay against specific meta-builds. And they could also be very interesting in pvp.

Guild Wars balancing concept: Never change a ruined system!

(edited by Aleksander Suburb.4287)

If you could have one bow from GW1

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Naga Longbow (dyed in blue )
https://wiki.guildwars.com/wiki/Naga_Longbow

Guild Wars balancing concept: Never change a ruined system!

The QoL List and Extras

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I hate celestial form. But if i had to use it, I need just one thing:

Leave the celestial form with weapon switch-key

Guild Wars balancing concept: Never change a ruined system!

How many rangers feel "robbed" by druid spec?

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Feels to me like ranger didn’t get an elite spec. Rangers always have the option to not use druid, and so many don’t, but for them, ranger went backward when every other class got cool stuff. In fact ranger lost a lot with changes to spirits and traps and the reworking/removing of traits. Ranger really needs a new elite spec.

Ranger needs a class mechanic that is not broken, instead of two borken class mechanics. After 3 years, I come to the conclusion, that the game is only based on “who spam the most skills in the most time without waiting for reload” and “who can put the most firefields/explosion finishers”

I wish we had the variety of pkaystyles of a gw1, which was more restricted in designing skills than gw2. But you had to think more about what you’re doing and it was focused on counter and teamplay, instead just damage, damage, damage, Dodge, godmode

Guild Wars balancing concept: Never change a ruined system!

Guild wars 3?

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

In my opinion gw3 should be more like gw1.

  • Longer story missions instead 1-min-talking-with-trahearne-mission and teleport anywhere else
  • you have to play in group (maybe with a healer). The fun thing in gw1 were the missions and the guild or random groups. we’ve played the missions over 30 times each. The story-missions in gw2 are blring and everytime the same cause of lack of a group (and you dontwant to create a group for just talking to trahearne)
  • More skill-variety for your weapon (but also weapon variety like in gw2). Maybe you get 5 skills for your weapon, but you can change the weapon skills with 2 alternatives. For example you can choose 1 of 3 autoattacks for each weapon.
  • Instead of the class mechanic, there should be an elitespecialization. For example: The ranger in gw2 is a beastmaster. With other elite specializationyou can change the pet for a druid-mechanic or another. I think we will have more variety, it will be easier to balance and there will be no more fights about class mechanics for a class.
Guild Wars balancing concept: Never change a ruined system!

(edited by Aleksander Suburb.4287)

Shared Inventory Slot Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Price is far too high. 100 gems for one slot is my personal max. But they will never change the price to a realistic level.

The most annoying thing is, that they didn’t want to change the shopitems accountwide. And now … surprise … there is another item for this feature … but it cost another 10 € … nice

Guild Wars balancing concept: Never change a ruined system!

So many disrespectful Rangers.

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Those awful people are the most intelligent ones or those who have standards.

By all means, you won’t force me into renaming my pets every 7 minutes over and over again.
Yes, I choose my pets according to content and efficiency. Which means swapping the pet every single fractal, open world, raid and what not.

Sorry, but there’s no way you can ask people to slow other players’ gaming experience down by role-playing, is there?

Sounds like you can’t handle the responsibility of being a pet owner.
Maybe they should all be taken from you and we can see how well you do alone.

Yes, please. We will do so much better Especially in fractals, jumping puzzles, in stealth, … :P

Guild Wars balancing concept: Never change a ruined system!

great idea: CAF doesnt heal the caster

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

So we change the ranger specialization in singleplayer content (90% of pve, 50% in Pvp and wvw) from useless to contaproductive.

Guild Wars balancing concept: Never change a ruined system!

Brilliant/crazy idea for glyphs.

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I thing the glyph of equality is really good in the current state. Tides is a nice one, too. For the other glyphs, you’re right.

In addition, i never use a glyph in avatar form. First I have no time to use other skills then avatar skils and second the glyphs are all bad in avatar form -.- I dont need a pull of enemies whike healing my group. I have no time to change to avatar form, push glyph to break short stuns of my allies -.-

I would prefer, that glyphs have the same function in avatar form + some bonus for wasting astral force

Guild Wars balancing concept: Never change a ruined system!

Let's compile any undocumented changes

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Staff #3 now stucks you on stairs in LA close to Fractal entrance. You have to wait till the CD resets so you can get out of there.
Happened 3/3 when I used it there.

you can also use an emote to unroot. I will now /dance always after staff #3

Staff #5 has a round aoe-pointer. So you cant see how your wall will build up :-)

Guild Wars balancing concept: Never change a ruined system!

Replace Kick and Pounce idea (Sword AA)

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

There are always suggestions for a sword rework. And I support these reworks absolutely. But I disagree with your idea of a projectile Auto attack. There is too much projectile in a rangers hard life.

Guild Wars balancing concept: Never change a ruined system!

Will you prepurchase next expansion?

in Guild Wars 2: Heart of Thorns

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I have ever preordered all guild wars games / add ons. But after the bad druid joke, I don’t know what to do. I will buy the next expansion for sure, but I think I will not preorder, just to give a sign. In the forum, there will nobody hear you crying.

But maybe if more will buy it without preordering, colin will just say it is another great launch, cause more people were buying at launch -.-

Guild Wars balancing concept: Never change a ruined system!

The real way to fix your CA mess

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

absolutely in agreement

Guild Wars balancing concept: Never change a ruined system!

Please make AF gen based on heal, not ticks

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Just regenerate astral force by time and not by hit. Otherwise you will never balance it for Pve single/group content, WvW roam/zerg and PvP

Guild Wars balancing concept: Never change a ruined system!

So tired of "Fast as the Wind" constant spam

in Guild Wars 2: Heart of Thorns

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I want to hear the voices, but I don’kitten to hear everytime when I use a shout (we heal as one) -.- For ne just reduce the frequence of this exclamations with shouts!

Guild Wars balancing concept: Never change a ruined system!

Ancient Seeds bug?

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

On the other hand. Point blank shot is a push back

Guild Wars balancing concept: Never change a ruined system!

CA skills #1 and #2

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I almost never use skills 1, 2 or 5. When I use CAF it’s usually 4 then 3 then 4 then cancel CAF.

We’ve more than 2 skills in avatar form? Ooops I’ve never noticed :P
Just pushing 3 and 4 and fall out of my avatar form ^^

Guild Wars balancing concept: Never change a ruined system!

Astral Force needs to be built up other ways

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

just regenerate astral force over time. No need of a specific weapon or skill, no need of big groups of allies/enemies, no need of farming astral force before fight.

Guild Wars balancing concept: Never change a ruined system!

ley-energy matter converter

in Guild Wars 2: Heart of Thorns

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I think the 25 alone are already too much for the stuff you get But yes fix needed!

Guild Wars balancing concept: Never change a ruined system!

Why am i leaving celestial form suddenly

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Yes. That could be. I think nearly everytime after I was leaving, I had just little health. Thank you.

Guild Wars balancing concept: Never change a ruined system!

Why am i leaving celestial form suddenly

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Often in fights im leaving the celestial form and have no astral force (although there was many a second before). I don’t know why. First I thought, the druid has a break bar (cause he get a stability boon). But often I fly around in celestial form without leaving. Then I thought I pushed the F5 button twice. But if I push it twice, I leave immediately, but I have the half astral force left.

Am I the only one? Is there a bug or a hidden feature?

Guild Wars balancing concept: Never change a ruined system!

natural stride

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

With ancient seeds the only traits you can use with non-healer build :P

Guild Wars balancing concept: Never change a ruined system!

Petition for Pet Removal *Option*

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

+1 again and again and again
For free view in jumping puzzle, for not breaking boss mechanics, achievements etc. For real stealth mode and fast combat leaving!

Guild Wars balancing concept: Never change a ruined system!

New Astral Force Generation Mechanic

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Or

  • Regenerate astral force while out of celestial form
  • Entering celestial at full mana
  • No astral force degeneration while in celestial form
  • instead using astral force for skillactivation

No need of staff for mana regeneration
No rush to activate skills, you can use them in time
As disadvantage, you can only activate celestial form with full astral force

Guild Wars balancing concept: Never change a ruined system!

(edited by Aleksander Suburb.4287)

Change weapons, keep off-hand weapon

in Guild Wars 2 Discussion

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I’ve a problem with my weapons and my inventory. everytime, when I change from two single-handed weapon to a two-handed, my firsthand wepaon get the position of the two-handed weapon in my inventory. The off-hand weapon is somewhere else.

It would be much more fun, that the off-hand weapon stay at the off hand. The bonus and weapon vanish for the player-character. But if I will change back the weapons, I don`t have to search for my off-hand-weapon anymore.

Guild Wars balancing concept: Never change a ruined system!

[SPOILERS!] Ending opinions

in Guild Wars 2: Heart of Thorns

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

The endfight was really cool and an epilogue will come with the living story for sure (like the dragon bash festival).

But what I disliked was that we run 14 missions through the jungle to find our friends and to kill mordremoth. Story 15 we found our friends. Story 16 we killed mordremoth. Ubntil the last beat against him, I thought, that he will push us back. We must recover our forces with the help of the hylek, the asura lab and the exalted. But it finished suddenly
The end fight against mordremoths mouth was much cooler, cause it shows us the hard fight and all the forces we’ve collected for the final blow.

But all in all, this story is soooooo much better than the first story against zhaitan. Thank you

Guild Wars balancing concept: Never change a ruined system!

Permanent Celestial Avatar

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

The Celestial Avatar need some improvement. We’ve no synergy with other weapons. Slow regeneration in small groups.

My suggestion for a “smoother” Celestial avatar.

  • Automatic regeneration of astral force, instead of attacks. (30 s for full regeneration)
  • Enter celestial avatar only at full astral force
  • No astral force degeneration while in avatar form or out of combat
  • Use astral force for avatar skills
  • Dont lose astral force by leaving avatar form, but keep the 10 s avatar cooldown.

With these simple points, you dont need a specific weapon for your avatar (staff). Instead of healing on staff autoattack, there could be a small burn or something.

Guild Wars balancing concept: Never change a ruined system!

Mordremoth Fight

in Guild Wars 2: Heart of Thorns

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Can you specify the bugs?
I had the problem, that after dead a part of the fighting platform was missing (the part with the fissure)
Another problem was some jumping platforms did not work.

Guild Wars balancing concept: Never change a ruined system!

Druid fix (synergy; damage; buffs; fix)

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Aleksander Suburb.4287:]The idea for this druid fix is:
1. Better synergy with the ranger core class: weapons, traits, builds
2. More damage on staff
3. More boons for support, instead just heal, Heal, HEAL (synergy with new attribute concentration and nature magic)
4. Fix the unplayable functions of this class

The Main issue is to give all ranger weapons a heal to reload celestial avatar. So you don’t need staff for celestial avatar. Give Staff damage and more non-healing traits, so you don’t need to be a primary healer as staff user and you can also use staff without a group


Celestial Avatar
Don’t remove astral force, after fight
Start avatar only with full astral force
Keep 10 second avatar-cooldown
Don’t remove astral force while in celestial avatar
Every skill use astral force as mana
Use 25% of astral force for entering


Avatar Skills
1 Cosmic Ray:
Damage on targeted Area

2 Seed of Life:
On blossom cleanse condition and give regeneration

3 Lunar Impact:
It’s OK

4 Rejuvenating:
Creates a water field

5 Natural Convergence:
decrease channeling time to 2 s
Instead of immobilizing, Push enemies back


Staff
1 Solar Beam:
Remove Healing from Staff auto attack (Bring it back with minor trait)
Add Short Burn on Solar Beam (Single Target)

2 Astral Wisp:
Add 2 Second Resilence for allies around enemy-target

3 Ancestral Grace:
It’s ok

4 Vine Surge
Longer immobilize
Instead of cleanse condtion, give allies 2 Second 2 stack Stability

5 Sublime Conversion
Higher Wall or a dome
Allies moving through the wall get 2s protection


Minor Traits
1. Minor Celestial Being:
It’s ok

2. Minor Natural Mending:
Autoattack of every weapon heals allies.
Longbow/Shortbow/Staff: Heal with Projectile/Beam. Lower heal on shortbow.
Greatsword/Sword: Heal around you when hitting an enemy (just one per hit)
Axe: Heal allies around first hitted enemy

3. Minor Live Vicariously:
previous Live Vicariously + previous Natural Mender: Increasing healing and heal yourself for healing an ally

Major Traits
1. Adept<New Name>
Reduce recharge of staff skills;
Weapon switch create a wisp around you

2. Adept Druidic Clarity:
It’s ok (Becoming avatar removes condition and break stun)

3. Adept Primal Echoes:
Stuns enemies around your “old” pet-position, after switching pets [Non-healing trait]

1. Master Celestial Shadow:
Grants superspeed and quickness to nearby allies when leaving celestial avatar

2. Master Verdant Etching:
It’s ok (glyph recharging and use glyph plant a seed removing condition and granting regeneration)

3. Master Natural Stride:
It’s ok [Non-healing trait]

1. Grandmaster Grace of the land:
It’s ok (Allies affected by your celestial avatar abilities gain damage and condition damage increase)

2. Grandmaster Lingering Light:
Healing an ally grants him retaliation

3. Grandmaster Ancient Seeds:
It’s ok [Non-healing trait]


Glyphs
It’s another topic. I think the glyphs should have the same function in celestial form + bonus. So you don’t need to handle your weapon, your pet, the position of your allies, your aoe AND the current fuction of your glyphs. It’s too much. Just give them an additional boon or condition in celestial avatar form

Guild Wars balancing concept: Never change a ruined system!

(edited by Aleksander Suburb.4287)

Druid was overnerfed

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

We need a new F5 skill. On F5 your class changes permanent to a useful class.

Sry but now the ranger has two useless class mechanics …

Guild Wars balancing concept: Never change a ruined system!

New Pets on New bl Map?

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Ok, but the point is, that he wants to tame pets in wvw, too. I love PvE, but why not? It would be cool for wvw-only players.

Guild Wars balancing concept: Never change a ruined system!

Does mobs have "memory" in their AI?

in Guild Wars 2 Discussion

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

In an interview they said, that they will improve the AI. If the group is hiding and shooting at the boss from a safe spot, the boss will try to hide himself.

Edit: I have found the source. It was a german fansite that summarized this presentation

Guild Wars balancing concept: Never change a ruined system!

(edited by Aleksander Suburb.4287)

Your pet names

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

raven or eagle: Skye
river drake: Singapur
wolf: Ginger

Guild Wars balancing concept: Never change a ruined system!

Thank you Irenio!!!

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I will praise him if he will change something positive for the ranger.Just wirds won’t help me.

Starting with the druid fixes, the pet ai/attacking problems and the balance of shortbow, shouts, spirits. If he fix one of these things, I will praise his name :p

Guild Wars balancing concept: Never change a ruined system!

So, spirits?

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

They removed the follow-trait, that the engineer has a total cool specialization -.-

Guild Wars balancing concept: Never change a ruined system!

Would you swap with Guardians?

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Of course. I kick my pet and get some cool moves instead. More traps are always welcome in my trapper build. A third bow would be strange, but better than to be a forced monk. But I already get my new druid armor

Attachments:

Guild Wars balancing concept: Never change a ruined system!

The elite specs are comically overpowered.

in Guild Wars 2: Heart of Thorns

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

The philosphy is “every class should be useful” so every class get everything. The only thing you have to do in gw2 is to copy a build and the skillrotation of a class and do this -.-

Teamplay should be the main component of the game, but teamplay is reduced to “stick together and put your fire fields when i say” (at least in PvE). And this for every teammate combination.

Guild Wars balancing concept: Never change a ruined system!

Druid not worth it!

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

… It’s not like I am forced to play my ranger as a druid, I’ll just play Pew Pew ranger, Spam MA HAMMER 4k aoe on my Rev, Dragon Hunter looks promising to my playstyle as well!

You’re not forced in the beta, but wait a week after release. Playing ranger without druid is like playing monk on smiting.

Guild Wars balancing concept: Never change a ruined system!

Beta Weekend Druid Feedback Thread

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Staff:

  • skill #3: If you target an area next to you, you will be too long in the wisp-form. If you target an area in max range (especially on a higher landscape) you will never reach this position. You leave your form when you enter the aoe-target not in the center of it. so you cant place fast or precisely any explosion-combo-finisher

Avatar form:

  • skill #1: This skill is too slow. you never hit a target while you or your ally is running. It should be faster or bigger aoe.
  • skill #3: It is too slow for interrupting. Not helpful against break-bar enemies (The break bars are too strong in this demo, too)
  • skill #5: This skill is very useless, because it roots you, it takes too long to finish and you must stay next the enemies. In 90% this skill abort, because you were interrupt, your avatar time runs out or the enemy just rushed away. In this form, i will never use it.

Druid:

  • Too much heal, too low damage. If you were fighting alone against an veteran-npc it can takes you 10 minutes till finishing (pet damage included)
  • Avatar form reload is too fast with healing (staff) and too slow with other weapons.
  • Most traits are only useful in a heal build with staff and healing-attributes.
  • Druid is not an addition form it is a complete other class, which you cant combine with ranger core-class. (Except 33% faster running and rooting on knockback-traits)
  • Minor traits are only for heal-builds, too.
Guild Wars balancing concept: Never change a ruined system!

Beta Weekend Druid Feedback Thread

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

I have the problem that often i cant activate skills. Especially after the greatsword leap + getting immobilizing. It seems to me, that the ranger is floating in the air and then he cant use it.

Guild Wars balancing concept: Never change a ruined system!

Beta Weekend Druid Feedback Thread

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

- Too much healing skills
- no dmg if you use cleric gear (heal, power, toughness) to support the healing skills
- cant hit any target on the start of the beta map. Every little plant is blocking projectiles in an enormous radius around them.
- daze around you on the staff is a little bit strange. It is really good for melee. But as the healer you’re in the background and don’t want to encounter in melee. Maybe a daze if you change from staff to another weapon. Or something else (light aura, muddy terain?)
- accidential push F5 two times and was immediatly leaving the avatar form, instead of entering. Need a little cool down on this button.
- Staff skill #4. I don`t know. It is hard to aim and you don’t win anything (too short immobilizing). The only situation i will use this is, when i’m running away and shooting root behing me.
- staff skill #3: The line of sight AoE-aiming is nice for most skills, but for a “leap”-skill it is bad. if you’re running stairs or hills, you cant use the full “leap”-range cause it isn`t in your line of sight.
- In WvW i couldn’t really test the avatar form. It seems to me that every class is running with 4/5 dazes/launches/knock downs. I couldn’t use a single skill in a 5 vs 5 fight. A small amount of stability would be nice. Maybe with trait that removes conditions while entering avatar form.
+ a big plus point. The ranger has it’s first non-projectile range-weapon! Yihaa. But see item #1 and #2 (only heal, no dmg) -.-

Guild Wars balancing concept: Never change a ruined system!

(edited by Aleksander Suburb.4287)

Poll to settle the Arguments

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

wow 82% of all players are ranger. I didn’t expected that :P

Guild Wars balancing concept: Never change a ruined system!

Druid Healer Confirmed - Feedback [merged]

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Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

They thought that nobody want a ranger in his team. Then they thought back to guild wars 1.
What do you need to get fast a party? Right, you must be a monk (non-smiting!!!).
Now the monk is called druid and his smite-skills are called “ranger-core-class”

Finally we get a team and we’re allowed to backline, but just with staff in your hand.

Next feature will be an autokick for weapon-switching-rangers -.-

Ok ok my statement is harsh, but i liked to play ranger/monk in gw 1 with healing breeze as healskill. But this elite spec is overacting healing. Maybe the problem is, that there is nearly no damage in this spec and just a few synergies with the ranger core-classes (longbow, trapper, beatmaster, spirit spamer, melee, …)

Guild Wars balancing concept: Never change a ruined system!

(edited by Aleksander Suburb.4287)

So, about those Spirits.

in Ranger

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

What about buffing the spirits baseline instead of buff. Why I have to trait always my utilities just for having a nearly acceptable skill in my bar -.- A bar with good and mixed utilities is very rare

Guild Wars balancing concept: Never change a ruined system!

Your plan B if Druid sucks?

in Ranger

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

My plan B? Just play another three years with a broken class

Guild Wars balancing concept: Never change a ruined system!

I'm Afraid of over-buffs...

in Ranger

Posted by: Aleksander Suburb.4287

Aleksander Suburb.4287

Or just play an elementalist. You don’t need to know the order of the skill activations. Just bang with your head on the keyboard and stand near the enemy. With a 50% chance you will hit an aura that kills the enemy for you. In average it is just two head bangs away

Guild Wars balancing concept: Never change a ruined system!