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Shortbow rework suggestion

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Posted by: Atherakhia.4086

Atherakhia.4086

Place a hard hitting skill on hit (10-15sec?) and LOWER the #5 CD to like 5-7 sec with a daze of 1/4 sec. Bring the ranger from GW1!

This would lead to an actually usefull Moment of clarity use and makes a not so dumb to play weapon.

If they attached Eagle Eye and RtW I’d be quite content with this.

WvW Ranger Build

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Posted by: Atherakhia.4086

Atherakhia.4086

You need to tell us how much armor you think you’ll want. If you’re confident straight up all glass is something you can pull off, then go full berserker.

If you want a minimum of 2600 armor throw in some cavalier.

Me personally, I’m going full valk with serker boots and pants with serker amulet and back with rest cavalier. But my main focus was to be able to share this set with my Thief. I personally don’t like playing Ranger with under 2900 armor (which should be relatively easy to get with SoS).

Shortbow rework suggestion

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Posted by: Atherakhia.4086

Atherakhia.4086

saving space

The new poison valley would shoot the same kind of arrow as it does now, with the same speed as all other arrows. The damage would be the same as a regular shot (besides poison) and aftercast zero.

Concussion shot can be changed to a knockdown instead, with the description “A well placed shot which knocks the opponent to the ground”

I don’t know how keen anet is about giving rangers torment

Edit: The shortbow has always been a sustained weapon and I don’t want to change that. Mainly because making sb into a burst weapon would require re-making all of it’s skill slots.

Longbow was always a sustain weapon too. The same argument applies though… a power weapon without the ability to burst isn’t a viable weapon.

It obviously shouldn’t get RF levels of damage and I’m not advocating for that. But making poison’s shot do the same damage as shadow strike and/or concusive to do that damage with +5% for each condition on the target isn’t too high imo.

As to torment, I think it’s very suitable for the Ranger to have it. Especially if it’s quite limited (only the sbow is capable of doing it and only on one attack). It being attached to crippling also makes sense.

Just overall the whole weapon needs to be shifted in some fashion as it’s quite redundant now. Honestly, I’d almost say scrap every skill on the thing and make Sbow our utility weapon and each shot does some secondary ‘druidic’ type attack to give utility. But my brother would not approve.

OP Ranger, again

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Posted by: Atherakhia.4086

Atherakhia.4086

Perhaps it changed back when they changed stealth to no longer drop target? I remember that happening shortly after launch.

Shortbow rework suggestion

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Posted by: Atherakhia.4086

Atherakhia.4086

I agree with crossfire. Now that Mesmers can stack torment to 8 on auto spam there’s little reason the Ranger should suffer a penalty for not flanking. If it turns out the stacking is to high then drop the bleed duration further. But I doubt this is needed.

With poison volley, how do you want it to work? Do you want it to work like the Thief’s skill where the projectil moves slowly? Or will it fire very quickly and explode on target? If it’s the latter, that’s fine and it would be nice if it did a reasonable amount of damage as well so it could be used as a semi-burst skill. If it’s the former, I don’t like it that much because it would be much more difficult to land unless you’re very close at which point the current poison volley is better imo. Especially if it’s not going to leave a field.

Crippling shot should get torment on top of cripple imo. Not bleed.

The only issue with concussive shot like you want is Moment of Clarity. A 6 second daze is wildly overpowered.

On top of your suggestions, I’d also like to suggest Eagle Eye and Read the Wind interact with the Shortbow.

I’d also like to see Shortbow remain a viable hybrid weapon which means it needs some kind of burst in it. On the poison shot like I mentioned above would be suitable. Perhaps making Concussive Shot deal additional damage if the target is bleeding or has torment.

OP Ranger, again

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Atherakhia.4086

Ranger pets are once again seeing right through illusions. The Hambow got nerfed and was apparently replaced by ranger longbow.. It’s back to choosing wether to be killed by the bow or the pet. The longbow is too strong and too fast and needs to be dialed way back. The pets need to be fooled by illusions or I have no effective defense at all.

This has been the case for close to 8 or so months.

You need to get better.

Dealing with the ranger and pet is pretty much the same as it has been.
Only now you need to dodge rapid fire.

Only 8 months? I’m pretty sure it has been this way since launch. It’s also likely something they can’t fix as it’s tied to their AI and all minions (including the mesmers which is ironic given this thread) follow it.

I believe that someone specifically said that it could break millions of lines of code if they tried.

Its THEIR code, and its so complex, they don’t even want to try….wonder why?

I’d claim it a conspiracy because all the devs play Rangers. But we all know that’s not true

OP Ranger, again

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Atherakhia.4086

lol y would u use rapid fire + quickness even before the patch
i all ways felt like it was a waste of a utility

Because RF + Quickness is exactly the same as RF without quickness today?

OP Ranger, again

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Posted by: Atherakhia.4086

Atherakhia.4086

Ranger pets are once again seeing right through illusions. The Hambow got nerfed and was apparently replaced by ranger longbow.. It’s back to choosing wether to be killed by the bow or the pet. The longbow is too strong and too fast and needs to be dialed way back. The pets need to be fooled by illusions or I have no effective defense at all.

This has been the case for close to 8 or so months.

You need to get better.

Dealing with the ranger and pet is pretty much the same as it has been.
Only now you need to dodge rapid fire.

Only 8 months? I’m pretty sure it has been this way since launch. It’s also likely something they can’t fix as it’s tied to their AI and all minions (including the mesmers which is ironic given this thread) follow it.

Ranged weapons range bug

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Atherakhia.4086

I couldn’t care less if they fix it or not. But it needs to be fixed globally and not just for Rangers. And all at the same time. And not just for Staff and Bows. But for grenades, traps, marks, and bombs as well.

Dps c/c professions/builds

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Atherakhia.4086

Ele deserves a mention as well.

What do rangers need?

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Atherakhia.4086

It’s not just a utility question though. Look at Thief for example. In a GvG sense, they aren’t brought for poisons or stuns. They’re purely brought for damage. One would think that a Ranger now being able to ‘backstab from 1500 yards’ (to use a phrase from another thread) the class would have found a niche it can fill. Unfortunately, the defensivce options available to the class are completely underwhelming when it comes to a real organized WvW scenario. Nearly everything the class has excels at solo/small group scenarios (where the Thief’s options also dominate).

But in truth, even a Thief’s role in organized larger scale combat is tenuous. They’re brought largely because there’s no better option to taking out staff elementalists. An Ele can kite a whole group of Warriors for days and days.

At this point, the only way a Ranger would ever stand a chance at being noticed in WvW is if ANet introduced a new weapon for them. Even if spirits and pets worked, their utility doesn’t translate well to larger battles and the core problems with the class still exist. They’re ineffective at melee range because their weapons bring only damage and they sacrifice so much of that damage just to survive in melee range. At range spirit and pet utility wouldn’t work anyway.

I honestly don’t know what they could do to make people take notice of the class. All I can do is think of ways to fix the numerous issues the class has as a result of poor design. And nothing broken would help groups enough to bring Rangers up to GWEN levels.

(edited by Atherakhia.4086)

Power Ranger So OP!!!

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Posted by: Atherakhia.4086

Atherakhia.4086

What kind of math are you waiting for that hasn’t already been provided?

Rapid Fire
3.75 Coefficient * 3000 Power * 1050 Strength / 2600 Armor = 4,543.27 damage
Considering the stacking vulnerability (.00+.02+…+.09/10):
4543.27 * 1.045 = 4,747.72 damage

From there just add in your traits, sigils, runes, signets, openning strikes, etc.

From there you can divide by 2.5 if you want DPS. You can divide by 8 or 10 seconds for comparative analysis. etc etc.

(edited by Atherakhia.4086)

Power Ranger So OP!!!

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Posted by: Atherakhia.4086

Atherakhia.4086

Rangers get 10% for flanking, 10% for full endurance, and 5% for eagle eye. Warriors get 15% for full adrenaline, 10% for bleeding, and X% for boons.

If you only consider Longbow has vuln, 20% more damage.
If you consider neither has vuln 15% more damage.
If you consider both have vuln, 10% more damage.

Yes, SotW is overpowered.

Yes, Longbow is a better weapon than Rifle. Rangers are meant to be the best ranged class in the game per ANets own words.

No, I don’t think RF needs any mechanics changed. I’m not even convinced the damage is a problem. I’d sooner approach SotW. At most, I’d nerf RFs damage by 10%. Anything else is excessive considering the overall strength of the Ranger class.

CDI- Guilds- Guild Halls

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Posted by: Atherakhia.4086

Atherakhia.4086

Proposal Overview:
Comprehensive Guild Housing System

Goal of Proposal:
Create a focal point for a guild, provide valuable guild services, and encourage friendly competition between guilds. This includes elaborate crafting services, individual housing, a Hall of Honor, and of course GvG (which I will outline below and we can go over it in greater detail in the above mentioned designated GvG thread when made available.

Proposal Functionality:
Guilds should be able to buy a generic hall/structure with very limited design elements based on the major races in GW2 at the start. These guild halls should have both a public and private area to explore. The private areas should include instanced housing so individual guild members had their own room to decorate. Friends could be invited in, but otherwise would be limited to the individual only. If a member joins another guild or quits the guild, this room is simply moved to the new guild or an Inn’s room in the player’s home instance. The private area should also include a hall of honor for guild members to visit to see proof of their guild’s accomplishments (Tequatl’s head, wurms tooth, shatterer crystals, opposing guild banners, etc). Lastly a services section where the guild has access to crafting services etc. This is all private to the individual guild/player.

For crafting in particular, another game I played removed the crafting system entirely in favor of guilds being able to purchase vendors that they could upgrade which would create 1 item an hour. These items would go in a list and the guild could choose to purchase these items at a price far reduced from ‘retail’ price. A similar idea could work here where a guild could ‘hire’ crafters that make items and the guild could choose to reroll the selection so the crafter would make something else or purchase what he made. These items would then go in the guild bank and be given to members or sold etc. If you would like more information on this let me know.

The public area is what others see of the guild. The external structure that can be decorated and expanded on visually based off various ingame rewards or gem shop purchases. Internally the guild hall/structure will resemble a very basic layout (think the 2 Forts map in Team Fortress) that allows for each class to have a role to fill while defending and attacking the fortress. Others will not be able to reach the private areas of the guild unless they become members.

GvG… this is the most important thing. GvGs should be made available using the guild hall/structures. Up to 2 guilds (this is only to better explain the example. I would hope the system would allow several guilds to attack at once. Perhaps up to 6 or can go to war and the guilds can schedule an event where a private instance is created with their guild hall/structure on opposing ends of each map. The game is designed for CTF just like Team Fortress on the 2 forts map. Ransack the opposing guild’s armory and steal their siege blueprints. If guilds choose to follow this game mode, or simply have a FFA or generic GvG is up to them.

Rewards would be available. At a base level, we will just give each player several guild commendations and karma. The guild will receive some pre-determined amount of unique currency reserved for purchasing guild hall upgrades like furniture and such. In addition to this, the guild will win the a copy of the opposing guild’s banner which they can fly in their own guild’s hall of honor until they agree to a rematch and risk losing it. In addition to this, individual guilds can gamble on the outcome of the GvGs and all money will be deposited in the winning guild’s bank.

Associated Risks:
The only concern is from the GvG side of things where guilds will intentionally lose to gain easy currency. But this idea can be fleshed out further in the GvG thread should enough people show interest in the idea overall here.

I’m also concerned the crafters guilds could hire could collapse the economy. Perhaps if the items that were made were specifically designed to not be salvageable and would be ‘guild bound’ until equipped? Would give ANet a way to reintroduce the harder to receive items like Generosity, Celestial, etc without impacting supply (demand would obviously go down).

Additional Comments
This system could easily be used to make WvW feel more immersive. If the individual guild halls/structures shared a common design element at their core and most of the external ‘upgrades’ were purely cosmetic, individual towers on the WvW maps could be replaced by guild halls/structures. Once a guild claims a tower, the tower converts over to match their guild’s hall surrounded by the current walls/gates which can be upgraded as normal.

(edited by Atherakhia.4086)

Fixing Rapid Fire in 5 Easy Steps

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Posted by: Atherakhia.4086

Atherakhia.4086

How about 2 steps?

Remove vulnerability stack
Rooted in place for the cast like Guardian sword #3 or 100 blow

Now there is a real opportunity cost to using the skill.

Although I do not personally feel RF is much of a problem, at least this suggestion gives it a comparative draw back that is similar to other skills of a relative nature.

Volley doesn’t root you. There’s already a skill on the weapon that roots you.

Why not just nerf the damage by 10% and call it a day? It’s now volley.

Rapid Fire

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Atherakhia.4086

Oh absolutely! But you know what the warrior can still do? Put a hammer in their other hand. Ranger not so much.

Power Ranger So OP!!!

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Atherakhia.4086

Why when Volley is in the same state and has been for 2 years.

Now if you want to argue the 15% additional damage is too much, or the 300 additional range is too much, then raise those concerns. But mechanically, the skills are very similar so arguing about the cooldown, channel time, or 1200 base range is a waste of time.

15% additional base damage plus vulnerability plus 300 additional range plus faster projectile speed that make it nigh-impossible to dodge at max range without blowing endurance as part of a much stronger set of complimentary traits is too much, yes.

It’s not that you can’t deal with the Rapid Fire itself by popping cooldowns and burning endurance, of course you can; but it takes a lot, you get wrecked if you screw it up, and doesn’t cost the ranger much of anything. It’s not like he has to burn long cooldowns or use his own endurance or even expose himself to get these results.

It’s just a lot for very little, and while it’s nowhere near the dumbest balance issue they’ve had in game they could easily rip 20-25% damage off the skill and it’d still be spectacular.

That 15% is including the vulnerabilty.
Rifle has built in fast projectile speed.
Ranger sacrifices piercing or group precision for range.

So that’s it? Non-issues?

(edited by Atherakhia.4086)

Power Ranger So OP!!!

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Atherakhia.4086

This isn’t warrior vs ranger discussion time

Simply RF in its current state needs to go.

Why when Volley is in the same state and has been for 2 years.

Now if you want to argue the 15% additional damage is too much, or the 300 additional range is too much, then raise those concerns. But mechanically, the skills are very similar so arguing about the cooldown, channel time, or 1200 base range is a waste of time.

Rapid Fire

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Atherakhia.4086

Because Warriors were nerfed X times over Y months/years is not justification for why Ranger’s should be nerfed.

We’ve already shown the damage is only 15% more than volley.

We’ve already shown that the cooldown and channel time are the same as volley.

We’ve already shown that the benefits of brutal shot are 5% better than the vuln on Rapid Fire.

Now while the longbow is undeniably a better weapon than rifle is overall, the Warrior class is still significantly better than Rangers. They’re still in the meta, they’re still a mainstay in GvGs, and are quite numerous in WvW. Rangers on the other hand haven’t broken into the meta (according to the PvP forums), are still unwelcome in organized group play in WvW, and are not providing much real benefit to the zerg just like pre-patch.

From all we’ve seen, despite these changes, Rangers don’t appear to be much better off than they were before and the game has moved on without them. Again.

Is there anything else we need to discuss?

Burst rotation comparison ( Ranger vs X)

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Posted by: Atherakhia.4086

Atherakhia.4086

A lot of the burst skills in this game are instant cast with no real telegraph. While not all do the same damage as RF, the extra braincell (singular) required to string 2 or even 3 instant cast skills together instead of pressing 1 isn’t worth making a thread over.

RF only does 15% more damage than Volley. Now while the longbow overall may be a better weapon than the rifle for a Warrior, the Warrior class is much better than the Ranger class even if you keep a rifle on.

Now if that extra 15% is really worth 10 threads on the profession balance forum, I don’t know. But the 2 skills are nearly identical and if the goal is to tone it down, I certainly hope you’re not hoping for more than 15% off the top.

got too close, no skill for you!!

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Atherakhia.4086

Have you tried backing up?

Have you tried taking a step forward, and turning around?

Have you tried using spectral walk or flesh wurm to create or close your own gaps?

Have you tried letting go of the left mouse button and letting it auto track on its own?

Bring Your Ranger Jokes ...

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Atherakhia.4086

I once brought my Ranger to a GvG…

badumptish….

What do rangers need?

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Atherakhia.4086

They changed AE’s way back in the day and I don’t remember what it was about them they changed.

But would simply changing AE’s to prioritize players over minions be overpowered? If fewer than 5 players, the pet would still be hit. But if 5 or more players, the AE’s would hit players instead. This likely wouldn’t be enough, but would at least help. Short of this, there’s no other way then just a blanket XX% less damage from AEs in WvW only.

As to spirits in particular, they’re awful and need to be changed entirely. Spirits should just ‘posses’ your primary pet. They would always be active and if you swapped pets or your pet died, the spirit would go on cooldown. The activated abilities of pets would have an internal cooldown of XX seconds and would simply be attached to your pets F2 ability. The passive effects should have a baseline 100% chance to proc with an iCD for balance.

This change has the advantage of removing a lot of the body blocking that everyone complained about while spirit rangers were still a thing. It would make the pet a more vital part of the class instead of the throw away trash we think of them currently. It would also remove the need for pretty much all of the spirit traits in the nature tree which would give ANet a chance to finally give this class some group utility to offer a zerg/guild/group in PvP and WvW.

This in conjunction with fixing the AE dilemma and we’d start to have a functioning class mechanic. After this they would need to do things like find a way to allow pets to hit moving targets reliably, an almost total redesign of the F2 mechanic so the pets could actually land them and they had a common activation time, and a pass-over of the more questionable mechanics (pigs overall, bird casting animations, moa standing still etc etc etc).

(edited by Atherakhia.4086)

Power Ranger So OP!!!

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Atherakhia.4086

Ranger being easier to play or not really doesn’t concern me. What concerns me is if the class is productive. We have seen no shift in WvW or PvP to indicate this change had no impact on anything.

I’m concerned that the problems the class has had for 2 years will continue to go unaddressed simply because they gave the class a singular ranged burst skill that is only 15% more powerful than Volley.

Does Anet actualy plan adding new pet

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Atherakhia.4086

shakes magic eight-ball
/all signs point to no/

Sigil of Generosity

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Atherakhia.4086

A more important question is will the recipe be available come xmas this year?

Rapid Fire

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Atherakhia.4086

I honestly don’t understand how volley has been in the game for 2 years and has never once been complained about, but RF gets changed to act the exact same and only deals 15% more damage, which makes power Rangers useful for the first time in 2 years, and everyone loses their [censored]. Something dropping the coefficient down to 3.5 would solve.

But instead of this, now we want to propose RF having a damage scale based on range that actually runs opposite to the one used on LRS?

because anyone using rifle is a sitting duck.

RF being faster, dealing more damage, at 300 more range than volley is not “the same”, also. unless I missed something significant.

The ranger traited for those 300 yards. It comes as a trade off for the ability to pierce with their shots or grant precision to the group.

Rifle rounds don’t travel as slow as bow shots, do they? A rifle doesn’t need to trait for RtW to hit side stepping people at max range. Unless you mean volley shoots slower? It shoots half as many shots at twice the damage. I mean if you want to make RF shoot 5 shots at .75 coefficient each instead of 10 shots at .375 each, I’m cool with that.

I also have no idea why a Ranger would be any less of a sitting duck than the Warrior. That 300 yards honestly is the difference between a flying duck and a sitting duck?

(edited by Atherakhia.4086)

Rapid Fire

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Atherakhia.4086

Does counterplay exist for volley? Does counterplay exist for any channeled skill?

An argument could be made that the counterplay/telegraph is you realizing you’ve been shot more than once every .9 seconds and you need to dodge.

Short of making the arrows tracer rounds with longer tails that were flourescent green, I’m not sure what else we could ask for.

Rapid Fire

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Atherakhia.4086

I honestly don’t understand how volley has been in the game for 2 years and has never once been complained about, but RF gets changed to act the exact same and only deals 15% more damage, which makes power Rangers useful for the first time in 2 years, and everyone loses their [censored]. Something dropping the coefficient down to 3.5 would solve.

But instead of this, now we want to propose RF having a damage scale based on range that actually runs opposite to the one used on LRS?

[Suggestion] Remove a stat from celestial

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Atherakhia.4086

Not really. Players would be far better off getting a mix of other sets then ever considering celestial gear in WvW. The only exception to this is what was brought up earlier with the hybrid weapons and attacks.

It’s only really useful if you can make use of the healing power and/or condi damage as well as the power. This is why we only see it on Eles, Engis, and Warriors.

When will they really fix rangers?

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Atherakhia.4086

If Rangers had strong survivability they would have a pressence in GvGs and would have had a better standing in WvW. A lot of the survivability for the class revolves around dueling/small scale combat and it’s more in favor of a condi/sustain than power option.

Rapid Fire

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Atherakhia.4086

So what you’re saying is adapting to a new threat is unreasonable and you shouldn’t have to shift your playstyle?

I don’t know what build you run, but a PU mesmer or a burst mesmer should have little trouble with a glass ranger build.

Longbow rapid fire is perfectly fine

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Atherakhia.4086

Yes on the Signet of the Wild change because giving a straight 25% buff to damage for 8 seconds allows it to be abused. The fact that its on a 60 second cool down is irrelevant. (My Suggestion for the change would be for the Skill to last 10 seconds, but drop the damage increase to 10%. gives us more stability, which we need, and drops the damage increase.)

No on Signet of Stone. Plenty of other professions have skills that grant invulnerability, and can deal just as much damage as Rapid Fire in the same time, so why not Ranger?

Dont forget we get alot of defense other than this precise signet, like protection on dodge roll. I’m for a signet of stone nerf because invulnerability without drawback. For invulnerability I would be for the fact that someone use protect me rather than signet of stone because it has a drawback.

Losing 180 toughness for 80 seconds isn’t enough of a drawback?

I’m just not understanding the point you’re attempting to make by saying we have access to protection. Are you attempting to say Warriors don’t have it so they need Endure Pain? Warriors also regen 450hp/s from Sig+AH and have significantly better condi management.

Simple fact of the matter is that the survivability options available to the class before the patch weren’t enough. We’ve seen no meta shift in WvW or PvP to suggest Rangers are doing much better now either.

It’s far too early to worry about Ranger nerfs when we’re not even sure if the buffs were enough to make a difference.

if you think the LB changes aren't OP

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Atherakhia.4086

Ranger are not OP at all. So stupid to think so.
You have to be a huge idiot not to be able to counter the “OP Ranger’s”. So many things to avoid the RF’s or just flat out kill the ranger in seconds.
Dodge once – Evaded half of the RF
Projectile Reflection – Make him kill himself
Retaliation – See Above
Interrupts – Duh.
Just a few no brainers. Telling Rangers in sPvP/WvW to “L2p” when you cant do any of these is just down right hypocritical. And if you run a straight up damage pew pew build, they go down faster than RF’s animation
Btw, people are only complaining because before this patch, no one liked Rangers so not many people played them in WvW/sPvP. They aren’t used to fighting Rangers so they QQ when they lose to a class they have hardly fought against.
Btw, Btw, Rangers were pretty decent before this patch, I’ve mained a Ranger since launch and had never felt underpowered or useless <—- People who say they were underpowered/useless are sho shilly

People QQ because Anet did to Rangers the exact same thing they did to warriors 6 months ago. They over buffed them creating the new FOTM OP profession. Now you will have to put up with the complaints and try to justify and downplay your OPness for the next 6 months when Anet will nerf the kitten out of you to overbuff some other neglected class. The meta wheel keeps going round and round.

The problem is Rangers haven’t entered the meta yet.

give it a month or 2.

And when they don’t?

if you think the LB changes aren't OP

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Atherakhia.4086

Ranger are not OP at all. So stupid to think so.
You have to be a huge idiot not to be able to counter the “OP Ranger’s”. So many things to avoid the RF’s or just flat out kill the ranger in seconds.
Dodge once – Evaded half of the RF
Projectile Reflection – Make him kill himself
Retaliation – See Above
Interrupts – Duh.
Just a few no brainers. Telling Rangers in sPvP/WvW to “L2p” when you cant do any of these is just down right hypocritical. And if you run a straight up damage pew pew build, they go down faster than RF’s animation
Btw, people are only complaining because before this patch, no one liked Rangers so not many people played them in WvW/sPvP. They aren’t used to fighting Rangers so they QQ when they lose to a class they have hardly fought against.
Btw, Btw, Rangers were pretty decent before this patch, I’ve mained a Ranger since launch and had never felt underpowered or useless <—- People who say they were underpowered/useless are sho shilly

People QQ because Anet did to Rangers the exact same thing they did to warriors 6 months ago. They over buffed them creating the new FOTM OP profession. Now you will have to put up with the complaints and try to justify and downplay your OPness for the next 6 months when Anet will nerf the kitten out of you to overbuff some other neglected class. The meta wheel keeps going round and round.

The problem is Rangers haven’t entered the meta yet.

Power Ranger So OP!!!

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Atherakhia.4086

That much damage from that range and that fast is broken

How much damage wouldn’t be broken?

The same amount of damage without 10 stacks of vulnerability would probably be fine. It’s not RF that kills you, it’s the 2 or 3 blow that follow. that amount of damage plus 10 stacks of vul (10sec) on a 10sec CD. Doesn’t any of that appear OP to anyone?

So what’s your suggestion? Move the vuln to another weapon skill on the longbow? Or just straight up remove it entirely?

Power Ranger So OP!!!

in Profession Balance

Posted by: Atherakhia.4086

Atherakhia.4086

That much damage from that range and that fast is broken

How much damage wouldn’t be broken?

[Suggestion] Remove a stat from celestial

in Profession Balance

Posted by: Atherakhia.4086

Atherakhia.4086

Might is the MAIN thing making those cele specs stand out from attempt of other classes….How can you not go for that first? Every turn around might seems like a personal fear that is not helpful,just go straight.

I can’t make sense of what you’re saying in the latter half of your statement, but I can say I don’t feel like might is the main issue.

Might makes celestial overpowered, yes. But it didn’t before the patch. So in my opinion, if it was working before, kill off what makes it out of balance now.

So no, nerfing might and might stacking is silly.

But is that how it played out? Celestial has been in for quite some time. It just had its stats improved. But the moment the sigil and rune changes hit, that’s when we started seeing people actually use it. First it was the D/D Ele’s which showed up in PvP almost overnight. Then it lead to Engis. And now expanded to Warriors.

I’m pretty sure that’s a more accurate timeline, no?

if you think the LB changes aren't OP

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Posted by: Atherakhia.4086

Atherakhia.4086

Those aren’t actual, constructive suggestions?

Troll Unguent As a Survival Skill

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Posted by: Atherakhia.4086

Atherakhia.4086

Heal as One being a survival skill would certainly make it more enticing. But it really should have a faster cast time too.

Would it being on a .5 second cast and being a survival skill be too much?

Plus in the other thread some people mentioned that TU was a survival skill in GW1 whereas HaO was a shout? I never played GW1 so don’t know.

From a practicality stand point though, Troll Ungent ‘should’ be the survival skill. It’s a medical supply etc.

[Suggestion] Remove a stat from celestial

in Profession Balance

Posted by: Atherakhia.4086

Atherakhia.4086

This is not the way to fix it. The whole point behind getting the set is for the hybrid builds. Not even convinced Celestial is the real problem. The only classes that are abusing it are the ones that can stack might. Perhaps just changing the bonus stats from might in PvP would resolve the issues.

A suggestion for pets going forward

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

No offense, but this has to be the lowest low priorities imo. We have pets that can’t hit moving targets. F2’s that simply make no logical sense in their implementation. Horrendously rediculous casting animations. Pets simply don’t work. Adding more features shouldn’t even be on their radar.

To be honest, ANet needs to sit down and ask themselves if pets will ever function properly in larger group settings. Because if they can’t get pets to work there, they need to start thinking of things to replace the entire system with. They should have had this discussion 2 years ago in fact.

A "less OP" rapid fire rework

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Posted by: Atherakhia.4086

Atherakhia.4086

Because prior the daamge was on par with the Ranger’s standard damage. Now the damage is relevent. Whether or not the Ranger will be is still up for debate.

A "less OP" rapid fire rework

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

You all are seriously over thinking this.

The best way to nerf Rapid Fire is to simply cut the number of arrows in half from 10 to 5. There you go, instant balance! Because now it’s identical to volley, which has never gotten a single complaint against it in 2 years! Wooooooooooooooot!

which would cut its DPS in half.

So if RF is 10% stronger then volley -50% shots = 40% weaker. I c what you did there, warrior fanboy.

nononono

Less arrows for same damage.

Though you did bring up a valid point. Perhaps less arrows for 90% of the damage is more reasonable.

A "less OP" rapid fire rework

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

The Ranger class already has significant issue with placement and disengaging. Especially on a power build with longbow. On top of that, it already has 1 stationary skill. A second isn’t realistic. Unless of course we’re talking about a 45% damage increase to compare it to hundred blades?

if you think the LB changes aren't OP

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

Rangers would be better served making some sort of constructive suggestions as to how RF could be chnged. Looking at the number of Zerker Rangers that pvp is currently crawling with and the number of threads on the forum, telling everyone to just’l2p’ seems to me a rather bad idea. It WILL be nerfed.

It CAN have high damage, but compared to any othe burst skill currently available, it is unbalanced since you get this burst by literally just pressing one button every 8 seconds.

I’ve got it!

Cut the number of arrows down from 10 to 5, but double the damage each individual arrow does! You see that! Same damage, less arrows! It’s perfect!

Why would such an inane change be perfect you ask? Because now RF functions almost identically to how Volley does! A skill that hasn’t received a single complaint in 2 years! Granted it does 15% more damage than Volley, but Rangers could never be confused for Warriors!

What’s that? You want to pretend the vulnerability is the problem now? Lets move the vuln back to Hunter’s Shot! Granted that would actually be a 5% damage buff, but you don’t care about that, you want balance!

Oh? Another complaint? About the range? You’re ok with 1500 but not 2000 you say? Perfect! Lets have ANet change ALL projectiles to match their listed range! Grenades, traps, wells, and marks included!

A "less OP" rapid fire rework

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

You all are seriously over thinking this.

The best way to nerf Rapid Fire is to simply cut the number of arrows in half from 10 to 5. There you go, instant balance! Because now it’s identical to volley, which has never gotten a single complaint against it in 2 years! Wooooooooooooooot!

Rapid fire needs adjustment

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Posted by: Atherakhia.4086

Atherakhia.4086

In truth, vulnerability should probably be left out of the equation entirely simply because it’s a global condition. Openning Strikes in particular is going to be applied unreliably since you must exit combat to reset it (unless you take Remorseless which I’m confident very few people actually use). Do you agree?

How did DAOC deal with population & coverage?

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Posted by: Atherakhia.4086

Atherakhia.4086

The fronteirs were also enormous. Significantly larger than any single borderland. Population imbalances were handled how you’d expect them to be in a 3 way fight… 2 sides would team up or the third side would engage after the 2 stronger forces engaged.

Rapid fire needs adjustment

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

Alright, here’s my math to compare against Chrispy’s. I would appreciate someone double check it since we have 2 people quoting 30%. The largest error I found with Chrispy’s math is he’s ignoring Rifle has higher average weapon strength I believe?

Rapid Fire
3.75 Coefficient * 3000 Power * 1050 Strength / 2600 Armor = 4,543.27 damage
Considering the stacking vulnerability (.01+.02+…+.10/10):
4543.27 * 1.045 = 4,747.72 damage

Volley
3.0 Coefficient * 3000 Power * 1150 Strength / 2600 Armor = 3,980.77 damage
Considering Brutal Shot vulnerability:
3980.77 * 1.08 = 4,299.23 damage

This means if you use both vulnerabilities, the gap is only 10.43% different.

If you use only the Ranger’s vuln, it’s 19.27% better.

If you use no vulns, Rapid Fire is 14.13% stronger.

Keep in mind that these values are before traits.

(edited by Atherakhia.4086)