The whole condition mechanic needs a complete overhaul in this game.
Allowing conditions to be hit by toughness and things like protection would be a great start. But at the same time, things that lengthen and reduce condition duration need some kind of cap as well.
I’m fine with foods and runes and such existing. But they should be there as an alternative to traiting, not an addition to it.
1% reduction for every 100 armor is a reasonable starting point so long as condition duration is capped at something like a 60-140% range.
Warriors are very similar to Thieves where they are a fairly weak class overall but have a few very overpowered mechanics that mask their weaknesses.
There’s no way a Warrior should be able to heal 1k a second while maintaining insanely high condition damage and 30k hp. That’s absurd. But it’s the way things are. It’s much worse in WvW.
Healing Signet is insanely overpowered.
Stun duration is insanely overpowered.
Warrior Regen is insanely overpowered.
Burn is insanely overpowered.
Might stacking is insanely overpowered.
45k hp is insanely overpowered.
This really can’t be disputed and all need to be nerfed. And yes, we all acknowledge that the Warrior would be bottom tier when all this goes down. But until these types of things are brought into line the class will never improve.
I haven’t seen too much change in sPvP that made the slightest difference in WvW. The spirit change for example really didn’t impact WvW rangers one bit because the spirits have always sucked in WvW. The pet nerf a ways back also had limited impact because, again… WvW is not friendly to pets.
The only thing that truly suffers in this game with sPvP nerfs is dungeon crawls, but even then, most classes in this game suck in PvE too.
My issue with balancing around sPvP like ANet has been doing is more related to the fact that ALL changes done to the classes for the past year have been focused on balancing the classes around the existing sPvP meta. This means that classes haven’t grown at all. The weak areas have stayed the same. The strong areas have been nerfed. Nothing has been done to encourage diverse builds or play styles.
The Ranger is a great example of this as well. The Ranger class has no focus or role to play in this game. It’s power based options have never worked. Most skills are awful. Nearly every adjustment (either positive or negative) has been to push it more into a bunker/regen condi playstyle. The problems it had at release have gone unfixed. The areas that need only slight nudges to become useful have gone ignored in favor of reinforcing whatever sPvP meta is currently running.
The balance changes for sPvP have a valuable impact on WvW and I see very little harm in the changes made. The problem is ANet suffers from SEVERE tunnel vision and have let a number of classes wallow and die to the point WvW is dominated by about 4 classes and ANet doesn’t even appear to be aware of it.
The entire Ranger class doesn’t work in WvW. Why should their spirits be any different?
Meh didn’t find Rangers that “over the top” to begin with, but felt something should be changed. Dont know how I feel about this, Might drive them into the ground or may not. In some circumstances the lower CD itself can be considered a buff, in another a hassle or nerf.
Spirits were and are really easy to blow up, not that they needed to be hardier in that spec, they were certainly hardy enough however because of the threats of things like Necro, war and Engi’s as well, smashing the ranger became a problem with that kind of pressure. Ele, thief, mes, Guardian and another ranger were a lot more “ignorable”.
Now I’ll probably have to see RaO rangers lurking again and I hate that elite, srs.
Ideally it’s still in use, because rather that and traps then BM.Still think Base spirit range is too low (but its fine for spirit unbound range).
It was definitely the right change if for no other reason than the spirits now work consistently with other abilities. However, they are quite bad now and are in the same position as most other similar skills too… unused. But ANet did the right thing in changing them.
The larger problem is the miserable state the class is in to begin with and how, after a year, a lot of the things most other companies would consider QoL updates, haven’t happened.
The class still needs a 30 pt trait to make 75% of their skills useful.
Pet F2 abilities are still difficult to use effectively.
Pets still can’t hit moving targets reliably.
Many of the skills aren’t hitting 5 targets like they should.
Elite skill still doesn’t work reliably.
Weapons aren’t diverse enough (axe and sbow are very close in form and function).
Weapons have no internal synergy so no combos to execute to apply added pressure.
Weapons are very passive in nature so they’re very boring to use.
Very weak burst.
Very weak AE.
Very weak group support.
No class synergy.
I mean I could go on for ever… and a lot of these things are quite little and almost petty which should have been fixed a month after launch. ANet really does give the impression they haven’t a clue what they want the class to do or how they want to do it. They really have the worst implementation of the Ranger/Hunter profession I’ve seen in any MMO I’ve ever played.
i dont know why everyone want a longbow, still bad dps so only sword/gs but dont know if i rly need them, the stats are not so much better so i dont rly care ^^
Because longbow is the only weapon this class has that’s fun.
Will Rangers have a non-condition option in this game? I for one would love to actually play a RANGEr for a change in this game with Longbow.
Can’t they just half (or 1/4 of it) the damage of conditions in pvp ONLY , I think that would be easier than going skill by skill nerfing their effects.
Reduce the stack cap to 15 for boons and conditions in sPvP. Still have Burn which is wildly out of control.
-All spirits can now be launched, knocked down, and knocked back.
This was a bug fix which now will allow more counter-play when fighting spirits.
-Storm Spirit, Frost Spirit, Sun Spirit, Stone Spirit, and Spirit of Nature will now begin their recharge when the spirit dies instead of when the spirit is summoned.
-Storm Spirit, Frost Spirit, Sun Spirit, and Stone Spirit: Recharge has been reduced from 60 seconds to 25 seconds.
-Spirit of Nature: Recharge has been reduced from 240 seconds to 180 seconds.
Previously you were able to pre-cast spirits before a fight so that when they would die you could instantly re-summon them. This made it feel like there was little to no counter play. Players could take the time to AOE them down simply to have to deal with another set of spirits. These changes were made so that there is a time window where the ranger will be without spirits once they die. Since the spirits now die after their duration, we had to reduce the recharge to compensate. In fights where they are dying often, the shorter recharge is a buff.
Solar Flare: Fixed a bug so this skill no longer applies a duplicate infinite duration blind.
This was a simple bug fix removing unintended functionality.
That’s all well and good. I am fine with the change because it makes spirits more inline with other summonable pets. The problem is you guys failed to consider that most other summonable pets are worthless and are never used.
You all changed them exactly how I would have… but every patch you all make for the Ranger you reinforce my notion that you have no direction or goal you want the Ranger to fill. It’s already the least useful class in WvW. Has questionable value in PvE. Is the second most numerous class in the game, but I’d wager that statistic is only measuring how many people have one and not how many peopel actively play it.
I would love to hear just what role you feel the Ranger is supposed to fill in this game. No player I’ve spoken to has been able to come up with an answer. At least if we knew what you wanted the Ranger to actually do in this game we could focus our efforts suggesting ways to fulfil that goal.
For those of us at work… is it now a divinity rune with condition damage?
AI, passive offender class numero-uno deleted from the sPvP?
I could only dream.
Which is fine, I’m sure most Rangers won’t miss the Spirit build. The problem is the alternative build isn’t any better and will be next up on the QQ train. I’ll give it until Thursday before the Ranger condi burst is overpowered and burn needs to be nerfed to start dominating the sPvP forum.
You beat me fair and square? It must because your class has a low skill floor and mine requires too much effort.
But that said, Ranger is quite a passive and boring class to play. It’s not that the players want it that way mind you. It’s simply that way because ANet has forgotten they even made a Ranger class and a year later have no idea what they want the class to be.
Players have begged ANet to improve the QOL of Rangers for a year now. Nada.
so spirit rangers are just a summer thing to keep people entertained while on vacation? i can take that.
and other people are saying, “back to traps”, those bunker heal sig/lb/hammer warriors with high damage will just eat you alive.
i just tested 1v1ing a bunker engi and i got pwned hard, which was not the case during the prenerfed spirit ranger.
Thus the title of the thread. Thanks.
If pets didn’t count toward the AE limit, why should they be hit by AE? Pick and choose. I’d be fine with either outcome.
This change ensured that Ranger spirits have just as much value as most every other summonable minion/pet in the game—none. Which is fine, don’t get me wrong. If I were to nerf spirits this is exactly how I would have done it. But I wouldn’t have been so shortsighted as to think the class would still function with a change like this without improvements elsewhere.
Oh well. Back to trap condition spam I guess, or as we in the Ranger community call it: half-[censored] engineer.
than what would signet of the hunt do? i use it all the time but if this trait would come i’d probably go with signet of renewal instead. i never actually activate signet of the hunt, i only use it for its passive. elementalists have a +25% movement speed stunbreaker signet :/
Elementalists and Thieves have the same trait and signet combo.
How so? Buffed? Wut
It’s not so much a buff as it is a double edged sword. In one situation, if something unfortunately goes wrong and somebody nukes all of your spirits right after they are summoned, your recharge is going to be considerably shorter than with their previous function. So in one way it could help you, but this will punish those rangers who mindlessly run in expecting everything to just fall into place.
In our previous function the pet would be resummoned and would be up for the 10 or so seconds it took for someone to AE them down again. Now any class will simply AE them all down in about 2 seconds and they’ll be gone for 30 seconds.
They’re about on part with every other pet in the game now. And by that I mean worthless. It’s fine though… we’re one step closer to have a 7 class game like ANet apparently wants.
Has anyone tried the spirits yet? Do they still have a duration of 1minute? Or are they permanent till dead?
As for the change, this is exactly how I would have changed them. But I would have liked to have seen them move on their own without a 30 pt trait. Would have also been nice if they adjusted the spirits to hit 5 targets with their AE instead of only 3 which was rumored in another thread (I never tested the spirits myself).
On the flip side, the pets are probably now just as useless as all other summonable pets like others have already said. Will be nice to see Rangers disappear from this game entirely.
Why not suggest another build for them to try? The ranger will play the same regardless of build because it’s such a poorly designed class. You’ll either player spirits or you’ll play traps. Both will be condition bunker/regen builds.
Perhaps someday they’ll increase the effectiveness of Ranger power builds to the point they could be competetive. Maybe someday there will be some sort of synergy built within the weapons so they can actually provide burst/pressure to win a match instead of plinking away with auto attacks 24/7 stacking conditions. Perhaps some day the pets will actually land an F2 skill twice in a row and the pet will be improved so the player can control their secondary abilities. I’m personally not holding out much hope so I’m not sure what more you want? The players have done all they can do.
Whilst I don’t think they need to be touched in PvE, especially with Rangers in general being one of the worst PvE professions
Why do people still say this? Ranger was one of the professions that helped obtain the fastest speed clear of CoF at approximately 5 minutes. Their frost spirit is such a huge boon to group dps and is completely unique of things like might stacking (IE, no other class can provide frost spirit’s dps boost).
I agree the pet does need a lot of work in pve settings, but it appears frost spirit alone is more than enough to justify bringing at least one ranger along in a dungeon/fractal.
Because that group wouldn’t have finished the instance if they swapped out one of the thieves with a second ranger.
I’d just like to know if we’ll ever get to the point where power builds for classes actually work. Back when the game launched they were popular because people will still learning the ropes. But once bunkers took over they disappeared. That then lead to the condi meta we have now.
It would also be nice if Rangers had a real power option to choose from instead of nothing but conditions.
Being able to move without a 30pt trait would be nice too :/
I’m not convinced it’s a spirit issue. The only spirits that are strong offensively is Sun spirit due to the burn. Defensively it’s Nature. The other spirits are there to soak AE, do the AE burst from storm, and that’s it.
I think they need to rethink condition damage in general, and burn in particular first. Take the Necromancer. That class hasn’t changed much other than Dhuumfire recently, and the nerfherd wasn’t knockin’ until they got burn. It’s the same with Engineers.
Now as for spirits in general, I can see the arguments people have. The cooldown timers probably shouldn’t start until after the spirit is killed as it is excessive spawning a spirit right after it dies. Especially since they activate when they die as well.
But beyond that I don’t really see the issue as being unique to the Ranger profession. If they want to nerf it (which they are judging from comments in the sPvP forum) that’s fine.. but I hope they open up the class to other methods of play if they are going to touch the only viable one that exists right now.
Would be nice. I still use signet of the hunt :/
my 2 copper. I have been playing Ranger since release, so much I actually rolled a second one because my Azura was unsightly and I decided I needed a better carrier for a legendary if I was gonna spend the time on a piece. instead of a mini legendary due to the Azura model scale.
Heres a video of my Ranger in WvW with the current build, running Ranged Longbow bunker style build with condition damage and survival gear. Ranger for 2440 played hrs…
I can tell you, I am fully happy with the ranger AS IS. Pet is a lil bumbly, but saved my kitten in the 2v1 in this vid.
Not going to say a word…
I will for you… your video does a good job showing off just how inconsequential the Ranger class can be in WvW. Thanks for this. It’s a toss up between this one and the spirit ranger owning face while clicking his buttons with his mouse that best demonstrates why this class is in most of need of change.
And I don’t mean to say you’re a bad player. Just that plinking away at people 300 damage a second and bursting for 3k damage over 5 seconds isn’t contributing a single thing to WvW other than being a body for the 5 man AE cap the enemy throws at your zerg.
They really are trying to kill their game off. There’s no other explanation for this. You’re going to pair servers that haven’t ever faced off in over a year of this game for good reason. Your player base will get tired of fighting 2/3/4/5:1 odds and simply not log on for the remainder of that week.
All they need to do is fix the rate at which aoe dmg/agony affects pets, give us a pure pet based heal ability attached to them and let us revive them instead of the 60 second cd timer when both are down from excessive aoe dmg.
I don’t see the reason pets take AE damage at all. At the very least, they should take considerably reduced damage from AEs. I know ANet is concerned about Rangers using their pets to tank and being able to avoid AE damage could be seen as overpowered. But the bosses are still targeting things and their melee attacks are usually strong enough to down the pet in a hit or 2 as it is. If a boss is actively targeting the pet, let it die. But if it’s splash damage? Come on…
This is why I hate the MMO genre… everyone is always trying to reinvent the wheel. The idea should be to improve upon it. WoW handled pets very well after a year or 2 of patches. I don’t know why GW2 would have a starting point so far below where WoW was at launch. Let alone a year later and still not having a viable pet mechanic in place.
Haven’t decided yet. I know I’ll only be making a longbow. GS is almost entirely used as a defensive/escape tool for me. It will very likely be Berserkers. If they allow us to craft cavaliers, I’d do that instead.
The 60s CD would be fine IF we still had a way to Rez the pet without the swap, the 60s swap CD was balanced around that being an instant way to Rez our pet vs 3s of being vulnerable while rezzing them.
They need to either give us another way to get our pet back up, or should drop the CD to 30-40s instead.
I don’t really see the issue since we have a second pet. If we only had one and couldn’t swap, I’d agree. Perhaps attach a reduction in res time with commanding voice to do what you’re asking.
That said, I don’t want to say I think pets are fine. They’re absolute garbage. But this mechanic I’d be fine with if the pet actually was worth anything to begin with and I wouldn’t want to see them try and bandaid the problem by doing this kind of stuff rather than fix actual pets.
The internal recharge time to revive a dead pet in combat is the time it takes to switch to your other pet. Right?
The pet swap is instant so short of your pet being 1 shot, I don’t see there being an issue. Just swap and hit the normal swap timer before it dies.
I honestly have no problem with the way swaps and pet revives work. The Ranger #3 skill on downed is horribly overpowered, but I’m a Ranger so I really don’t advocate for nerfs to the class I play. Doesn’t mean I can’t admit to it being overpowered.
they lose magic find. Aren’t compensated at all.
Compare the dps and survivability to other classes yourself. Fanboys will tell you that the Ranger is fine as is, and people that have played the Ranger class since GW1 will tell you that it sucks. I can tell you from personal experience, because I’ve played GW1, that the Ranger class has sucked and will continue to suck for the rest of GW2’s career.
But you don’t have to take other people’s opinion on it. Just compare for yourself.
Funny, because I’ve played Ranger since GW1 and think it’s… I dunno if I’d say “fine”, as there are many mechanics that at least need some attention (like Pet AI), but I hang in there with the big damage dealers just fine, thank you very much.
tl;dr version: Your claim is incorrect, because Ranger certainly doesn’t suck.
Is it the Ranger doesn’t suck or everyone you grouped with sucked which made you have a inflated opinion of your own abilities?
Fact of the matter is that a Ranger was in the group for the CoF speed clear which currently holds the top time. It’s a really simple question. If the Ranger was so good, why didn’t the group drop one of their Thieves in favor of a second Ranger? It’s not like the Thief brought any utility to the group. The Thief is the only class in the game to provide less utility than a Ranger.
The class is bottom tier. If the class lived up to your opinion of it, more people would have taken notice of it. Rangers would be called out in WvW to provide something useful. Berserker Warriors wouldn’t be the only class wanted in triplicate in groups. The class would have had another option than always the Bunker/Regen build with condis in sPvP.
This is still an MMO and word travels quick. If the Ranger was good it would have a better reputation in this game than it does. There’s just so very much wrong with the class and so very little effort has been done to improve it I’m honestly curious if they removed the class tomorrow if anyone but the actual Ranger players would notice.
So ANet acknowledges there’s a huge imbalance when it comes to WvW participation on the servers and you’re still going to go forward with a WvW tournament?
Bottom tier.
ANet didn’t clearly define the role or function of the class. It’s like they cut their coefficients by 25% and gave them a pet the day before the game launched. That’s how poorly thought out the class is.
I mostly WvW… you know when a class is awful when you can count the number of times you’ve hear a commander call out the class to do something. Never heard a commander ask the Ranger to do anything. The closest I’ve heard it come is ‘put water field on door’. That’s it.
GW2 probably has the absolute worst implementation of the ranger class I’ve ever seen in any MMO.
Didn’t the winning team only have 1 ranger? And didn’t the winning team’s warrior shut down the other rangers the whole match? Why are we still talking about spirit rangers?
30/20/20/0/0 will do both well enough.
@TexZero
Anet have said we can trade our magic find gear into another stat set of our choice which is fine in my book. So long as we don’t get a very limited choice. I would be more than happy to turn my magic find gear into one of these new types (dire looks nice) or maybe even sentinels. But Anet have not yet said if those will be available to choose.Another stat that we get no choice in, check their blog post.
A -> B
C-> D
E -> FThere is no oh hey i have set A and i want stat combination F. You have no say, effectively Anet is punishing people for playing the game and investing in those items.
Pretty sure the A to B connection you’re making is only for newly crafted stuff after the patch. Explorer’s is turning into one stat, Travellers to another, etc. They’ve said we can choose our stats on pre-existing gear.
We’ll see how limited it is on Tuesday I guess.
You’re late to the game. Longbow condition warriors are complained about all the time on the Warrior and WvW forums.
The largest complaint I had with the Ranger class since the moment I first started playing it was how boring the class was to play. The vast majority of your time is spent auto-attacking with each weapon while you wait to use most of the other skills defensively. As you mentioned, there is no ‘combo’ or synergy with any of the weapon options.
The next issue I had with the class is too much of the class is devoted to the pet and yet ANet hasn’t fleshed out the pet enough to warrant its use. When all is said and done, the pet acts as little more than a DOT. The F2 abilities are near impossible to use strategically and instead are only effective point blank when the target is actively engaging you. ANet handicaps the player for using the pet, but they never bothered to flesh out the pet enough where it was more beneficial than a hindrance.
Now you mention that the class has always functioned well in structured combat, but even when doing ‘well’, it was never more than a bunker/regen class that used conditions. It has never had an effective power option, and the primary reason for this is the lack of on-demand burst, poor AE, and low coefficients on their attacks.
They really need to either flesh out the pet mechanic so it actually adds something to the class, or they need to scrap it and just move it further down the path where it’s little more than a DOT. A more responsive F2. Secondary attacks set to be player controlled, and the pet actually being able to hit moving targets are all things that need to happen or you may as well remove the pet entirely.
The weapons need to have more synergy within themselves. Why doesn’t the longbow have an aimed shot that does high damage? It now has a knockback to move a target to the higher tiered damage range of the weapon. It has a stealth that allows you to reset openning strikes, and then it has …. nothing. It can’t follow this up with anything but a Rapid Fire which is actually only about 10% more damage than auto attack over the same time frame. Similar issues exist with pretty much all weapons.
Of all the classes I play, the Ranger is without doubt the most boring and shallow of them all. The Ranger in GW2 is easily the worst implementation of the Ranger archetype I’ve ever seen in any MMO.
Mes is very fun to play. I haven’t touched the ele. If there was some constant speed buff I could use with the Mes that’d be my main. I imagine in the end I won’t have a main anymore. It’ll just be a choice between my five 80s that fits the situation best… Like when it comes time to use the forge I will use my Ranger — when I can perma-stow my pet my Ranger will be my main again.
I don’t want perma stow on the pet (unless they completely revamp the pet mechanic) because that’d just be a bandaid fix, but i’m sick of being second rate just due to my prof, it’s annoying. When i can go and play a mesmer or ele and be significantly better at them than my ranger just because they’re not kitten… somethings wrong (have been playing ranger almost exclusively, key word ALMOST, for over a year).
Hopefully they’ll just get their head out of their kitten and get us balanced WITHOUT 100% pet uptime in mind. Or make the pet actually able to do 100% pet uptime OR make the pet more like how BM hunters were in WoW where it was a lot of procs that buffed your pet which caused them to proc stuff to buff you.
When you sit down and really think about what the pet is in this game, it’s effectively a DOT. You apply it to a target, it ticks for about 1k every 3-4 seconds, the end. While more beneficial than a DOT simply because it can’t be cleansed… I’m not sure it’s powerful enough to warrant a coefficient adjustment on all our weapon attacks just because it exists.
If they would have treated the pet as nothing more than a DOT from the beginning instead of trying to make it more than their programmers are capable of allowing the pet to be, this class wouldn’t be in nearly as bad a shape as it is right now.
They could have made all the pets do the same damage, have the same health and armor, and have the same rough skills. Since this class has such an obscene lack of burst and utility options, this is where they could have made the pets a more valuable addition to this class so they weren’t so boring. Each pet family had a unique aura and a unique F2 ability that either provided high burst or extra utility. Granted this class would have turned more into a bard maybe, but so be it. At least the class would have a functional role to fill in this game.
We’ve seen WvW suffer for a year straight at the expense of sPvP monopolizing all of the dev’s attention. So I’m not really shedding any tears for the more fanatical sPvP community. But at the same time, it’s a shame they’ve chosen to focus on a single game mode for a year now as well.
I understand their comment about not wanting to have empty games because people don’t like certain modes… but a CTF style map is all but mandatory in this day and age and the fact that they’ve ignored it is mind boggling.
At this point in the game I was at least expecting a real CTF mode and a real GvG mode being made available by now. Now we learn these things aren’t even on their radar.
Ugh. It’s confirmed. There’s no way this is going to end up “fun” for T8 matched up with T1.
So you basically get a reward on your server because you’re stacked. Unbelievable. It’s just…..mindboggling. Stacked servers will now get MORE stacked because they want the rewards.
Did anyone actually THINK about this change before doing it?
My guess is that the 4 leagues will be 1-6, 7-12, 13-18, 19-24. T1 isn’t going to be matched up with T8 unless someone at ANet is a terrible troll.
He said it would be 2×12, not 4×6.
This makes no sense AT ALL in any case. We already know how the servers rank. I (anyone) will be able to tell you the winners, and which order they won in, before a season even starts.
WvW is a completely stacked system. You’re basically rewarding servers for having more players with a league system. It’s not a fair matchup system anyway, and then you throw this in and it’s just abhorrently bad now. I’m flabbergasted.
Yea, unless they open up free transfers from specific realms to others (can’t just open up free transfers to the bottom tier and expect a balanced outcome) it’s a bust. I’m not looking forward to fighting against 8 of the 12 servers we’ll be paired with. The population disparity and night time coverage is abysmal.
It’s like they’re intentionally trying to drive their game into the dirt. It will just annoy whole servers of WvW’ers when they’re paired against such lopsided servers.
May as well call it Night Cap League. There’s no balance whatsoever in WvW :/
Hopefully when a dev finally does come to specifically address Ranger issues & work-abouts, we don’t scare him/her off with endless rants. We gotta keep cool heads and construct meaningful debate & counter-argument.
Wouldn’t hold your breath. We have a year of pent up frustration and rage. There will be some foaming at the mouth. It’s to be expected when you could remove this class tomorrow and the only people who would notice are the Ranger players themselves.
Someone in another thread brought up an interesting idea. Attach boon removal to barrage. Since the skill is border line useless due to retaliation.
LOL!
I really hope they merge some servers before this crap starts. I can already tell you the exact order of the bottom 4 servers which will likely get nothing out of this.
They better reward players appropriately for their efforts. This isn’t WoW (not even close) so making it so only 1 player out of 80 gets something for their effort isn’t going to fly. If the encounter is fun, they’ll come back. If it sucks, no one will want to do it a second time regardless of the reward. If it’s another .0001% chance at a skin I’m going to pass.
Just a notice – what are spirit rangers built for? Are they, in comparison to other classes, built around their weapon sets providing as much evade as they can, all while having random on hit boon procs from every attack?
I think a way to balance spirit ranger is to have the on hit effects have a global cooldown, let’s say around 2-3s for each proc per player – but that would defeat the purpose of spirit rangers. Another fix could be reducing the duration of the on-hit effects, as the ranger might be able to boon stack easily.
To counter the change, improve the ranger’s longbow so that it has better power scaling options. Currently, shortbow > longbow since you have ok conditions with it. What if longbow was boosted back to good power, but only if – and only if – the range was >600 or more? Realigning traits to improve the ranger’s power options at a good distance might make rangers excellent ranged DPS but once you do get close, a ranger is effectively gutted.
I don’t have any other ideas to balance out stuff, since this does not take into account pet stuffs, so yeah.
They already have a 10second cooldown. You will only proc the burn once every 10 seconds. So now that the ‘nerf’ is 3 times stronger than what you suggested, what would we buff now?
Still waiting for that blog post…