Define improve. Remember the big changes patch?
I can only guess the set the activity for the day to eliminate the potential for queue times.
I think you meant duo, or are you trying to rename deer rank?
I’ve checked the healing skills and ours are just sooo bad.
No good cleanishing, barely acceptable values, long recharges and casts, etc.
I can only guess they were originally designed with the idea that only Heal as One (and the regen procs from healing spring) was the only healing skill to directly effect the pet, then somewhere that changed and they’ve never been to up to date on direction of ranger design and what the game itself focuses on.
I don’t think that weapons will be tied Tor legends. In the PoI video the revenant switched stances without any effect on the weapons (no weapon swap)
It may be that some weapons are better used with some legends but I think the choice of the weapon(s) in combination with the choice of the legends will give you some diversity. Actually I’m looking forward to the profession and I will try it … If I like I’ll play
But you’re right you are not the only one who likes to play it “the own way” :-)
Pretty much this, it seems that the weapons we have seen are ‘designed’ to complement certain legends, that in no way will limit what weapons (out of those available) what you choose to run. Example say you love axe/axe and dislike the legends associated with the mainhand axe or the offhand you could still run King Dwarf and Lengend-Not-Yet-Shown-to-Us (who was designed to end worlds with greatsword) if you so chose.
Tell me why conditions work in pvp then.
The original combat system was designed with small scale conquest mode spvp in mind.
Also simply put the characters do not deal well with enough condition pressure as they saw after launch raw hit points (the only non cleanse defense against conditions) was the general design strategy applied to warrior. It did not work, queue up months of whining and you get things like Cleasnsing Ire and Dodged March.
Aggro in general are a mess I was playing around (back when they changed the leash length/timing on pet skills) and notice that at certain distance all I had to do was move forward (nothing else hadn’t been attacking) and creatures would consistently run past the pet to engage my ranger the would have to kill it then start the testing all over again.
While it would be something that they could do that would have little/no effect on balance and at the same time add a little something to Ranger, I would say that the amount of effort required on Anet’s part would be too much for the sake of one profession.
Trap based build running around without a stun break. Good luck there.
The is no discussion here you are convinced on you point and other disagree with you, Ranger has almost no place in wvw (especially the aspects of that mode that give tangible rewards) and are stuck with a mechanic (which they can’t use at that max range you think is so out of hand) that melts in the zerg fest.
The mobility isn’t all that high when considering that what the real mobility based profession possess
You do know that engineers can trait for 1500 range grenade right?
But this is the ranger subforum it wouldn’t be a normal day if there isn’t at least one misguided illthoughtlout attack on the profession.
The might stacking aspect of the skill is horrendous given how often pets actually hit moving targets in pvp. And if I’m gonna sacrifice an elite slot with a 120 sec recharge for just fury that an ele or warrior can fart anytime without using an elite, I’m gonna be annoyed.
People use RaO for the stability, otherwise it’s a terrible skill.
Doesn’t matter what people use it for, it will all come down to want the designers think it is for.
On word: reflection.
Here a freebie: Line of Sight.
If they decide that the skill is primarily on offense skill (focus on the fury/might stacking) then we may be lucky to see 5 stacks on the ranger and maybe 10 on the pet.
I think anet nerfed the pets a little too hard, at least from a spvp standpoint. I could invest every point into maximizing pet dps along with sic em and even then its not enough to pressure a player. I would assume wvw players run more regen/tankiness then the spvp counterparts.
The problem is the perception of the pets, if they perform at the level they need to be at then players that lose to a ranger will site the pet as a easy win button (not that there aren’t ones that do that now), so rangers are stuck with an under performing mandatory mechanic all the while any positive adjustments to the profession is complained about as ‘overpowered’.
But I’ve been posting that thought on the pet/pet system for almost 2 years now.
If they insist on not directly improving the pet then they should start building most synergy between the two, such as having pet skills directly affect the ranger similarly to Crippling Shot/Winter’s Bite effects the pet’s next attack(s).
Too likely to be abused.
Does anybody think it’s realistic to balance 80 traits so that they are all useful but never game-breaking across three very different game modes? I think if you get 20 to be useful, you’re doing pretty well.
If that is the case then numerous traits should probably be trimmed merged with others or made baseline as they are a waste of space at best and an illusion of choice at worst.
The only reason I brought it up adept majors/minor are in a often close in power (sadly) and with almost every profession low access endurance recovery was cut in half, so it kind of stands out as the it is also in a trait line that is not being avoided at all, otherwise I could see an increase in the recharge.
At this point it is sound like the profession is in a dire situation as a simplified example Dagger Dagger Elementalist is 3, and 3 is too large, but the changes to get it down to 2 (target number), will place other builds at 1 (which is too weak).
On the reflection I can hope they are learning from the mistake that mechanic is. Could you imagine if retaliation worked in a similar manner (I know in some encounters it is fairly bad as creatures within the game generally have inflated stats)? Reflection probably should have been based on the stat of the user not of the attacker that was reflected. As is complete negating the projectiles is already a strong effect.
What would switching the placements of arcane resurrection (down to adept) and renewing stamina (up to master) do to the situation otherwise without changing the traits?
At least for PvE the issue fall completely on content/game design the entire game is balanced around small scale encounters, and against the limited stat available to players while the PvE design does not follow the basics in which they built the game on. So while certain traits/skills work in one mode (if that) they may not function well in the game as a whole i.e. too situational in design/limited in effect.
It kind of remind me of the issue that they brought up when the “animation fix” reduced the rate of fire on the ranger shortbow, they sited that just hitting one is not engaging, but when looking that the other skills they cause a loss of damage when used in the proper situation that the skill was designed to used for and pointless to use just for the sake of doing something other than an autoattack.
Nerf what exactly? A staff celestial uses exactly the same trait set up of a D/D, still nobody complaints about it, why?
I think it’s got to do with the d/d ele 1vs1 capabilities, basically all complaints are based on 1vs1 scenarios..unless you find me a single :" nerf staff " thread.Staff eles uses elemental attunement, somes take elemental shielding and they can stack might just as good, so what’s the difference?..you tell me.
After all 90% of nerf threads are based on 1vs1 scenarios
That being the case then perhaps the dagger/dagger setup needs to be adjusted on its own first, but I have a feeling that this option would ‘ruin’ the profession for those that enjoy the profession as it is.
Is it botting or exploiting, no it is not. The misuse of these terms is getting out of hand, really. For your scenario, it should not work. The events scaling system, as far as I understand it, is designed to discern between active and inactive players. You and your pet wouldn’t draw aggro if idle for some time. Which means you wouldn’t get a reward then. If you drew aggro, from any of the SW mobs, you’d certainly find a dead character when you returned to the game. Unless you were saved by active players. Which is then leeching and well, you shouldn’t do that at all. Have you not seen the many complaint threads of AFK in the SW?
Not entirely sure on that as I have parked myself in fairly isolated corner in SW or DT and went away from keyboard briefly (i.e answer door for delivery, get a drink, or use the bathroom) and returned to have event credit and loot, but that more might be people attempting to pull creatures onto me during a event though.
Define “trait heavy dependency”. Cause in turret’s case we’re talking about at least 4 or 5 traits, eventually with multiple grandmaster traits involved.
Also, the other professions have two weapons (or four attunements). They are balanced differently to start with. If you want the engineer to be like them, give also the same advantage they all share – a second weapon. Cause the toolbelt alone doesn’t warrant its lack.
Defining trait heavy are some/all of the skills completely useless without some/all of associated traits/seeming balanced around the traited versions as oppose to the baseline skill.
Some more damage does not a counterplay make. It’s the same as any damage modifier. It just stacks in relation to boons. It can be anywhere between bad (0-2 boons) to great (5+boons). But still worthless against a lich form necro with stability!
I am just pointing out that the boon-hate that was built into the warrior profession and was discussed in a ready up, whether or not you find it useful is not really the point as the designer place it as an option, which is still more than some profession have access to.
Well there is the issue of rangers leaving the pet on aggressive and having this kill things, an example often sighted as ‘botting’ while still being in the basic design of the game.
With the current clarification thread I think Rampage as one could potentially be in a bad spot as the are assessing the skills based on intended focus so… Only time will tell for sure.
As i said above – if you expect them to go down quickly while being fully traited for, you’re asking them to be useless. Without them out, the engineer has just a single main weapon that is even weaker than other main weapons by design. The engineer is nothing without his utilities, whatever they may be.
And it isn’t like the turret engineer has no risks, anyway – you can’t CC or condi his turrets, but sure you can do that with him. And when he has 3 turrets out, he can’t have stun breakers (outside of detonating thumper turret and use his toolbelt) or condi cleanse (only the two provided by the healing turret). The engineer itself ends up being the weakest link of the chain, but it couldn’t be otherwise – everything is spent to make turrets better.And what i would like to avoid to see is another “grenade kit” situation, where they completely gutted the base kit because piling up a ton of traits made the traited kit strong. Forcing people that wanted to use said kit to trait for it to be viable.
If they have to trim down turrets because the traited ones are an issue, just delete some of those 8 traits instead.
But even then that won’t solve the second issue – you can’t expect much active play when you have only 5 weapon skills at your disposal, plus some turret overcharges. And turret overcharges can’t be simply shortened down, as they’re often tied with CC.
Sure, they could lessen the autoattack damage and make overcharge skills deal more damage, but what would change then? People would complain cause their bursts are too strong. The situation isn’t something that simple to solve.
And making them useless like many want to isn’t a solution, anyway.
Why should that skill set be the consider for such treatment there, there are skill sets across numerous profession that are trait heavy dependency by design?
If it wasn’t be too much work (and require more balancing patches to ensure functionality) then I would suggest variation of the stat allotments so that the stat sets would be balanced around the profession in questioned.
Report them, it’s what I do.
I do and so do my friends. However, I see the same players doing the same thing every day.
Where is the accountability?
They tend to allow a lot for/as “passion” about the mode. That and I would guess that the mode can’t really afford the population loss that a purge of the toxicity would inflict on it.
I’d have to look at it, but what I remember was Peters went from stating it was fine and working as intended to “I’ll look into it” and finally “passing it on” after trying to mess with it himself and then there has been no word about it.
I can only guess that it take a bit of coaxing to get him to look/post on the ranger forums after the excitement of jellyfish color/skin change and the “big changes” aquaman patch (which demands a do over as they have given up on underwater combat)
That and I did not choose the pet class, i chose the bowman class. Ranger is the only class that can use both bows and also has the feel of a bowman, rather than a tactical nuker tank machine or a teleporting circus act (warrior and thief).
Well there is always keeping your fingers crossed that one of the specialization will fulfill your need for an archer. The archetype was one of the pieces off the cutting room floor that (along with warden and I would guess beastmaster) that (mal)formed the ranger as we have it, but I would guess doesn’t fit as a concept that they wanted for their game.
So long as the blob is both the “sword and the shield” and mechanics in the game remained forced on a 5v5 model I can’t see any improvement.
So basically they whined their way out of change like the mesmers did on Deceptive Evasion.
A pet with some sort of boon strip would be helpful with the potential of boon removing being vital to new content.
Unless they have changed their view on boon removal/hate then ranger will never get that as it is an intended weakness of the profession. Similarly could be said on the whole AoE situation. Funny though there are so many complains from other profession about the general strength/focus that the developers are allowing rangers to keep. Just can’t win with there I guess.
Just the very existence of thief will limit the amount to stealth ranger will receive less the two be too similar.
As for that I can’t think of many profession that between two weapon sets have that 2 blast finishers so I can’t really sympathize with them there.
I can only assume that their vigor trait was untouched due to being a major trait (whimsy logic at best as the profession is loath to avoid that traitline so the not like it is costing much) similarly to the endurance recover of signet of stamina that escape the systematic hunt for low investment sources of endurance recovery.
remove some blast finishers and ele will be balanced. cele warrior does not feel overpowered to me, nor does cele engi.
Funny thing is a think there is a thread going on the Ele subforum asking for another skill to be made into a blast finisher.
i understand that a lot of people might see what i’ve said about spirits to be too powerful
There still a subset in the community that think spirits (as they are now) are overpowered just for being use to bodyblock/add targets towards the target caps regardless of the effect/uses of the individual skills.
That’s true, but why should it be more important for THE pet class ingame (implementation of it aside) to make pets optional, than giving the Ranger a proper working Pet?
I’ve never said anything about the removal/making them optional I am just stating that there are reasons for them to complain about them and that ANet doesn’t want to use the resources to really get the pets to up to the functionality that is needed for the kind of game they have created.
Not too long after launch I posted my view on the pets that the Developers are in bad place where the profession is as if the pet performs at a level where it is not a detriment to the player they risk the perception that the ranger as been given a “easy button” especially with the focus on the cluster that is spvp (which seemed to be the driving focus of skill/trait balance with little/no consideration for PvE nor WvW).
The end result is a profession where the effort to effect ratio is no where near a good place and even after putting the time to ‘master’ the profession could be generally put towards a profession with a higher skill floor and ceiling that rewards the players effort to effect.
Choosing the Pet class and complaining about a pet being there…. seriously?
If the pet is under performing/limiting the ‘pet class’ then there will be complaints about it. They poorly implement the pet system and the it is currently too much work to fix so where does that leave the profession?
He’s referring to how other classes can strip boons for counterplay, but warriors can not strip boons for counterplay. So warriors have no counterplay against boons, while other classes do.
Lich form necro comes to mind…Stab makes them completely ridiculous and impossible to deal with as a warrior.
Actually they designed in a boon-hate mechanic in warrior, while it isn’t boon-strip/steal it is more than some professions that do not have interact with countering boons at all have.
http://wiki.guildwars2.com/wiki/Destruction_of_the_Empowered
So for some I am gathering some find the old version is useless, but for others the new version is too strong and there isn’t really a inbetween right now?
And edge of the mists was never supposed for leveling and learning. It was designed for WvW people while waiting in the Q. PvE people screwed the place up. Now everyone thinks what’s happens over there is normal.
But in designing it as basically “the teams are madeup and the points don’t matter”, they set Edge up for failure. The only good that comes from it now (which is still poisonous for the mode in general) is that is allow people on lower population servers (that won’t/can’t tranfer) and outlet for a mode beyond being a walking loot bag.
The skill has been like that since before SotF came out last April, so I don’t think that’s a valid reason to why the skill was like that in the first place. Not all builds that use Lightning Reflexes use SotF either, especially power builds. I don’t see an issue with clearing movement impairing conditions +2 when using SotF. It’s a grandmaster trait, you shouldn’t have to use it for the skill to do what similar skills do.
You do realize it took them almost (over if you count the prebeta development stages) to give the ranger signets that work like they do on other profession without a grandmaster trait.
It is part of ranger they got this overexpection of the its performance and design built in handicaps all the while avoiding the issue that the behavior system they designed is would have been find in a 10-15 year old stand and cast game, but for the action based combat system that they are so proud of it has no place.
I’m not sure why everyone has to leave snarky and unhelpful responses when you are legitimately asking for help…
It is hard to tell what it is that is blowing you up, as there weren’t any stealth changes as far as I know. It would help if you did as Teutos suggested and made a chat tab for incoming damage. This would help us diagnose what your opponent is doing and offer suggestions to avoid it.
It because it make them feel better, putting someone else down, and the need for superiority that runs rampant in ‘competitive’ gaming.
B-but I can’t! It’s going to drive me mad O_e
MADNESS, This. Is. RANGER
Warriors still have top tier dps
F
A
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S
E
Still in a better spot than the profession in 6th 7th and 8th place. But from what I gather there are parts of this community that will not settle for anything short of 1st or 2nd though.
I will accept any non-account or soul bound loot that you do not want.
Guys remember that on Pax east they will probably release more information about WvW and one of the things they said at the last pax was they want defending for ex a keep or a tower more rewarding. So keep your eyes up for more information
I think they are still to worried about defense being too bot-friendly to really make defense truly rewarding. I can only guess that by rewarding they are going to give some sort of scoring adjustment for defense to make it more valuable to defend vs just taking it back later.