Showing Posts For Bran.7425:

Parties can now do PvP Matches together ...

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

Pets have been hidden due to rising Player complaints.

Why can't a party play Toypocalypse together?

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

Unfortunately that is working as intended.
https://forum-en.gw2archive.eu/forum/support/bugs/Toypocalypse-and-Parties

I have add a thread about the separation of Activities from sPvP to see if we can avoid changes like this in the future.

I do wonder if issue had only affected activities and not spvp would they have made the same decision?

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Separation of Activities and sPvP

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

Is there any chance we could get a total separation of these two very different systems?

That way there could be addition options to the Activity side of the game. With some polish I could really see a Keg Brawl league (with preformed/guild teams). Also it would prevent any seasonal activities from potentially breaking spvp.

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Suggestion: No whispering blocked players

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

get your skin thick enough to resist the first salvo of ragewhispers, and then block and report for verbal abuse. they deserve a time out for cyberbullying, and anet will give it to them, but only if you tell on them.

I doubt they will do anything to them as Anet seems to have a very lax policy where the sPvP community is concerned. Usually their verbal abuse is hand waved off as “passion” about the mode. Not to mention that for some reason that kind of behavior somehow became part of the norm for PvP in general (not just in guild wars, but any conflict based gaming).

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ArenaNet, how do you nerf defense?

in Profession Balance

Posted by: Bran.7425

Bran.7425

All these pointless threads about ele beeing OP…

1. Ele was abyssmal bad before the last big changes because it lacked defense, sustained damage and got eaten alive by conditions if specced only slightly bursty.
2. Ele had it’s defense buffed by a tiny bit. However those changes alone would have made ele a subpar bunker at best – nothing more.
3. Anet then had the brilliant idea to completely overhaul runes and sigils to completely destroy balancing attempts made so far. These changes gave ele the sustained damage it never really had.

Problem now (not only with ele though): ele is a bunker that (thanks to might) also deals an acceptable amount of damage and lames enemies to death.
However, if you nerf defense ele will propably once again disappear from the screen because it’s (even now with defensive speccs) relativeley prone to spike-damage and condition-spam which then will be even worse.
A nerf to runes/sigils/celestial amulet on the other hand will degrade ele to nothing more but a somewhat nasty bunker.

Since the release of the game ele was always forced to play kinda bunkerish due to low base-stats and no active defense-mechanisms. Those things won’t change so (sadly) the ele will continue to be pushed into bunker-speccs.

possible solution: buff base-stats, then you can both

  • nerf defensive traits and indirectly make offensive builds more appealing/efficient
  • in turn nerf runes or whatever because more offensives speccs will give ele enough damage to compensate for this.

Eles could then still build bunkerish if they want to (won’t deal damage though because they lack offensive traits) and at the same time more offensive builds would also be viable because with base-defense buffed you won’t miss those (atm) obligatory defensive traits/utilities and have enough points to invest in offensive traits.

-> problems solved

Problem being shortness of memory, early on the profession was top of food chain, and then they adjusted (which for some destroyed elementalist) gradually the were more adjustment and there are again problems to balance around. In one of the state of the games (or really early ready ups) I recall Chaplin stating that elemental balance could back to aspect predator again with only tiny buffs.

What do can they really do with that at this point? Most likely they will choose to bring options down first then see what happens so Wack-a-mole is likely to be the fate of the elementalist.

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Dervish the Next Class?

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

I think Dervish will be the next class to be released. I personally feel the lore can be made to work, but if you don’t think that way, then at least a dervish equivalent (perhaps calling upon the powers of the eternal alchemy with further study of the dragons instead of the human gods) will be what is next.

Maybe Taimi in her studies of the visions and Scarlet’s notes will find a way to harness that power into a dervish-type class. Instead of turning into avatars of the human gods, we’ll turn into avatars of the 6 elements of the eternal alchemy! Considering all the dragon drama going on, I feel this is a perfect fit.

All the other classes from GW1 have their roles filled. Assassins are Thieves, Ritualists are Engineers, Paragons are Guardians, Monks are everyone, but primarily Eles and Guards. The play-style of Dervishes is the only play-style not already covered by something in the game, so I feel that they (or their lore-friendly equivalent) will be the next class.

Thoughts?

Guardians have similar playstyle to Dervishes so that role is also covered.
A Dervish had to rely on loads of enchantments to be effective and Guardians rely a lot on boons to be effective so they are very similar

Guards don’t rely on removing those boons to be effective though. Dervishes would stack enchants, burn their usefulness, and then remove them to cause other effects. This is unlike anything we have in GW2 right now.

Unfortunately the general nature of boons within the game system would make the playstyle you want a nightmare to balance around. Either any boon would be available for fuel meaning some groups would turn the dervish into a damage bomb, or they are unique mechanics and there is backlash from the general community as there are currently existing mechanic that need attention from those very people who would be nearly (if done right) only working one the new mechanics. Lastly there would be issue of power creep as the new profession would benefit from the time the development teams have had learning what works and what doesn’t and any new additions could be at a higher place of effectiveness (from nothing else other than there would not have been too many differing ‘views’/design philosophy for the profession to be filtered through)

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Nerf Ele and Engi now pls....

in Profession Balance

Posted by: Bran.7425

Bran.7425

If all they ever see is sPvP, then that’s their problem right there. Devs have to keep the entire game in mind, and classes will be based upon that.

I truly wish that was the case, but it seem to me that their balance focus is squarely centered in sPvP.

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Anet is working on "Stuff"

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

I’d think it would be expected that they are ‘working’ on ‘stuff’ or they would not contnue to employee the people they do have.

But that stuff could be anything from bug-seek and destroy, to getting the game ready for a console port, to reworking the maps so they are not so square.

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Necromancer is lacking, and everyone else

in Profession Balance

Posted by: Bran.7425

Bran.7425

You cannot kill what is already dead!

Apply fire.

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Conjures and opponents

in Elementalist

Posted by: Bran.7425

Bran.7425

I’ve not played a lot of elementalist in the competitive modes (WvW and sPvP), but are the conjures able to be picked up by the opposing team?

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Most overused/underused pet(s)

in Ranger

Posted by: Bran.7425

Bran.7425

Pig have too much rng to really be great and are mostly likely balanced around the best option available. They can in the competitive modes be a liability as the environmental bundle can be picked up by anyone (if they haven’t fixed that already)

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Changes to trait system. Diversity.

in Profession Balance

Posted by: Bran.7425

Bran.7425

By the very nature of the trait system it is all trade-offs, but there is a lot of trait bloat that exist as for any given play mode there are going to be ‘right’ answers.

The minor traits (unless they do some sort of overhaul that allow for switching them out for other options) are definitely needing a review if they are going to be the backbone of their lines.

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Axe auto projectile finisher

in Ranger

Posted by: Bran.7425

Bran.7425

Weren’t a lot of the rangers ranged auto attack 100% finishers in either a beta or early into launch?

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New profession?

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

I just can’t see them really adding anything other profession to the game at this point. Not only are the ones that currently exist cover a large number of archetypes, but if they don’t want additional economy strains (look at the price of differing weapons and the value of cloth against metal/leather) then the next profession would probably have to be an additional heavy (most likely with medium health pool, if it is better at any aspect of the game than warrior or guardian then either subsection of the community will lose their skritt over it.)

Then they would have to balance that new profession with all it’s skills for conquest pvp, all the while not being seen as power creep (as it feels to me that the original designers/philosophies for the profession are not same) and any new profession could have all the collected knowledge of what worked and didn’t work up to the point of it being released.

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Suggestions to shave DD ele into balance.

in Profession Balance

Posted by: Bran.7425

Bran.7425

Unfortunately, that is poor design if there are basically must have traits like that. On paper the elementalist has amazing traits that just do not see use as there are those must not skip.

It puts balancing the profession in a bad place. It is like shaving a severe hemophiliac.
There is also the factor of no one truly wants a nerf, many can agree after the fact that it was necessary, but there will always be some resentment for the action.

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Changes to trait system. Diversity.

in Profession Balance

Posted by: Bran.7425

Bran.7425

1- why are there minor traits?

2- why to split adept, master and grandmaster traits?

3- about the innate attributes when upgrading a trait line

  1. The best arguments for the minor traits as is are that sometimes players will create builds with odd numbers of trait points rather than even. For example, warrior 05063.
  2. Ideally, the grandmaster traits should be more powerful and more desirable than the lower tier traits. This creates a situation where there are opportunity costs and trade-offs, since you cannot get more than 2 GM traits. That there are lackluster adept/mastery traits, or adept/mastery traits that would only apply to specific types of builds, where the GM trait is useful for a build that needs/wants none of the adept/master traits is indicative of poor design. This is in all likelihood a result of Anet’s attempts to pigeonhole trait lines. The better solution to this issue is to rework the adept/master traits to provide more diverse options, which keeps the trade-offs at the GM trait level.
  3. This is, again, about trade-offs and opportunity costs. Allowing players to have everything they want with no trade-offs is not good design.

The whole minor trait thing feels more like they were created and then odd number build came about.

During the second beta week (if I recall correctly) the traits were tiered, but haphazardly as we have seen over the course of two years movement as some traits were not too strong at the level they were placed, other too weak and many just inferior version of one designed for other profession (some were normalized, but by and large that in my opinion was a mistake, but different, but equal is not an easy thing to do).

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8 consecutive 4v5/3v5 GJ ANET

in PvP

Posted by: Bran.7425

Bran.7425

After about three or so I usually just find something else to do. Some days have been better than others, but by and large I don’t play any mode of play nearly as much as I once did.

Pets have been hidden due to rising Player complaints.

Necromancers Punished For Having Regen

in Profession Balance

Posted by: Bran.7425

Bran.7425

This is a really, really… really old discussion that the balance team has weighed and found lacking because Necromancers being able to heal in DS would make them stupid OP. Not saying the heal/siphon scale cannot be tweaked but two years of “NO!” means no.

I wasn’t around two years ago so I can’t take your word for it.

Show me proof of them weighing in on this matter and I’ll drop the subject, but until then I won’t quit until I get some answers.

Would not matter one bit any proof he could find (I do recall it being mentions in one video or another) will either not satisfy you (as you are likely to disagree with their reasoning), and as old information holds no weight as until content is release (and sometime after) Anet can/will change their minds and just do whatever it is in the ‘current’ vision.

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Most overused/underused pet(s)

in Ranger

Posted by: Bran.7425

Bran.7425

Mode of play also changes it. PvP the wolf is very common, knock down and a F2 for fear makes them useful. Build also matters, but that is not in the scope of your thread.

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Does anyone know what this armor set is?

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

I’d guess the boots are also magitech.

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Dogger March (W) vs Leg Mods (En)

in Profession Balance

Posted by: Bran.7425

Bran.7425

It is one of those strange things to happen over the development of the game they started they balance often towards normalization. Geomancer’s Freedom is another trait that is a tier higher, but not nearly as good as the similar adept tiered trait.

Honestly I think they just need to got through and rework the traits as there remains some that have not been looked at since they decided to rank them into tiers in the first place.

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Nerf Ele and Engi now pls....

in Profession Balance

Posted by: Bran.7425

Bran.7425

The problem I see with posters/players such as the OP, is that they fail to realize that a profession is not the problem, but possibly certain builds.

What build, specifically, on those professions is troubling you OP?

If sPvP is concern they probably only run into a few (I’d says no more than 3 build at most /profession), so if all you ever see meta whatever it will color the opinion for that person for the entire profession. It doesn’t justify it, but it does make for interesting problem for balance.

It is a shame, when a player is caught in the act of vocalizing demands to nerf a profession based on revenge. It makes you wonder how many discussions started that ended with tweaks or changes, based on spite, jealousy, and vengeance, instead of experience, honest desire for balance, and reason.

Unfortunately that becoming part of the culture of online gaming and perhaps a sign that the “win at all cost” camp is going to destroy the “play” aspect of the game. It is sad, but I would guess most competitive players detest losing and play in fact for the not for the thrill of competition, but for the domination of victory over the other team/player(s).

Pets have been hidden due to rising Player complaints.

"Tyria" is an old Dwarvish word...

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

I’d settle for them returning Lion’s Arch (and other changed areas if necessary) to it’s (their) original appearance(s) while in the Person Story (with if I recall correctly is set in the game world’s past and as such should be in the original version of the world.

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Redesign Deathshroud

in Necromancer

Posted by: Bran.7425

Bran.7425

Probably too late in the game for any profession to get major mechanic complete overhauled. Many have asked, but it too resource intensive, not to mention potential backlash from “it fine as is” camps.

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Redesign warrior.

in Profession Balance

Posted by: Bran.7425

Bran.7425

Would have be better as: “In Dredge Tyria.”

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I'll just leave this here

in PvP

Posted by: Bran.7425

Bran.7425

Just going to add this. You are never going to see well made additions modes of the PvP as all the balance is centered around Conquest and that does exactly translate well to other modes of play.

So if any aspect of play varies from conquest it will suffer under the need to balance only for conquest.

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Redesign warrior.

in Profession Balance

Posted by: Bran.7425

Bran.7425

I’ve been saying this for 2 years, but hey…

Give the Warrior second F2 “burst” skill mechanic.

1. F1 depends on your MH, let F2 depend on OH.
2. Second adrenaline dump opens up phleora of new tactics, possibilities, new traits when remaining very simple.
3. While F1 should be/remain as a offensive burst skill, F2 should take an approach of survival/support/control/positioning skill.
4. It adds an element of choice for our poor Warriors.

Too complicated for new players.

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The zerker meta and how to change it.

in Profession Balance

Posted by: Bran.7425

Bran.7425

you don’t depend on pre-defined strategies to achieve the same end result

Tell that to the stack in the corner (and skip if that doesn’t work) people.

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Is the charr a dog or a cat?

in Charr

Posted by: Bran.7425

Bran.7425

Well there is that dialog in ashford about “kitten’s got a sword too”, but that could just be Anet censoring what is actually being said between those NPCs

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what new characters would you like in gw2?

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

Ok so everyone will hate my idea but -
I want a Skritt character. But they’d have to have some weird mechanics to reflect their social hive mind. So you only get the first 5 skills + heal skill and limited access to traits (only adept traits work) when you’re on your own but when you’re in a full party of Skritt characters in the same area you get access to your full character set up.

Give them a boost to magic find will in large groups and you’ll have the zerg meta right there.

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Changes to trait system. Diversity.

in Profession Balance

Posted by: Bran.7425

Bran.7425

I think there still needs to be further refinement of the current traits as many are unaltered from the beta weekend before the tier were set.

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Guardian 1H sword issues.

in Guardian

Posted by: Bran.7425

Bran.7425

Almost feels like we go over the issue’s with weapon sets every month. I’d like to keep going over them to find everyone’s opinions on the matter. Here’s a copy/paste of the post I made a while ago with every weapon kit and the changes i’d like to see. What do you guys think?

Hammer: Too slow for the damage output it produces. Now I understand that this is supposed to be a CC-related weapon but it’s too slow even for that. I keep looking at the Warrior hammer and picture how awesome it is to fight with that. Not to mention traits that have a significant synergistic behavior with said weapon.

Sword: This one is minor but Zealot’s defense is very static and Counterintuitive to the games design(constant movement). Not to mention the blades barely hit a moving target. Also one change i’d like to see is the #3 on its AA. Its cleave is well below average. Why can’t this just be a single-hit like Axe on Warrior. That thing hits like a truck and even hits behind the player using it.

Scepter: Only thing this needs is tracking improvements. I’m still seeing it easily avoidable with strafe-dodging. Rifle on Engineer and Longbow on Warrior/Ranger hit just as hard if not harder and rarely miss.

Great sword: This is actually has a pretty decent kit outside of 2 skills. I’m looking at Symbol of Wrath and Binding blade. One offers static game-play and outside of PvE, is near-useless. Binding blade isn’t terrible except for the cool down is a bit long and the leash is a tiny bit too small. Not to mention it can be completely negated by dodging just as you pull someone. Last but not least, i’d like to see WW have its projectiles removed and just increase the base damage, those things are completely random and contribute very little.

Mace: The Auto-attack needs a change, even with more than 1000 HP, the heal from the third strike is insignificant. Make this more selfish or something to be of actual use. Symbol of Faith, once again, offers static play and outside of PvE, is near useless.

Torch: Cleansing flame not affecting the Guardian? Now this might be too strong if it did but you could just increase the cd to make up for that.(20 seconds)

Focus: I’d like to see Ray of Judgement’s projectile be faster. Maybe drop Shield of Wrath’s cd a bit(35 seconds)

Just want to point out that most of the design/balance for the weapons are for spvp which currently is conquest and has very static elements. So the whole node thing is probably the reason for symbols existing at all.

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what new characters would you like in gw2?

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

I just don’t see them using resource in that way as it would lead to complaints on having to learn more animation in pvp interaction that do not use the generic human models.

On the armor thing I really don’t know why, other than laziness that they don’t put nearly enough thought into the look of armor pass whichever human gender it was designed for.

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PvP has seriously bad game design.

in PvP

Posted by: Bran.7425

Bran.7425

By stuns are you meaning all hard cc or just “Stun”?

Because at best 2 ranger are only bring two Stuns each, and If you expect to win a 3 v 1 just because you are warrior then I think that mode is not for you.

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Has thief been nerfed?

in Thief

Posted by: Bran.7425

Bran.7425

I think some the problem is that thief (an many of the profession for that matter) start to work at a lower effectiveness the better players get at the game in its entirety. For a small bit in the beginning the cc to hundred-blades warrior was a fearsome thing (and the warriors would like nothing more to go back to that day). So that could be some of the perceived effect.

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Pet Stats/Ranger Stats

in Ranger

Posted by: Bran.7425

Bran.7425

I always found it kind of odd that they went with so many in combat only traits for the ranger.

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Permanent Stow

in Ranger

Posted by: Bran.7425

Bran.7425

Maybe if the designers would take all the profession in account when designing content we wouldn’t see as many of the problems that exist. That and reflect wouldn’t be the end all skill so often that they have to make mobs ignore it rather than finding a better solution.

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Ranger rude roaming

in Ranger

Posted by: Bran.7425

Bran.7425

People reacting that way on a loss is part of the reason they are so lack on there harassment policy where WvW and sPvP is concerned, something about players being ‘passionate’ about the mode justifying it. Just my two copper.

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Enemies keep attacking me and not pet :(

in Ranger

Posted by: Bran.7425

Bran.7425

I was having the same thought. I usually tell my pet to attack and get the first hit before I start attacking at range. No matter how long my pet attacks for, as soon as I hit they come after me. This only started happening after yesterday’s little patch.

I have a video somewhere of me just moving a certain distance and mobs just walking away from the pet. Just part of the ‘no tanks’ in GW2.

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which pet is most responsive?

in Ranger

Posted by: Bran.7425

Bran.7425

If a trait is basically required for the pet to function sounds like something that needs to be made baseline and the balance team need to work on an addition trait for the player base to ignore.

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is bearbow bad after buffs or just a meme?

in Ranger

Posted by: Bran.7425

Bran.7425

Bearbow sucks. The end.

Bears are alright in certain situations but for the most part, they’re not good at all. And without a doubt our worst pets. Maybe for soloing open world content they’re good for holding aggro, but that’s it. Otherwise, Black Bears are alright for Weakness in PvP/WvW and Brown Bear is okay for “Shake It Off!”, besides that, the other bears are completely useless and the two I’ve mentioned are still no h?ll either. Cave Spider does a better job of applying Weakness than Black Bear anyway.

tldr; The only time you should even think about using a bear is if you’re soloing open world content. Otherwise you’re doing it wrong. Bears are, hands down, our worst pets. Devourers are a close second.

Pigs. RNG potential crapshoot, lower stats to justify giving rangers a lesser version of steal’s environmental bundles.

Hyena, lower stated canine with the ability to summon an uncontrollable weak copy, basically its designwise the ‘ranger’ of the pets.

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Longbow 4 is too confusing, please remove

in Ranger

Posted by: Bran.7425

Bran.7425

This thread is not constructive in the least and as reached a point where I doubt even agree to disagree is not even an option. As everyone understands as long as there is the anonymity of the internet there will people that troll or grief, and there will be people will do something that someone else will disagree with.

All the complaint will not get the ranger changed, it is more likely to bring about a change in the mobs will more and more of them just outright immune to cc in general and there goes even ‘correct’ use of hard control as well as soft control and the game in general is diminished all to placate a vocal and divided community.

Also there will never be profession segregation in the ‘open world’ read that part carefully, OPEN WORLD, that is important. If you don’t want rangers or any profession for that matter in your instanced content that is an individual’s choice and infact go head the more you exclude people the more likely the developers are further buff that profession even if it is only in making more content that the shunned profession(s) excel at.

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Permanent Stow

in Ranger

Posted by: Bran.7425

Bran.7425

I think he mean some of the non-combat ones that can jump to be used for jumping puzzles.

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Group kicking!

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

if they kick the player who opened the instance everyone if thrown out, if you have problems with being kicked just make sure that you’re the one who opens the instance and you’re safe

I thought they removed that feature a patch or two ago.

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Why did ANet name a profession "thief"?

in Guild Wars 2 Discussion

Posted by: Bran.7425

Bran.7425

I still liked Assassin way better than ‘’Thief’‘.
They do even have lots of NPCs, armor parts, weapons and stuff like that named as ’’Assassin'’ anyway, so I don’t see the point of re-name basically the same profession from Assassin to Thief…

People are lazy when they type so you all would just be “Kiiten”, as the class name is shortened.

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Longbow 4 is too confusing, please remove

in Ranger

Posted by: Bran.7425

Bran.7425

Yeah please close it, please silence it, but don’t nerf it, right?

If you don’t want bad rangers dragging down your profession, please at least think about some of the points brought up. It’s not like we’re whining that LB4 is OP lol. Just give LB4 more cohesion with group play.

So you don’t like an option then is should be removed, that is a real great arguement there. Should every knock back/launch in the game get similar treatment? It isn’t like there are not trolling/bad/causal (whatever barely allow insult you choose to use) players on other professions, but you came to start conflict with the Ranger. So why don’t you and devil doc start trying to get a taxi group together so you can circlejerk to your hate for the ranger profession and other players in general.

Wow friend.
Yeah I’m actually not trying to antagonize anyone, just venting about why I think that simple skill should be modified for PvE group play. That’s really all. I don’t even know OP. All the excess has come from me just trying to elucidate my perspective and fence off any accusations that I’m here to troll, because I’m not. I’m sorry it came in on the wings of a thread that’s got everyone upset and makes them feel attacked. To be honest, LB4 is a great in PvP. It’s owned me up a lot until I got used to ranger buffs. It’s not a bad skill by design, but by how it’s used by the community at large. And yeah I’m okay with anything getting removed or modified from my chosen profession if it’s just not conducive to group play. That includes BoB, that includes Overcharged Shot, Air Blast, you name it. I’ve even requested nerfs to my own profession to make turret play more active so we get less hate (and boy are we hated in PvP right now. Just check those threads and see how they feel about engineers.)

Anyway, just my perspective. No harm intended.

That is exactly why the thread needed to be closed much earlier to avoid, needless hostility. It isn’t just this thread it thieves/mesmers (mostly thieves) complaining that rapid fire shot (a channel skill) tracks them in stealth (just like all channel skills have since pre-launch) after the general treat the profession has received from the develop teams (see aqua-man patch), shortbow animation ‘fix’, etc it leave me and if there are additional one that have stuck with the profession since beta/launch a bit on the defensive. Ranger is far from nerf-proof and the change wouldn’t be just for the one mode of play, we all know that unless they have no other option they will not split skills between modes.

As a sign of good faith if the editting will allow I will try to lower the vitriolic nature of the previous post.

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Weakest Weapon Sets

in Profession Balance

Posted by: Bran.7425

Bran.7425

I don’t think Necro Axe is that weak. Ghastly claws is a decent attack, I consider it just a worse version of Rapid Fire (can’t be that bad). People are guaranteed to blow dodges plus it gives you lifeforce and it has a low cooldown. What more utility do you want from Axe when it has Unholy Feast. It AoE cripples, removes boons and gives you retaliation. The auto attack isn’t amazing but I would use axe just for these two skills alone. Plus with dagger autos you got to be in melee range. It isn’t bad in a power necro dagger/warhorn + axe/dagger build.

Nercomancer axe also has the handy ranged, but not projectile so it ignore reflection, possible the set is balanced around that fact.

Pets have been hidden due to rising Player complaints.

Longbow 4 is too confusing, please remove

in Ranger

Posted by: Bran.7425

Bran.7425

Yeah please close it, please silence it, but don’t nerf it, right?

If you don’t want bad rangers dragging down your profession, please at least think about some of the points brought up. It’s not like we’re whining that LB4 is OP lol. Just give LB4 more cohesion with group play.

So you don’t like an option then is should be removed, that is a real great arguement there. Should every knock back/launch in the game get similar treatment? It isn’t like there are not trolling/bad/causal (whatever barely allow insult you choose to use) players on other professions, but you came to start conflict with the Ranger.

Pets have been hidden due to rising Player complaints.

(edited by Bran.7425)

Permanent Stow

in Ranger

Posted by: Bran.7425

Bran.7425

If Anet’s stance on the issue hasn’t changed since the CDI, no we will not see a permanent stow and they will continue to design content that the pet system is not good at dealing with, all the stating that options like flat aoe reduction is too powerful and giving the ranger the ability to bind a key to let the pet dodge raises the skill floor too much.

As pets work, at least to the develop’s standard, well enough in the spvp environment there will be no new development on the pets as it too much work and not a “low hanging fruit” type of issue.

Pets have been hidden due to rising Player complaints.

rapid fire shouldn't track through stealth

in Profession Balance

Posted by: Bran.7425

Bran.7425

Obviously the issue is stealth isn’t working to the satisfaction of the thief players, lets remove stealth from sPvP and WvW.

Pets have been hidden due to rising Player complaints.