Other times your forehead is sticking out of your hat.
I would guess charr for all professions due to all the horrible clipping problems. Also some GW1 players still hold a grudge against them.
Sometimes the clipping can cause interesting effects
Just an idea here as underwater combat/exploration is solidly outside of the balance teams. I was thinking that it could be a nice change to remove the Primary and Secondary attributes off the the water breathers and allow the helm attributes to be used.
The add additional bonuses to the water breathers such as increase gather speed while underwater, swim speed or similar adjustments. Perhaps on some of the higher level/more rare water breathers an upgrade slot for scaling bonuses to either attack or defense against underwater foes.
Just a thought, any other bonuses come to mind?
Use consumables for 10% bonus XP.
There are the Halloween foods for 15% exp.
It’s so wars can’t start a fight with adrenaline ever.
There is the option of http://wiki.guildwars2.com/wiki/Signet_of_Fury, but that would require making a choice… wait that is what building is all about.
Like the option or not, use the option or not doesn’t mean that it does not exist.
Yeah I need to find the video of where this happen and I manage to dodge into the Ted Spot of the cut-scene it was kind of funny.
(please read with a sarcastic voice, use your favorite celebrity if you like) Also human commoner story was not easy enough soon all the bandit will just fight, kill each other off and Riot Alice will show up with meds for Andrew’s boo-boos and then Login hands you your key.
Unconfirmed rumor all non-warrior shaving will be handle by a new team member S. Todd.
so why exactly should one play thief if they are not allowed to have anything or be good at something?
I think two people hardly constitutes as a team.
Maybe we just need to get a sticky-ed thread of terminology or plainly put we need a Glossary.
Might be kind okittenward if that Warrior signet bug makes a reappearance.
Symbol damage increased 500%, symbols only affect targets that can read. Addition note all non-asurans have a 75% chance of being illiterate, most npc creatures (animals, oozes, objects, etc) are also illiterate.
In solo, rangers won’t benefit from it since you need blast finishers/leaps/ any kind of finisher.
http://wiki.guildwars2.com/wiki/Ranger_skills take a look there.
There are a few leaps, a blast, a whirl, and (most pointless) projectile finishers, also pets have finishers as well not many are F2 skills so it does require some addition effort on the part of the player to attempt to make use of the pets ’finishers.
Shout’s in general need some love
Like making them actual shout for something other than the Trooper Runes. They feel very similar to the elementalist cantrips that for the most part work like shouts (Guard being the odd shout with a cast time), but are not shouts.
Shouldn’t this be on the PvP board?
Only if you want to see that side of the games hospitality (and by hospitality I mean vitriolic filth and complaints of PvE getting all the content).
Lol… nice troll
If guardians wont ever get a boost because devs say they are “fine” then the last thing they need is a nerf…
Well some nerfs would make room for some buffs. As then guardian would stop being fine would be bad for the six months to year wait for the buffs following the nerfs though. #settlingmeta
Not sure about that as Projectile based ranged attacks in this game have addition counters in the form of Reflection, and abilities that out right destroy projectiles.
Most of the changes to every class I really understand. They are fixing things that have been broken or under powered, and weakening things that are too strong and making things a bit more logical overall.
I get boosting the adrenal gain, I don’t get taking 5s off the boons.
It seem almost arbitrary, like they said, “Well we boosted the passive, so we need to nerf the active.” without any really rhyme or reason to nerfing the active.
I just cant see any reason for it. What does taking 5s off the boons really do? What imbalance does it address? If it did create any imbalance that needed adressing certainly 25s boons aren’t going to be very much less imbalanced than 30s boons.
IDK to me it just seems like a change without any reason behind it.
It may have had something to do with the potential (with +boon duration) for the boons from the active of the signet to least the duration of the cooldown, didn’t Cartwright mention it in one of the videos he did, if I recall there tend to be a reduction of strategies mentioned in those PvE videos every so often.
They could also be part of a process of “Players only use Option A, let’s slightly improve (or redesign if necessary) Option B and decrease (or redesign if necessary) Option A”.
(edited by Bran.7425)
Surprised Combustive Shot was not heavily nerfed. That thing ruins much of pvp.
combustive shot has already gone through a few heavily unreasonable nerfs.
combustive shot is a well balance burst skill, and it is in a very fine spot at the moment.
no further adjustments are necessary.would you kindly please stop making unreasonable claims?
thank you.
Let me fix that for you:
combustive shot has already gone through a few changes that I (Deimos) did not agree with.
I (Deimos) think that combustive shot is a well balance burst skill, and you better not kitten change it.
no further adjustments are necessary, unless it is reverting the previous changes.
would you kindly please stop disagreeing with me (Deimos)?
thank you.
There have been many changes through out all the profession that at least one player of the profession did not like, thought was over the top, or was “unreasonable” however the without reasons to back up your claims other than opinion (bias opinion at that) how do you expect to sway anyone else to share that opinion, besides your passion for warrior.
There was crabmeat in beta, but there were so few recipes for it they just ended up removing it before release.
I don’t remember those, but so the code is there somewhere.
Yeah, escaping is such a fun thing to do.
There is something the devs might go along with, ‘Escaping isn’t fun and being escaped from isn’t fun’
How is this thread still around, not to mention this entire subforum?
Thats the thing with Guild Wars, you’ll most likely not see those skins available again. It makes them exceptionally rare trophies for those who took the time to get them during the time it was available. Guild Wars 1 had LOTS of these, mainly in mini’s.
I’d have to disagree it is likely we will see them in the from of a Reward Track for sPvP.
Enjoy your time away from game if your toxicity gets unwanted attention.
Honestly, DS works rather well already. Yeeees, it could be better, though you need to keep in mind the devs probably don’t want it to be all sunshine and rainbows (wouldn’t fit the class design, in any case).
However Bifrost affecting (if it doesn’t already) Life blast would be hilarious.
A friend of mine state to me not too long ago that, ‘Guild Wars 2 presented a game with options to “get into her gaming pants” the once they moved in together they are totally a different game’.
Beside the podcast from GW2guru there was little discussion of the spvp and suddenly it is the total focus of balance and it seems that it take bribery to get what appears to be a much larger part of the entire community to show interest.
Also (this may just be my opinion so caution is advised) that the pvp community is intensely hostile to any mode of play getting any attention almost as if that “Art designer works on a landscape” is taking away from the mode that they prefer.
I would not like to go in that discussion not for all the gems in… well all the gems.
I was only discussing the fact that there is a difference and that while it is not large is still exist and that factors into balance otherwise the defense stats from base armor would have already been normalize like so many other mechanics in the game.
The response to the change to Pies speaks volumes.
armor in this game is entirely cosmetic.
Not completely or there would not be a difference in the defense on the pieces.
Damage reduction gap with a 200 point difference (which is the base gap from cloth to plate) between the softer clothie and the heaviest plate is 10%.
After items the difference is negligible if you gear for it, and every class can ger for it just the same.
The problem is that armor value is not tied to the type of armor you wear but to the stats combinations on it. Only a small fraction of it is tied to the type. Every class being able to reach 2800 armor through items alone, make armor class irrelevant.
Armor is cosmetic.
Funny thing 10% is still a different, but it isn’t remotely entertaining discussing this as you are convince 10% is nothing, and I can not really see the warrior community sitting well with the lost of anything let alone something as small as that.
Not really all that hard they would just have to baseline Fortifying Bond and it wouldn’t be too difficult to have all other boons not target the pets at all as they have (iirc) already went to the trouble of making boons prioritize players over pets/minions/spirits.
For that matter the Pet sharing boons applied to the Ranger should also be baseline but the they would need to redesign Fortifying Bond (Nature Magic 3).
armor in this game is entirely cosmetic.
Not completely or there would not be a difference in the defense on the pieces.
Don’t think of it as a buff, but as a normalization.
They could add fish meat to the loot table of the fish and/or have thundershrimp/crabs be shellfish meat. and add recipes accordingly. But that would require someone to remember that underwater interaction exist in the game.
As far as I know none of the stat sets after Apothecary have been added as ascended trinkets, they are probably still working on how to (or if to) implement the mix and match style trinkets in the Ascension of Jewel-crafting
I think they were going for some sort of mad inventor feel and with the whole “What does this button do” Asura race I guess that is some of it. Isn’t there some sort of character in Team Fortress 2 (I’ve never played it so I am only recalling a comment from an early video or pre-launch podcast) with a similar bungling image
The moral of the story is: Other people/professions are why Rangers can not have nice things.
Strangely I would think it would have something to do with the developers unhealthy fascination with esport and the s/tpvp mode of play. However I kind of recall a major bug that remain for the duration of the first ToL that would provide a profession with the passive effect (180 power) without having the signet on the current skill bar, but I guess the bug needed time to settle as well.
I can only guess that the ‘moaning’ is now part of the community strategy as if allow them to dodge the bullet when the developers wanted to change how Deceptive Evasion was going to work a few month ago.
The ranger ‘shouts’ seem to me just a way for the designers to place what became the Runes of the Trooper in at launch as it probably did not sit well that only two of the eight profession could use them.
The ranger ‘shouts’ seem to me to be more in the line of Pet skills, like rampage as one.
While claiming the a majority, “most”, share that opinion. Presentation and perception are very important as we have seen with the whack-a-mole treatment of ranger since beta, but that is neither here nor there and we are both kind of derailing this thread.
I do present a question for the original poster, Which mode of play are you really focused on? That will help some. There is also the option of trying the weapons out and see if any of the other you find to be fun for you and effective for you play-style/temperament.
It would require too much effort/man hours for effect from the developers all for on profession. I would rather if they suddenly decided to spend much more of that precious resource on Ranger that they separate the pet behavior from the general mob behavior so improvements to the class mechanic can be made without outcry from the rest of the game. That and for the sword attack chain to no longer interact poorly with the security features of the game.
And that’s why most people despise the weapon. There’s a lot involved in playing a melee class. Part of their strength is not needing to waste an evade or dodge when they can simply side step to attack the side of the opponent. The sword removes this playstyle from the Ranger. It’s almost like ANet thought Rangers would attract noobs so they designed the weapon to be very noob friendly and in doing so removed any/all strategic play from the thing and also made it very unappealing.
Fallacy. You may or may not despise the weapon, but you are presenting an opinion without data to support it.
In fact there have been many threads about the sword and many different view from the ‘nerf it so bow(s) and/or greatsword can be better’ to the ‘it seperates noobs from skilled players’ just to name a few.
Where sword is concerned there is still the problem of the sequence chain still not interacting with the game properly which is a problem that if ever fixed will have just as many arguments as any other change.
Would not happen. They watch transparency between the modes.
Axe offhand’s time was before the pies gained an internal cool down and whirling axe (axe 5) was the jokingly called the strongest heal in the game.
(edited by Bran.7425)
New ranger? Necro has the same lack of damage that a ranger does? Seems a bit irrational to me, to compare one simple weapon set to the entirety of another profession.
Actually yes, Ranger and Necromancers have extremely comparable DPS, if you looked at the PvE DPS chart DnT released a while ago. Only difference being of course that Necromancers are worthless in groups while Rangers have Spotter/FS, both of which are extremely useful.
The comparison is ANet showed fixes to LB (which has a similar #2 to Axe) and Axe, both of which were slightly weak/underused weapons. Axe on Necromancer is simply very weak except in specific circumstances where you are essentially forced to take it, so it is reasonable to think they’d do the comparable changes and buff it.
I could see the need to improve the performance of most channeled skills in the game. but at the same time necromancer is is a interesting place as many of the ranged attack are not projectiles, while this does remove them as finishers, it means that reflection is meaningless against them. Would that nature in the attack need to be weighed in before any improvements?
I wonder how many times they can say “In a good place” in 5-10 minute video?
Whether or not the traits are mandatory, I would like to point out the there is quiet a bit of trait bloat on ranger and many inferior/lackluster traits all in all they are quite the issue for ranger.
Only slightly off topic are the forge spawned environmental weapons still usable by opponents I kind of remember that and porcine pets having bad stats being the major drawback of using them anywhere outside of PvE (and even there it is questionable).
It has cleave, gap closers, mobility when moving between points, great damage, vulnerability, and a cripple. What makes the greatsword “useless” in PvP?
It isn’t the ‘go to’ answer that they want it to be is the best I can guess from what is usually posted about it.
I would kind of like to see Monarch’s Leap get the swoop treatment, but that might be asking for too much.