This stuff never stops if this changes or doesn’t he will just go back to complaining about how ranger greatsword (and necromancer as well) has a longer attack range or something else equally no well thought out.
He won’t be satisfied until the game is reworked to be Guild Warriors 2: hundred blade heroes,
The focus on condition removal is kind of odd especially when the development history is looked at originally they mentioned warrior being vulnerable to condition being part of the design, but after conditions became more and more of the playstyle of pvp (during the first balance changes the shifted elementalist a turn) they listened to the complaints and the changed berserkers stance and cleansing ire became part of the game.
While the reduction may sting now could it make room for better or at least more active play? Or is this a case of wanting a heal that only poison can effect once it is on the bar? Should they I turn start working on additional passive heals across all professions?
GS#5= aoe Lb ranger #4 which may cause insta kick in some groups
More likely they will try to blame a ranger for it even if there aren’t any in the group or nearby then login to the forum to complain about longbow.
It is a shame that they didn’t put the effort into designing more content that stack and spank isn’t the ‘best’ option
The fact that you think it is fear that is keeping people away from rank is a sad kind of funny.
As things stand right now there isn’t enough encentive to make putting up with the general ranked player-base. So either they have to bribe people to put up with them (to shorten queue) or the ranked population as a whole needs to take a step back and look at how their interactions are effecting the health of a game that they enjoy. If they then can not stand not falling back on negative action then they have to learn to except longer queues and/or worse match ups.
The extend range isn’t a bug it is how projectiles function there was a post about this at one time. To simple focus on one profession is bias and poor argument as well if you get you desired effect then you will go on to target another aspect of the profession you do not like until it is as good as gone from the game.
Not mention you (if I recall this correctly) can interrupt the ranger as they cast the spirit, while they are activating the secondary skill or interrupt the spirit during the long animation leading up to the seconardary skill.
Summing the up they are clunky to use the trait that allow them to move also allowed you through movement to cancel the secondary skill of the spirit. Also the only reason people cry about spirits as AI spam is one that idiot shoutcasters ‘petting zoo’ comment and two they can body block, not because they spirits share much else with the other summons in the game (which can fight as will as have a secondary skill)
It would be fun to have some flat out damage mitigation based off adrenaline. say 3 percent per bar. so 1 bar = 3% less dmg taken, 2 bars 6%, 3 bars 9%. maybe too much but ideas never hurt anyone lol.
I think that they are trying to remove the sit on full adrenaline style traits, it would have to be focused on. The use of the burst skill to be in line with the current design direction that they are using.
(edited by Bran.7425)
Great discuss going on here as it can be simplified as i’f you don’t think fast hands should be baseline you hate warrior’
Not exactly a good way to persuade others to agree, try clearly stating reasons for the change along with some discussion of possible issues that could come from such a change.
Or you could just play ranked. Courtyard, spirit watch, and sky hammer are no in ranked play.
That seems more than a little selfish there while sword has issues, we’ve been dealing with that since launch, so to put this plainly just because you don’t like some stop trying to ‘ruin’ it for everyone.
You do realize that even of the expansion did bring enough people in at launch to make what you want possible it doesn’t mean that the population will remain stable x months down the road. Then what merge queues and statement of doom and gloom of y queue is dead, mode is failing.
Here I was hoping you’d say ‘More Cowbell’. Kind of disappointing.
Rangers and warriors have cripple on AA and theirs is much faster than reaper’s
The ranger cripple is single target. The warrior one feels like a lack of forethought when they place it on the chain which was final thrust originally.
But it needs to be mentioned maybe if Anet had not done so much homogenizing early in the game then perhaps professions could be allowed to have differences without the comparisons.
They will probably keep boss encounters having the 50% duration reduction on vulnerability (which will probably keep its current cap) so not much will change on the PvE front.
It’s a design choice to restrict any skins to certain races. It’s an extreme design choice to restrict all skins relating to Race A to be used by just Race A.
The current situation is a good compromise among different considerations:
- Player interest.
- Lore
- Developer resources (takes more time to make ‘charr armor’ work on humans)
I’m good with the status quo. I can see why some people might want things to change, but I’d rather ANet deliver new skins rather than retrofit existing cultural armor to fit someone’s high-concept of consistency.
Sad part is the charr cultural (light t3 legs are an example) clip with the race it was designed for.
While new skins are a good thing it feels like many are only designed for one race of gender and the needed variations are just after thoughts at best.
I can say they should remove the profession dailies in order to stop, at some extent, this from happening.
I still like to remind that people has 2 minutes before the match starts to change builds, swap characters and agree on a general strategy. The fact people don’t take advantage of that is not matchamking fault.
I am fairly certain that the character swapping is not intended and is only working now due to the fix for dishonored not being in the live game yet.
Class mechanic based things like steal recharge are be split half will be baseline and half will be in a (minor) trait.
I am guessing they will be overly cautious with the compensation and that will cause the traps to not see play leading to nerfs to survival and signet traits to make traps/spirits/shouts look better.
Only slight off topic I can see rangers getting blamed for knock backs caused be the guardian longbow trait (the name of which is escaping me at the moment).
(edited by Bran.7425)
Still calling Elementalist as the shout class:
1) It would be weird, and ANet likes weird.
2) Um.. tempests (storms) are generally loud/noisy?
Not so sure on that mechanically as the can trips already kind of fit the same general feel of shouts, unless the want to make them closer to ranger shouts in nature which would just make them a waste of development time/effort.
If they decide that they suddenly hate warriors it will be minions.
What would be the balancing price for that change? The entire trait rework is already producing power creep through the existing baseline changes and merger of traits (for most/all the professions).
While the comparisons are going on it might be better to deceptive evasion as it is a trait with a similar perceived nature for competitive play and has not be made baseline.
Hate to break it to you, but the dev’s want the spirits to be good (at not moving) while being stationery.
Yeeeah, about that. :\
I’m hoping we see bosses stop being coded as “objects,” so we can crit on them. And for the love of sanity, get rid of Indomitable.
If they are so worried about the interaction with bosses and critical damage they either need to add more armor to them or have them have some sort of scaled debuff that either reduced the critical damage or critical hit chance. They are addressing indomitable though.
Isn’t this the third (at least) o these thread started by this person they probably need merged as there is nothing new here.
Then they shouldn’t have based any of the profession around the use of such limited mechanics.
Actually the spear for ranger and mesmer (they use the exact same auto chain) third attack evades as well, but Anet want to forget they ever put underwater combat in the game.
For some reason I am now picturing guardians hitting people with the bow close range and having the 5 skill be the only shot on it, not sure why but that is the image I have.
One would like that they would have try to avoid additional weapon overlap between guardian and warrior (unless they someday want all weapons across all profession, but that doesn’t seem like too many things to design/balance).
We will have to see as they specifically said they didn’t want traps to be like ‘spells’ or ‘grenades’. So how (beyond as ’triggering/rigging/set up time after cast) they will do this to their own satisfaction is something we can only speculated on. It will likely to be a shared mechanic with thief (and anyone else saddled with traps as an added mechanic) I am not feeling optimistic on this as experience has shown not to set the bar very high. It seem like change for the sake of change.
How much would people complain if they wanted to add a reload time to the firearms weapons to keep them from ‘feeling’ like bows?
They mostly change the range on it just to make longbow appear better by comparison so other than the thieves would complain there isn’t a particular reason not to as longbow is defaulting to 1500 range.
Another issue from the beta was if I recall the pets didn’t really work well until the 2nd or 3rd one so they add to adjust as the pet started to almost function like a part of game and so beginneth the knee-jerk reactions that seem to be the basis for much of the ranger development.
Add aoe like on the harpoon. Remove the angle restrictions for the bleed.
Then it would be too similar to the pistol on engineer. It would be interesting to see it changed to a chain skill set perhaps.
1 Crossfire (as is)
-(Insert Name here) as shot with torment could be nice maybe 1 stack normal 2 stacks flanking
-Crippling Shot (as the current 4th skill)
2 Poison Volley (either as is or converted to a ground target not really sure if that is needed)
3 Quick Shot (as is)
4 Ensnaring Shot causing immoblized condition maybe add deals additional damage to bleeding targets
5 Concussion Shot (as is)
Depends on whether you are doing PvE or PvP.
In both circumstances, GS burst is useless. I much rather have the extra damage and crit chance from full adrenaline.
For axe, hell yea~ (If you traited in some adrenaline)
Rifle, only PvP
Longbow for both! Awesome to have a combo field
Hammer… I love that F1… in my opinion, thee best burst skill in the game lol
And this is why those traits are getting reworked.
We might want to move the discussion of shouts to one of the threads about them as we are kind of derailing this one a bit.
Back on the subject with the amount of reflection they are adding the ‘archer’ focused ranger could be in a bit of a bad place, we could potentially need a unblockable proc/skill to help reduce the issues there.
As it stands to me projectiles kind of got the shaft (wasn’t trying for a pun, but there it is) when compared to the other mechanics of the game. They might need to consider making projectiles not subject to retaliation (if feel like the focus of death-by-a-thousand-cuts focus make retaliation more an issue as they do not want to give ranger boon strip)
Probably going to be a while they are basically rebuilding the engineer trait lines and that will probably take time. Let’s hope they don’t already have a set internal deadline as that could lead to some shoddy balance/design.
Ranger on the daily nothing to see here.
It’s still funny as they stated improvements to the ‘AI’ is mostly limited to band aid fixes as working on it is too risky as it could break the game.
I kind of think the projectile nature of Sword Wave is kind of a karmic joke on the amount of reflection the profession has.
Our shouts have cast time because of how pet AI works on checking the player input and server side pet status.
Which only makes them shout as they wanted them to fit in a shared category, kind of odd for RaO to be a ‘pet’ skill for so long. It seems to shows either lack of foresight or perhaps a change in the team (or the teams design focus).
https://forum-en.gw2archive.eu/forum/professions/necromancer/Minion-AI-Can-I-have-a-new-one-plz
The one that got me was this:
The only change I’d make to the minion AAs is to have a slight range increase, and allow them to attack and move at the same time. It is completely nonsensical that in a game where players can move and cast player summoned-AI has to stand still.
The problem is their pathing, in many cases ANet’s god awful terrain mapping, and the apparent ability to get stuck on the smallest pebble and be unable to move. There isn’t any real reason the pathing should be an issue now when it wasn’t an issue at launch (they ballsed it up when trying to reduce minion over-aggression). And increasing their ability to move over Z-axis differences would remove the pebble problems.
He’s basically asking for his profession’s (optional) utility skills to be better than the ranger’s class mechanics. Funny none the less.
Sounds pretty salty to be me, they should form an official team. They could call it Bar Snacks [SALT].
We will have to see as they specifically said they didn’t want traps to be like ‘spells’ or ‘grenades’. So how (beyond as ’triggering/rigging/set up time after cast) they will do this to their own satisfaction is something we can only speculated on. It will likely to be a shared mechanic with thief (and anyone else saddled with traps as an added mechanic) I am not feeling optimistic on this as experience has shown not to set the bar very high.
Not to derail, but we have the only shouts with a casting time (which will change as heals will be gaining that category), yet they only kind of feel like shouts, yet they focus on how traps are too much like other mechanics in the game.
Even from a PvE only perspective…
Axe OH never played.
Totally false, since it is the absolute top DPS combo we have.
Might want to add potential to that sentence as the effectiveness seems largely dependent on terrain similarly to how random blades of grass obscure projectiles.
Once the forums fully acknowledges this changes the tears with flow.
While that might be true most of the in-game rewards favor zerg playstyle Even though roaming feels (to me) to be a more enjoyable use of time just not particularly rewarding compared to other uses of time.
The ‘arming time’ worries me a bit as it seems to be a change just for the sake of change. We will all have to see how they choose to ‘balance’ this, but right now adding more time between use and activation just feel like a bad trade off.
0/10 would not read again/recommend.
It’s just a thought, however any boon removal/hate is really subject to the developers changing their minds on ranger having no way to interact with opponent’s boon as a design direction.
Now that turrets are not immune to crits and conditions, spirits cannot be either. Now all summons are in the same boat. They should get the same health and armor as turrets though.
Depending on what they decide to do with the spirits as they are closer in design to the banner than they are to turrets at this point. The fact you can interupt either the ranger in setting them up, or activating the effect, or the spirit itself before it get through with its telegraphed fist raise and slam animation makes them among the worst designed skills in the game.