Battle Roar is a Char racial skill not a shout. The ranger shouts consist of Guard, Protect Me, Search and Rescue and Sick Em.
I’d suggest a different counting system when applying it towards Ranger pet Function-2 skills as they are not as responsive as a player’s skills would be.
However it would be kind of funny to watch players trying to play if the skills they had were just a unresponsive as the pet skills can be.
What is the overall developmental theme or direction of the Ranger? And it's place in GW2.
in Ranger
Posted by: Bran.7425
I just hope the theme for Ranger isn’t turret as that seems to counterproductive in the current game’s overarching play style.
What is the overall developmental theme or direction of the Ranger? And it's place in GW2.
in Ranger
Posted by: Bran.7425
Long title, but I am sure I am not the only person that would like to know what kind of overall theme is going into the design of the ranger class and in what direction is the profession heading?
I also bring this up because it seems some of the aspect of the profession seem out of sort with other aspect or with the basics of the game.
Example Guild Wars 2 seem to be designed around dynamic encounters and high movement combat. Some of the Ranger is designed to benefit from a static/stationary/sniper style of play. The trait Steady Focus (discourages (or penalizes) dodging) and the pets not being able to attack moving targets (is this intentional or just an oversight?)
Guild Wars 2 in the form of sPvP is an e-sport, but the Ranger was design to have a profession mechanic that is the major focus of the profession performance, but that aspect uses AI function. This feel that the Ranger is now painted in the corner so to speak. If the pet function at the level it was designed to do then the Ranger can be criticized as a “easy-mode” profession or that the pet does all the work.
I think it just tried to censor “giggles”.
Agreed on most, but some comments.
Chill is extremely powerful- making 3 bounce would be kinda ridiculous. It would need increased CD, or replacing chill with cripple.
Could make the bounces cripple and the primary target still get chilled, but it is not like the ranger axe skills are so great that that addition would break the game it could be worth testing at least.
Just for skritts and giggkitten ost the ranger in some test to a level that would be acceptable for a class without pet as the pet is more of a gamble on can we get the effect we need when we need it where we need it. and see what happens.
Onto a different tangent for at least quality of life in world versus world could you increase the range on the ranged pet to 1200 so they can a least fire down onto those attacking. If not since they use a lot of the AI of normal creature why not let them go invulnerable for not being able to attack a target that is taking advantage of the pet not being able to path to reach them.
Main-hand I would like to see Ricochet (button 1) more constantly bounce off of the environment; walls, trees, rocks etc when there are not additional targets to bounce from would give the weapon it’s own positional awareness to maintain.
Splitblade (button 2) weak as it stands now I suggest adding piercing to the attack and tighten the cone some to allow mokittengets at mid range are hit with all 5 axes, perhaps building in a increase in damage base on how far or close (whichever fits the design teams image of the weapon) and lastly boost it up to full projectile finisher 100% it is on a cooldown so why not let it finish combos.
Winter’s Bite (button 3) the only single target skill on the weapon seems out of place. I would have it bounce as well probably 4 targets.
Offhand I like Path of Scars (button 4) and if it could get a buff maybe have some sort of knockdown on it maybe the return path or just from being hit with it or perhaps a daze both ways.
Whirling Defense (button 5), let us move while channeling for pity’s (or Dwayna’s) sake.
On a mostly related note the would be nice to see the Trait Off-hand Training be changed to effect the cooldowns of all axe skills as the other main hand/two hands have cooldown reduction build into traits.
I think at this point there is too much invested in just the pet for what we are getting in return. I can not think of any other profession that has a much invested into a mechanic, let alone a mechanic that doesn’t function the second we he the function key.
As for synergy I would say first make all signet have an effect on both the ranger and the pet, second retool Signet of the Beastmaster to work as Written in Stone does for elementalist. Lastly look at every talent that only effect the pet and rework them to have an effect for the ranger as well, example being Companion’s Might would be critical hit grant might to your pet, and your pet’s critical hit grant might to you.
Great another company doing that. Trion did the same thing whenever I would bring up equality for their Cleric damage souls as it was half of the options but were sub-par in game where it was role based not class base.
I had a post on one of the speculation threads that was basically just a comment on the Sword chain probably getting the short bow treatment and it got remove “Because of Language” Which I know I haven’t been using any profanity unless it counts the synonym for malfunction that starts with g and ends in litch.
Maybe they aren’t happy with how the ranger community took the change, but still at least call it what it is.
No idea, in beta everything underpowered now was op because people were newbs and didnge dodge. They called rangers op at the time because longbow, which is funny, but that was literally because people didnt dodge, at all. I seriously think longbow needs a 30% damage buff to bring it back in line, and give hunters shot some damage, make it a second damage option for longbow. Fix MM traits and make them better and voila. The only weapon I care about is longbow, nothing else matters to me, so if they make that better Im good.
I still think piercing arrows needs to be combined with eagle eye or quick draw, or even steady focus. And shortbow range needs to be decreased or longbow range needs to be upped to 1500 without traits.
Shortbow was already hit once with the nerf bat, there is no need to nerf it further to make allowances for longbow to be buffed. There shouldn’t be a clearly right or wrong choice of weapon in general, but which weapon sets fit the play style of the individual.