I could however see a vendor that would exchanged pieces of unwanted ascended gear for either tokens or other pieces of the same quality gear.
agree it makes no sense to come out with new class and allow ppl to instant level to 80
By that reasoning they also won’t allow revenant’s to craft or use the writ of experience.
I had a feeling about this, a theory that they would reveal the elite specs in the opposite order they revealed the original professions. I may be right~
Too early to make that statement still speculation until they finish revealing them.
I thought it was going to be engineer as excited as they were talking about it on the last ready up.
caps lock op. nerf pls.
So aside from what seems to be basically a ‘keep rangers out of pvp’ thread, what do you all want besides that? How do you have the ranger be a opinion in all tiers of play without them being ‘OP’ in your opinion?
Because if it isn’t longbow, it’s spirits, it’s condition’s or the pet; the list seems never ending.
Unless they have posted something about that somewhere else they are probably just renaming Skill Challenges to Hero Challenges,
Would devalue the effort people have already put into there set and potentially tank the market on the ascendant materials. If the stat different mattered more then I could see it, but right now if someone care that much about it they will put the time/reasources into it.
With the change in quickness being a boon and subject to boon removal they may want to look at the penalties associated with quickening zephyr and similar skills.
Must be the closest one to finished. I kind of feel bad if that is the case as the first finished is almost as bad as a the one rushed to meet deadline.
Just giving this a bump as they gave into the engineer’s cry about the ‘hobosacks’ and are basically rebuilding that profession they could maybe make one change that has zero balance effect and would be a major step in easing the general perception of developer apathy (if not hostility) towards the profession (not its players they want us to continue being customer too much for it to get the that point).
Don’t think of the elite specialization as being better than the others it is an elite in the fact that you have to get the expansion and put a little work into unlocking it.
They just aren’t the best at labeling/naming things.
We just need a honey badger pet.
The new mesmer is gonna be REALLY stupid otherwise.
They already did it will be a boon and as a boon subject to removal. If anything they may need to remove the penalties from the self only quickness utilities of engineer, ranger, thief and warrior as they are now overly harsh.
Some how I can picture this kind of thread happening no matter what is else is going on.
Profession being nerf into the ground: RTL time (kind of like miller time there)
Profession ascending to unchallenged godhood: RTL time.
Day ending in ‘y’: RTL time.
I almost forgot the mention the issue of the ranger is kind of stuck design wise as the illegitimate love-child of warrior and thief that they left in the wood and who’s only friends are the pet and those weird elemental tree ghosts.
The ranger overlaps too much with archetypes of thief and warrior and so it kind of feels like the ranger can’t have nice things as because of the existence of warrior, thief, and the pet.
It would limit counter play would be the most reasonable argument against it.
That and it would be a slippery slope with the general buggy nature of the profession that somehow it would lead to indestructible illusions while not shattering.
Agree. Merge with Healer’s Celerity AND Soften the Fall, make Soften the Fall lay a spike trap instead of Muddy Terrain.
Healers Defense;
Lay a Spike trap when you start reviving an ally or take falling damage.
Grant 10s of swiftness to allies when you revive them.
Falling damage reduced by 50%.
Revive speed increased by 10%.
Not sure about that right now I could see them making the increase radius of traps baseline then adding trapperss defense to trapper’s expertise.
But any changes would mean they need to design a new adept trait and after removing/merging all the give the pets secondary stats traits it really show how poorly the ranger traits where designed from the start.
What would have been funny if they had planned it around the wastes being on the daily.
I think that the name are probably also part of that work in progress. Guardian had one that went from Hammer Time to Righteous Mallet, not seeing either of those names ship.
Also once the icon/art department get done on their end (baring them being too similar) we will be using some shorted version of the picture descirption in place of names (which even the designer might not know at the time).
Possible solution more sliders for adjusting the back side of a character and for charr tails.
@Jcbroe The issue here is that they seem currently set in stone on the ranger being primarily a single target (ranged) focused profession with limit AoE supplements through stitutional weapon skill/utiltiy. So some of the limitation that are keeping the profession from top tier are there by design.
Remember the traits are still work in progress they might rearrange the dart boards that they label the trait lines and go best 2 out of 3 for random placements and which traits need merger/removal vs. stand alone status.
Back on topic: Would be nice of they clarified if the axe trait will effect the off-hand cooldown as well by design. Kind wished dual axe had more synergy or better feeling playstyle.
but…but…but…
But my Spirit of Nature – Search and Rescue build with Runes of Mercy and revive traits…Nah, just kidding. If I wanna be a dedicated medic, I run thief.
7/10 would read again and laugh.
I think that while the general idea of completely unified skill catagories is nice. There are going to be some problematic skills across all the profession that don’t really fit the already existing mechanic and tomes are probably one of the more glaring examples.
They may just have to bite the bullet and just add ‘tomes’ to some of the tool tips.
Trapper’s defense. It should have never made the cut to be a stand alone trait in the purposed new system.
Anyone oppose to this?
I understand, but no point in looking at the past it will just make us feel sad.
All I am asking is that my pets work as they should. That is not asking for much.
I am not asking for buffs.
I am not asking for nerfs.I am asking for my minions to attack my target, instead of acting like they are on strike.
Asking for a core element of the game to work should be TOP thing that gets worked on before even thinking about balance.
I can understand your frustration on that and perhaps they are going to work on improvements to those utility skills, but looking at the general state of the profession that is label/balanced around being the ‘pet class’ I would not set my expectation too high. Even though there are two modes outside of spvp the developers/designer are completely focus on that mode and generally speaking summons/pets are very unpopular with enough of that community that they might be the perfect PR sacrifice to be used to go ‘see we’re listening to you’
As stated about I can empathize with your point of view and really hope that the behavior/pathing/general functionality of pets and utility summons get the attention they need, but I am not expecting anything beyond slow to be rolled out band aid fixes that stop working every other minor update.
I just want to point out, that with the upcoming changes to WK and troll unguent becoming a Survival skill, with WK alone; if loaded up with 5 survival skills (and the free sharpening stone proc @ 75%) we can cleanse 12 conditions with an average recharge rate on survival skills being around 30 seconds, whilst having perma fury
if you add an additional 3 cleanses every 10 seconds with EB, were cleansing 21 conditions over the course of 30 seconds.
2 traits to cleanse 21 conditions every 30 seconds on average is basically condition immunity, and I still get one more trait line to go into. And any playstyle, including glassbow, could have access to this.
This is what ANET doesn’t want, and is why they put them together.
This sort of thing might not be totally OP in the current state of the ranger, although I suspect some would argue it is, but certainly would be once the new changes go through.
I’m not sure that they are really checking up with the person/team working on the ranger changes nearly enough, I appeared to me that (either they got better at acting surprised or) they only kind of glanced at the notes before starting and were kind of blindsided by some of the changes that were not “staying the same”. The reaction to the Most Dangerous Game stands out to me in that regard.
That is of course possible. But as they feature it now, it looks like a really bad trade-off for elementalists.
That could be said about every trait the just move into a higher category, it is kind of the point of them continually stating that numbers are not to be looked at just the functionality and work in progress inbetween. But that might have been their fault for presenting it that way. Might have been better to have just show the changes in a power point style and used shown brief bit of game to the UI or whatever else they felt they could share.
On a slightly side track note, for those that watched the thread did the announcement of that trait feel like that most of them (‘host and guest’) had not known what was being worked on until they got the notes (mostly likely just glancing at them) from the person who did work on it. And after reading it out loud, had a kneejerk reaction, which in and of itself is odd as before it was all, ignore the numbers it is the functionality we are going for.
tldt: They appeared to be blindsided by the idea of the trait and had an overreaction. Which could mean they aren’t giving the profession enough attention in this process.
Seems like this topic should’ve been tagged [PVP].. Although since they balance around PVP… I guess it’s appropriate. As I read y’all’s comments I have to constantly remind myself y’all are speaking from a PVP prospective… and since I care not for PVP just how my PVE game is affected by the PVP balancing, well, whatevs as the kids say now-a-days.
That is understandable, I try to keep my focus on the game as a whole, but realize that for the time being that speaking in mode neutral tones can hopefully get some of improvements through (though I am admittedly setting my expectation low). If you feel that another thread with less spvp focus would be an addition to the overall discuss feel free to start one, unless they later merge it with this one I think it will reach a similar size if not larger (but could also get stuck with more bickering as it gets larger)
Unfortunately the competitive aspect of the game seems to be what is drawing the interest of the developers that work on skill balance so you can see what that mean for the game.
All those that are quitting before you install, can I have your stuff?
@Sube Dai They kind of throw that original stance out the window once the spvp meta became more condition focused and the warriors complained interesting note on that is the (if I recall correctly) the design lead for pvp during that time no longer works for ANet so that could also be part of the change in stance.
Back on to the base topic. Trapper Defense needs to be rolled into Trapper’s expertise replacing the radius increase (that should be made baseline). That means new adept level trait needs to exist.
I’d stay take a look at it as the screen shots are not enough they made many comment that may or may not need to be taken seriously. They don’t sound nearly as excited on some of the profession compared to others, but what can be done everyone is allowed their preferences.
So lots of engineer traits are completely in the works so maybe the forums should embrace this and come up with names for traits that could be TBD
First one I could think of is Tool Belt Detonator.
So what TBD can you come up with?
15% of it is added to the class baseline so you don’t have to spec into it to get the benefits.
Works like that for all the class specific stats if I recall it correctly.
He has got it right there so they could baseline the amount the trait lost to (as I would guess) make the difference between thought that choose to run it not so large to those that do not as life force/death shroud is the class mechanic.
If I recall they necromancer inadvertently got that information from him while complaining about minion (or summon AI as the developer from the quote stated as being a different can of worms) behavior.
It is along the lines of the stance of ‘sword is fine and working as intended’ to the realization that it was interacting poorly with some of the games basic functions and that the designer who both thought it was fine and then found out it really wasn’t had to pass it along to the team as something to someday look into.
It is an old one. I put is at the head of a document I working through ideas for the Ranger CDI (to remind myself to be careful about suggestions on entirely pet based improvements) before it got to the point of being a PR sham at best.
It’s not even close to how good Evasive Arcana is… imo Elemental Attunement should be baseline without even traiting for it.
I’d wait and see what number adjustements they make to the trait to go along with the move before making that call. It is more than likely they will be changing durations/stack numbers or ever the effects triggered on the swaps to make the trait grandmaster worth.
works under 33% when necro has same trait in grandmaster slot for 50%? I didn’t look at thief changes, but I think it stayed with 50%.
Make it 50% to compensate or back to adept, nothing more to say
The numbers are not what needs to be the focus it is the functionality as they can easily adjust number so if they concern is just what the numbers shown on the tooltip and not how the trait plays then that issue is really just wait and see for adjustment and then ask for them. It isn’t like they have homogenized similar traits before.
they are addressing pet performance. their F2 is being virtually overhauled. casting the F2 will result in a variety of pbaoe effects like weakness and taunt. pbaoe’s don’t miss and they hit multiple targets.
Until it ships, they can say anything about it, but general stance on it as been:
“Pets that delay F2 use isn’t some wait script we put into their skills it has to do with core AI behavior shared by all pets and creatures and how they decide tasks. Rewriting that has the risks of breaking millions of unknown things so we have up until now band aided the solution. It is something that needs addressing but won’t be addressed until we can kitten how and when we will test it.”
So we will have to see. As much as I would like to be optimistic on this experience tells me to set my expectations low and wonder if they can surprise me in either direction.
Title says it all. Would like to see what this subforum section think on the matter.
How important is the ability to remove/steal/corrupt boons to the general state of spvp?
What factor do you think ‘balance’ not having access to that ability?
It is about adding Boon removal for rangers, It isn’t about “bring ranger into high tier play.”
Translation: You don’t have an argument beyond repetition. Shame, it might have been entertaining.
Take a look at the Warrior’s Defense line now, they cannot complain, at all, ever. We definetly need more condi removal, warriors have loads now too.
You don’t know the warrior community that well, but that aside I was only using them as the example as they are perceived generally as the toughest profession, and that perception of these thing matter a bit.
Would potentially still matter in cases where there would be unintended (on the player’s part) proccing setting off the icd due to interaction with Deceptive Evasion.
Agreed, the problem isn’t really their brainless burst but the fact they have so much cc AND signet of stone.
Nerf or I quit.
Check the general changes to longbow/lead the wind and opening strike, not seeing nerfs on the front.
So can I have your non-account-bound stuff when you quit?
If they decide to address the pet performance with something other than band aid fixes then that could be an option. The rangers have a choice to make (choosing to bring a pet with boon stripe) or not.
Unless there’s some sort of secret pet fix coming in the future that makes this trait worth it, it is definitely weaker than the Thief’s equivalent trait…which is pretty sad if the trait is left the way Anet showed us.
At this point it is kind of the MO there, maybe it would better to instead of asking them to fix thing we just let them leave the profession with weaker option, but allow ranger to have access to more of them. So instead of 3 specialization let the ranger have 4.
Longbow #4.
Every time you knock back a target, it removes a boon. You hit the enemy so hard that a boon falls off! The closer they are, the further they are knocked back, and therefore the greater the number of boons removed.
Path of scars would be funnier as sometime is will drag a target across the ground. Road rash and boon stripe, take that might and face.
But in all seriousness the knock-backs are not a good mechanic to attach boon stripe to as stability and aegis would just protect the other boons completely.
The only certainty we have on the spirits will be they will be good at not moving, beyond that we will have to see, kind of feels like it will be whack-a-spirit-mole balancing again.