Wow this escalated quickly
Still thinking of you rangers… Next balance patch is mid Nov, but I’ve got at least a handful of fixes in testing already!
Excitement for today’s patch dies.
Oh well, only a few more weeks until we finally see some positive changes.
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I can’t imagine how annoying it must be playing on a human female character with this squeak sound. It’s already annoying enough hearing it from nearby players but having my character ALWAYS making it would drive me nuts.
As long as jumping puzzles are optional, that’s fine, but requiring one as they did with the Mad King fight crosses the line. If they are going to require jumping puzzles to complete regular content, then they should fix things so all players have an equal chance.
I did not consider the MK boss map as a jumping puzzle. All you are doing is dropping down. And I made it so there are MANY paths down.
Anyway, thanks for the feedback.
Noooo!
Don’t change what you’re doing! The mad king mini-dungeon layout was fantastic, really spiced it up with the small amount of jumping required. Think of how boring it would be if you just went in and fought him on a flat level :/
Oh I wasn’t saying I was changing anything. I was just seriously surprised that anyone would consider the verticality in that map a ‘jumping puzzle’.
When you died or fell off and had to start from the beginning to get back down to fight the Mad King or loot the chest it felt like a jumping puzzle somewhat, having to hit all the platforms.
I enjoyed that part about it though; it was much more interesting having a boss fight where you had to carefully jump down to reach him at certain stages and after he was defeated rather than fighting him in a flat arena.
Tried 4 or 5 times, then said “nope, I’m’a farm some more candy corns.” Been happy since.
When I made this map I was HOPING that people who aren’t into jumping would do exactly this. They’d see a fun Halloween looking environment, maybe get to the first chest and snag a goodie, then be on their merry way. I see now it was a mistake to make the hardest jumping challenge in the game part of an in-your-face update like a holiday event. I’m not going to stop making difficult stuff like this, they just won’t be so prominent in the future. I honestly hate making people upset and have a very high level of empathy. So it’s been hard hearing all the people that are so angry, frustrated and sad because of something I’ve made. But it’s just another lesson learned.
In my opinion, the only mistake that was made was not enough clarification that the clock tower was completely optional and was not necessary for the Halloween achievement.
You did an awesome job designing this and it was one of the best parts of this event. This tower provided a challenge I found even more exciting and enjoyable than the most difficult dungeons. I even tried it a few more times after I completed it just for fun.
Keep up the good work and I look forward to more content like this in the future.
This is just ridiculous. Week after week rangers receive little to nothing then they get hit with a slower auto-attack speed for the shortbow as a “bug fix” without compensating the lower attack speed with increased damage.
I was really looking forward to this update, not necessarily for the Halloween content, but for the potential ranger fixes! After reading the path notes I’m deeply let down, seeing so many changes for other classes yet not a single one for rangers.
I strongly oppose any suggestion which require hefty amounts of micro-management in order to use a pet effectively. I understand wanting to put more emphasis on player skill rather than a computer controlled pet, but making the player control the pet in addition to their character would be too intensive and put a large emphasis on micro-management skill which would kill the class for me.
I like Sdric’s suggestion, but still think pets being able to attack and be attacked should remain. Many players enjoy the pet being able to fight along with you and it would be a disappointment to see them just following you around, standing there.
Perhaps pets should deal a very small amount of damage when attacking but give some sort of buff to you or nearby allies whenever it uses its auto-attack, much like how rampage as one gives 1 might every time your pet attacks, but that’s all they should do on their own. Each pet should also give its own buff for auto-attacking.
In addition, all passive benefits, along with access to the F2 skill, should be disabled upon your pet getting knocked out. This would make pets a strategically important target if you are fighting a ranger.
If we add both of these to Sdric’s suggestion I’d be perfectly content with it.
I’ve pretty much lost my desire to play the game after the last patch due to the issues everyone has been complaining about.
Most of the utility skills just aren’t that strong, especially spirits, lots of things are bugged up, and most of our weapons just aren’t that good.
The shortbow was the only thing redeeming about the ranger. It was our only decent primary weapon, the others being very situational or only being useful as a weapon you switched to for the powerful skills, then swapped back. But the roughly 8% nerf in the primary attack changed all that, reducing the damage of the shortbow by a noticeable amount.
Normally I would just adapt and switch over to some other weapon or build, but due to so many things about the ranger being broken, I don’t see a solution. Right now I’m just taking a break from the game, hoping to see some improvements in the near future.
I’ve been looking at the patch notes every week, hoping for some tweaks to give rangers more builds that are on par with what other classes have available.
The shortbow was the best thing we had. It wasn’t spectacular, but I was happy with it. And then they go and nerf it, reducing the speed of its primary attack that made up the vast majority of its damage output.
This is VERY disheartening. The single decent primary weapon we had is now an estimated 7% weaker, and the sad part is, it’s still superior to the other junk we have!
I like to play on one character, my ranger being the one I chose, and have put over 200 hours in him so far. This “bug fix” has killed my desire to play and I don’t even feel like logging on again until we get some improvements.
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I’m a human ranger, and I’ve found the elites to be pretty useful, but definitely situational.
All 3 of the ranger elites are pretty good.
Rampage as one has a 120 second cool down and grants 33% movement speed, 20% critical chance, and stability for 20 seconds. Every time you attack your pet get gets 1 might, and every time your pet attacks you gain one might. When using quickening zypher in combination with this elite my pet often gets 25 might and I get 7 might, which when combined with its other effects, can be very powerful.
Entangle has a 150 second cool down, or 120 second cool down with a wilderness survival trait, and can be used as a very effective crowd control with decent damage. Everyone within a 600 range of you is wrapped in vines, immobilized, and takes normal damage and bleeds every second for 20 seconds. They can break out of these, but I find many monsters get stuck in the vine for the full 20 seconds.
Spirit of nature can be very strong in a group setting, but its 240 second cool down can make the other elites better. When placed it will heal anyone next to it which is nice, but what I find to be the best part about it is that when you use its ability after its placed, it will revive all players around it that are downed, and all friendly NPCs around it that are dead, as well as removing conditions on everyone around it.
Of the human skills, I only found 1 of their elite skills to be good.
Hounds of balthazar has a fairly long cooldown of 240 seconds, and the 2 hounds you summon can have trouble surviving against tougher guys, but with their AoE, decent normal attack damage, and burning that they apply, they can deal a decent amount of damage.
Avatar of melandru and reaper of grenth are pretty much junk, weaker than many utility skills and outclassed by the other elite skills.
But still, I miss the elite skill concept from GW1, and sometimes I’d rather have another utility skill than one of these “elite skills”.
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One thing I loved about Guild Wars 1 was the ease of changing character attributes and builds. In any town you could easily modify your attributes, skills, and equipment, which allowed you to make any modifications needed for the area you were about to enter without any hassle.
Guild Wars 2 still follows this to a degree. You can still easily switch both equipment and skills. However, if you want to frequently change your traits, you’re in for a big ordeal.
Traits are essential for builds, providing a massive amount of customization. They affect a large variety of things including your stats, play style, and how your skills function. Traits are one of the defining things about your character and what weapon, armor, and skills you will choose are based around what your traits are.
Why then, is resetting traits such a hassle? In order to change your traits you must make your way to a trainer, most commonly found in major cities, purchase a reset (3.5 silver at level 80) then make your way back to wherever you originally started at. Once you’re done with the dungeon or whatever you need to do this all over to revert back to your original build.
This may not sound that bad, but adding together the travel cost, reset cost, loading times, and walking times, EVERY TIME you want to switch your build, can become very irritating and cost you a fair amount of gold.
This is really annoying to me. I like to adapt based on the dungeon, dynamic event, PvE or WvW, and try out a variety of weapons and builds, but this game makes it difficult and costly to do so. Guild Wars 1 had a lot of freedom when it came to changing builds, but GW2 punishes and inconveniences you for doing so. Why was this freedom taken away?
Well port forwarding didn’t work.
I’m out of ideas now. =(
I just found this under the error code section of support:
“In addition, Guild Wars 2 requires TCP ports 80, 443, 6112 and port 6600 be fully unrestricted and accessible, both inbound and outbound.”
Hopefully that will solve the issue.
Yep, definitely still having connection issues. I think they even start up as soon as the second person hits the play button!
Does GW2 use up a huge amount of bandwith or something? I used a website to test my connection and It says I have a 7.1 mbps download and 4.1 mbps upload speed while the game isn’t running.
I’m not all that familiar with connection speeds, but shouldn’t this be enough? I’ve searched for the bandwith usage of the game and people are saying it shouldn’t use any more than the typical MMO so I don’t see why I’m having issues.
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I’m not sure if it worked, the game still seemed to have some connection problems but I couldn’t test it for long as my brother had to go. Once he’s able to log back on in a few hours I’ll try it out some more.
And we are using cable connections to the router.
Good idea, I’ll try unplugging the router and modem and see if that solves it.
Might as well restart the computers again while I’m at it.
EDIT: Issue solved, I bought a new router and it fixed the problem.
My brother and I are having a strange issue with connection when we both play at the same time via different computers on the same network.
We don’t experience any connection issues at all when only 1 of us plays, but if both of us are playing at the same time, latency gets so bad that its unplayable, that is, until 1 of us logs off and it works just fine.
I’ve never experienced this before and I’ve played a lot of online games. Does anyone know what could be causing this issue? I’d really like to play the game with my brother but this is preventing us from doing so.
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