Some of this is older, some of it newer stuff. It isn’t complete and lacking a lot of supporting details but I doubt I was going to work more on it so I figure’d I’d just throw it up for people to hate on.
I’ve covered a lot but there’s still much more to go. If you’re still with me I salute your endurance. What I want to talk about now is filling those gaps left by those spirits and traps that were removed. In GW there was a type of skill called a “Preparation”. These skills acted much like thief Venom skills except they applied to all attacks make within a certain amount of time and only one could be active at a time. I think similar skills would suit the ranger quite well. I’d like to see things that could fill holes in some playstyles such as;
Preparations-
Poisoned Edges: The next X times you inflict a critical hit you also inflict poison.
Debilitating Poison: Line your armor with poison that inflicts Weakness the next X times you are critically hit.
Igniting Strikes: Your next X attacks explode on impact inflicting Burning to your target.
Blinding Chalk: Apply chalk to your weapon that Blinds foes the next X times you interrupt, Daze, or Stun them.
Those could fill the gap left by traps and compliment many builds rather nicely. In addition to these we could also add a new set of skills in a “Nature Magic” line. We have a Wilderness Survival line of skills but we’ve never had a “Nature magic” line despite commonly having it referenced. I think this is a good opportunity to impose some more utility skills on the Ranger that give it more a spiritual “one with nature” feel. I picture skills like these suiting the Ranger quite well;
Summon Bees: Summon bees to blind nearby foes. Gain stealth while they are distracted.
Blind- 5s
Stealth- 3s
Breaks Stun
Nature’s Energy: Draw energy from your surroundings using it to refill endurance and cure 2 conditions on yourself and nearby allies.
Spirit Water: Drink water imbued with Nature’s spirit allowing you to instantly revive the next two allies you aid.
Duration: 20s
Natural Warding: Create a line of natural warding at target location. Foes crossing this are immobilized by earth.
Duration: 5s
Immobilize: 3s
These skills give the Ranger very useful utility in groups as well as in solo play which we currently lack. With the additions of these skills and the above Preparations I feel we as Rangers move into the realm of actual utility instead of what we had before. There’s still a bit more to go though so stay with me.
?
So far we’ve addressed lack-luster weapons, added a new, moved spirits to be part of the profession mechanic, and filled the gaps in utility skills left by both the spirits and traps. All these changes combine to make the Ranger much more viable, as well as valued, in team play without too drastically disrupting those who currently rely on the pet system. What’s left? Traits. With all these changes a lot of traits need to be looked at.
Marksmanship:
Spotter- Moved to adept tier.
Predator’s Instinct- Cripple duration increased to 4s.
Eagle Eye: Now also increases Shortbow range to 1,200.
Skirmishing:
Trapper’s Expertise- Moved to Wilderness Survival
Trap Potency- Moved to Wilderness Survival.
Honed Axes- Added effect: Main-hand Axe skills recharge 20% faster.
New Master trait, “Mutual Preparation”- Preparations can be applied to your pet as well while out of combat.
New Grandmaster Trait, “Preparation Specialist”- Preparations last longer (more hits) and recharge 20% faster.
Wilderness Survival:
Empathetic Bond removed.
Shared Anguish Removed.
Hide in Plain Sight- Moved to Adept Tier. Stealth duration reduced to 3s. Now also negates CC. Recharge increased to 60s.
Healer’s Celerity merged with Vigorous Renewal.
Nature Magic:
Vigorous Spirits Removed.
Nature’s Voice- Moved to Beastmastery.
New Grandmaster trait, “Nature’s Paragon”- Natural Warding lasts longer, Spirit Water has one additional charge, and Nature’s Energy grants Swiftness for 5s.
New Master trait, “Renewing Nature”- Nature Magic skills recharge 20% faster.
Nature’s Vengeance removed
New Adept trait, “Healing Proficiency”- Heal as One removes 2 conditions. Troll Unguent removes one condition every 3 seconds.
Breastmastery:
Speed Training and Commanding Voice merged.
Natural Healing merged with Nature’s Voice.
(edited by Castaliea.3156)
That pretty much sums up what I feel we’re currently missing from our current weapon skills. As I said though, that was the easy part. There are some real fundamental design flaws with the Ranger itself that go deeper than just iffy weapon skills. Our Utility skills are one of them. Due to the forced Beastmaster playstyle from our profession mechanic many of our Utility skills actually serve no purpose to us. The ones that do often require a very hefty investment into trait lines to be considered remotely useful in a specific way that actually has nothing to do with “Utility” to begin with.
What I propose is an adaptation to our profession mechanic and similar to Warrior Banners. First, when a pet is stowed it becomes permanent until manually brought out again while out of combat. While stowed 4 new skills pop up. Spirit skills. The goal of these spirits is to provide that useful party mechanic we are currently missing. As such these spirits should act much the same way Banners do, providing passive buffs for all allies in a wide area also with an active skill much like the current spirits do. Spirits do not stack passive effects and a Ranger may only have one active at a time(excluding elite spirit). They’d stack with any existing effects (such as Warrior Banners) You’d need at least 4 Rangers coordinating spirit cycling to maintain 100% uptime on them all.
Some examples would be;
Slot 1-
Spirit of the Sun: 60s Duration. 120s Recharge.
(Passive) -> Allies within range burn off a condition next time they suffer from more than one condition. This effect can only happen once every 10 seconds.
(Active) ->All allies cause blind on their next critical hit. 20s Recharge.
Slot 2-
Spirit of Fertile Season: 60s Duration. 120s Recharge.
(Passive) -> Allies within range gain 170 Vitality and 170 toughness.
(Active) -> All allies gain Protection for 3s and Vigor for 5s. 20s Recharge.
Slot 3-
Spirit of Favorable Winds: 60s Duration. 120s Recharge.
(Passive) -> Friendly projectiles within range travel faster. (Caps at current rifle velocity.)
(Active) -> All allies block the next projectile attack directed at them. 15s Recharge.
Slot 4-
Spirit of Predatory Season: 60s Duration. 120s Recharge.
(Passive) -> Allies within range gain 170 precision and 15% critical damage.
(Active) -> All allies gain Fury for 5s. 20s Recharge.
In the same group as spirits are traps. Trapping used to be an actual role in GW. Now trapping is simply delegated to “Utility”. This is a problem because traps are not “Utility skills” traps are just an indirect attack skill. On that note I propose a new weapon; Staff. In GW trappers often ran stakitten while trapping for the extra energy. Now, in GW2, we can use the staff to enhance our wilderness magic and become very effective trappers. How would this work?
New Weapon- Staff
Skill 1-
Wave of Earth: Send a wave of earth out in front of you that causes Bleeding (1s) and cripple (1s) on each foe it hits. (Attacks much like Guardian #1 but slower)
Skill 2-
Flame Trap: Plant a flame trap at your location that damages and burns foes when triggered.
Burning(3x): 1s
Recharge: 10s
Skill 3-
Spike Trap: Plant a trap at your location that damages, bleeds, and poisons foes when triggered.
Bleeding (3x): 5s
Poison: 5s
Recharge: 15s
Skill 4-
Frost Trap: Plat a trap at your location that chills foes when triggered.
Duration: 5s
Chill: 2s
Recharge: 25s
Skill 5-
Dust Trap: Plant a trap at your location that creates a smoke field when triggered.
Duration: 5s
Blind: 1s
Recharge: 35s
I feel this would give traps the space they deserve. They were a huge part in GW and shoving them off as Utility skills not only insults the legacy of the trap Ranger but also just doesn’t work. Traps are not Utility skills, especially the way traps were already implemented.
(edited by Castaliea.3156)
I main’d Ranger for something like 6 years in GW and loved it. One year into GW2 and as hard as I try to love the Ranger I just can’t. I think about Ranger when I’m on my Mesmer. I think about Ranger when I’m on my Thief. Despite all thought however I just cannot bring myself to log into it anymore. I’ll list my major problems with the class best I can and how I’d personally like to see them fixed. Most of these issues go very deep into the profession’s design so there is no real easy fix for them but I’ll start with the easy ones.
My first problem is one of the most simple. Rapid Fire. Rapid Fire as a skill makes no sense. A Longbow is a slow firing, and powerful weapon that specializes in accurate and deadly strikes from a long distance. Why then is there a skill on the Longbow that literally exactly emulates a Shortbow? There shouldn’t be. Many times I’ve suggested changing this skill to something like Triple Shot from GW1.
Triple Shot: Charge up an attack that simultaneously fires 3 arrows at your target. The longer the charge the more damage.
Max charge time – 2 1/2s
Max Base Damage – Full charge = 125% RF damage. Half charge = 75% RF damage. Lowest = 50% RF damage.
Why this? I feel this change would go a long way to increasing bow DPS via reduced channel and slightly increased overall damage while it also very nicely combos with the recent Hunter’s Shot update as well. It also adds in that flare to the Longbow it’s currently lacking. There isn’t that skill you’re excited to use, everything is very normal and nonchalant or in RF’s case, worrisome. The skill icon doesn’t even need to be changed as it’s already 3 arrows.
Next up on my list of things that keep me alienated from my beloved class is the Sword.
I dislike almost everything about this weapon. Why? Every skill on this weapon is about auto controlling your character. Main attack roots and actually prevents dodging, Hornet’s is too slow to be used as a real evade and Serpent’s Strike misses anything that moves. I think while designing this weapon we got too fancy and sacrificed actual practicality. What I’d like to see instead of these skills are ones more like these;
Slot 1-
Slash: Slash your foe. (Current)
Reverse Slash: Quickly slash your foe in the opposite direction crippling them. (Very fast activation time.)
Debilitating Stab: Powerfully stab your foe dealing more damage per condition on your foe. (Slower, just like thief’s sword final strike.)
Slot 2-
Hornet’s Sting: Parry incoming attacks. If an attack in melee range is blocked strike your foe inciting Hornets to attack them inflicting multiple stacks of Torment.
Slot 3-
Serpent’s Strike: Evade attacks while quickly dashing along the ground at your target to strike with a poisoning blow.
Leap Finisher.
These changes address the major issues with sword rooting and ineffective evades in a couple of ways. First, redoing the entire first weapon chain which honestly should have been done when the skills were changed in development. Second it addresses the intended use for Hornet’s by removing the clunky, slow evade in favor of a strait block. (Many people like the dual leap of the skill but bear with me.) Finally Serpent’s strike becomes more of a quick slide & stab greatly increasing its reliability and keeping the leap finisher from Monarch’s Leap. The weapon as a whole becomes more of a condition damage melee weapon with great survivability via blocks and evades.
Third up on my list is the Axe. I originally loved the idea of throwing axes but after a year of it I honestly can’t stand them, especially with the recent Shortbow nerf. To me the axe is rather weak and serves no purpose. I’d like to see it switched back to a proper melee weapon to compliment the sword but making sure it still has the unique ranger feel.
Slot 1-
Hack: Hack at your foe inflicting vulnerability.
Chop: Chop your foe, again inflicting vulnerability.
Splitblade: Attack your foe dealing additional damage for each boon on them.
Slot 2-
Pure Strike: Strike your foe dealing damage and removing a boon. If you’re foe still has a boon deal 50% more damage.
Slot 3-
Winter’s Bite: Attack and chill your foe. If you’re foe has 2 or more boons Chill lasts twice as long.
Chill: 3s
These changes, when applied to the complete lack of any boon hate on the Ranger, stand out very well to class as a whole. It also brings back the missing classic enchantment hate effects of skills from the original GW helping to give the Ranger some more purpose. Boons are currently very powerful but there is not a lot of ways to counter them, especially for a Ranger. As a class we never specialized in removing them but we sure made life hell for anyone with them.
ArenaNet, you missed one thing.
-Gives a very good reason to become a beastmaster.
WRONG. It isn’t a choice.
We aren’t even given that choice. We’re forced into that playstyle by our profession mechanic.
We’re the only profession where they said, “Oh hey, how about having a mechanic that accents the Ranger we give it one that defines the Ranger.”
I was about to post this as I have been testing it a ton in WvW lately and noticed it isn’t reaching very far. It could use a projectile speed buff as well <3 as it is very hard to land at anything but point blank.
Welcome to Ranger projectiles 101.
After 10min of testing in The Mists I’ve noticed crippling Talon does not get the 1,200 range when traited with Off-Hand Training. The skill updates and says 1,200 and even the red bar range indicator says it’s in range but after 900units the projectile still vanishes and says “Out of Range”.
I like a lot of the ideas expressed in this thread. You also need to add better delegation / grouping function in WvWvW. Private tags, guild tags, possibly party tags. Which allows for more macro-coordination than just sticking to the solo dorito.
I love my supply traps and I was banging my head about what new traps could be implemented that would be as devastating as supply traps but could not think of anything in particular. Your blind and movement traps are definitely useful; they would be circular traps covering a radius rather than the current ones. However, with more traps I hope they add a new currency into acquiring them outside of badges. Dont get me wrong I go into each reset with around 80 supply traps but I would still want another way to acquire them.
The rez sickness mentioned in another thread I think is a positive. A sickness that restricts healing / regen / for X seconds when rezed from death will definately make zergs a bit smarter in their play than just mass-rezzing dead players. I know its a ‘punishment’ but this is one that I think is not as far-fetched as some of the other anti-zerg ones.
I think outmanned should definitely give a lot more increased bonus to WXP gain than it currently is as well. Will encourage more people to keep on playing while outmanned as well as extra supply capacity that stacks with +5 guild supply buff. However as mentioned above it should be based on PPT as well as outmanned status so people cant simply exploit it. The reason is because a lot of the positives to WvW that we are talking about here will come through WXP trees and masteries and its currently the most valuable reward for a regular WvW-er therefore if outmanned/ppt restriction gave higher PPT it would benefit the smaller squads / solo roamers and also encourage people to not just mapzerg on one map and rather split up more.
Personally I feel a Rez sickness is a good stand alone idea but if Zergs were to become much less safe via certain changes further taking away their ability to rez effectively kinda defeats the purpose of even having the option. Traps do however definitely need more ways to be obtained but they’d be very powerful so they shouldn’t be like Flame Ram easy.
(Another note about traps is possibly having them be on a few second fuse so after being triggered larger groups of foes pass over them more fully instead of tripping on the first 1-3 guys running ahead.)
Good ideas.
Coming soon to WvW in 2020.
This. lol
We need to get Castaliea a job at ANet.
Lol /dream or /wish.
There is no reason not to zerg. Every mechanic in the game from AoE to Supply costs drives large groups. Yet there is nothing to drive formation of smaller groups. Large groups are more safe and offer equal, if not substantially more, reward.
We need to discourage zergs by making it less safe. (Lowering the reward would only cause player hostility. Same goes for rewarding smaller groups.)
Then we need to give smaller groups the ability to accomplish goals that only the current larger groups can do. (How this is done though must not also make larger groups stronger though.)
This makes smaller groups more rewarding since they can now accomplish more while not punishing larger groups directly just for their numbers.
I have a post on this very thing here;
https://forum-en.gw2archive.eu/forum/wuv/wuv/Real-tools-for-the-WvW-player/first#post2179363
Please read that if you’re on the “Just makes debuff for zergs!” boat.
(edited by Castaliea.3156)
Power creep? Good players should be rewarded.. Supply mastery rewards casual idiots who want to build siege more. ZERO progress made towards a player vs player atmosphere.
WXP =/= “good players”. Sorry to break your heart. Not only that but “Good players” probably don’t need to be rewarded with even more of an advantage over other players.
lmao.
Personally I’ve given up suggesting or even wishing for anything anymore. As much as I want to love my Ranger being a WvW player I just can’t. Not when I could run a Guardian, Warrior, Engineer, Necromancer and be 10x more helpful and effective. We could sit here all day and argue, “Rifle!” “NO! Staff!” “Shut it, RIFLES!” but none of that matters because ANet does what they want.
Not only are we missing support and control weapons our utility skills are all sorts of screwed up.
Want to use signets? 30 trait points.
Want to use traps? 30 trait points & all utility skills.
Want to use spirits? 30 trait points & all utility skills.
Want your pet to be effective? 30 trait points.
I’m so disgusted with how they designed the entire class in this game. They took entire archetypes of Ranger play from the last GW and delegated it to simple “Utility” and literally ruined all of them.
Traps should have been weapon skills.
Spirits should have been the profession mechanic instead of pets. (Different spirits, not this crap we got now.)
Pets should have been left to the elite Alpha Strike and merged with RaO.
Signets therefore would be effecting us by default.
Rapid Fire should have been a charged “Triple Shot.” (If I wanted to shoot a bunch of weak arrows I’d play with the Shortbow.)
Okay I just made all that up (Cept the Rapid Fire thing, been saying that for ages) but I’m kinda liking it now which sucks because it’ll never happen even if I magically wrote up 100 pages of pure perfection about it. Anyways, just stop caring and go play the game. If you’re not enjoying the game play something else and check back on this one if you ever remember it. As much as I want to say, “Input on the forums is deeply valued.” that statement kinda makes me laugh.
(edited by Castaliea.3156)
Ranger Pets.
Nuff said.
Lol. Thanks I needed that. xD
What about some actual underwater siege? I know we could at least come up with that lol.
A lot has happened over this last month and I still see “just debuff zergs” floating around every other post. Obviously this thread failed in not only starting constructive conversations among players but to also to show ANet how much more they could do with their game. Hey, WvW population is going up though I hear so that must mean we’re all just crazy for thinking it isn’t perfectly fine as is.
It sucks this thread died and got almost no actual attention from players. I was enjoying having good conversations about people’s ideas. I wish there was more I could do to help but there isn’t. Not from a silly forums poster status. Hope everyone has had fun this last month. I’ve mostly just become a PvE casual. I just don’t see things changing, ever.
It depends on what your definition of “is” is…
A definition of a ranger in a mmorpg is a person who fights from long-distance.
Uff…
The word “Ranger” came from the word “range”, but it has nothing to do with fighting at range.
http://en.wiktionary.org/wiki/ranger
http://dictionary.reference.com/browse/ranger
http://en.wiktionary.org/wiki/range#English2.A keeper, guardian, or soldier who ranges over a region (generally of wilderness) to protect the area or enforce the law.
In mmorpgs a ranger is usually skilled in long-range fights, ye that’s true but, again, it has nothing to do with the original meaning of the name.
I see this argument thrown around a lot. It is NOT about what you can define the word from the internet as. The GW Ranger is not “A Ranger” the GW Ranger is just that, The “GW Ranger”. Idc if some dude from LotR was called “A Ranger” or you find any other use of the word; That does not in any way help any argument. The GW Ranger is a separate, unique, entity. It has nothing to do with anything else.
That being said. The original GW Ranger used Bows. That was what they did. They weren’t melee masters, or magic users. They used Bows. Obviously the world has changed and the Ranger along with it but who and what the GW Ranger is at heart has and always be the same regardless of what you find for the simple definition of the word on wiki, from LotR, or some random games. A Rifle just does not fit with the class nor is it a weapon we need as a profession. Sorry.
There is no reason not to. Every mechanic in the game from AoE to Supply costs drives large groups. Yet there is nothing to drive formation of smaller groups. Large groups are more safe and offer equal, if not substantially more, reward.
We need to discourage zergs by making it less safe. (Lowering the reward would only cause player hostility.)
Then we need to give smaller groups the ability to accomplish goals that only the current larger groups can do. (How this is done though must not also make larger groups stronger though.)
This makes smaller groups more rewarding since they can now accomplish more while not punishing larger groups directly just for their numbers.
I have a post on this very thing here;
https://forum-en.gw2archive.eu/forum/wuv/wuv/Real-tools-for-the-WvW-player/first#post2179363
When they released the Ranger they said they wanted to go for a Spiritual Woodsman who is very close to nature and they felt rifles and guns were the exact opposite of that therefore they did not and were probably never going to introduce a rife to the class. I agree 100% with this assessment. Sorry.
What we need is a weapon we can specialize with in groups. A copy of the longbow is not that.
I’ve been all for that Staff for a long time lol. Give it a medium range much like Guardian’s staff and high party utility for those group Rangers. Maybe even some AoE Boon removal on the 4/5th skill to keep it true to old Ranger/Melandru enchantment (boons) hate. We’re really missing a party weapon. :/
(edited by Castaliea.3156)
That’s a small kitten SoR zerg…. used to the 50-60 groups blocking out the whole sceen….
You should play it because you like running around with scoped rifles hip firing like it’s CoD. Cuz we’re cool like that.
Honestly I want all of the Rifle skills redone. We’re using a rifle, not a blunderbuss.
I find it so infuriating (that’s not true, it’s 100x more annoying but I’m trying to contain my rage) that they made all these great scoped rifle skins and I can’t use any of them because every single engineer rifle skill is some crazy shotgun (aka a blunderbuss) skill and it feels so stupid running around with a scoped rifle at 100 range using it like a shotgun, hip firing it. What is this? Call of Duty? Either redo these weapons to actually be Rifle skills to introduce another weapon called Blunderbuss or Shotgun and transfer the skills to that and give us new Rifle skills entirely.
This and and as much as I admire the work put into making each kit look unique there needs to be an option to disable them. The price of Back items in this game is ridiculous and I can’t even enjoy mine half the time. Although this was already talked about as being “aware of” just need to make it clear that, re-skinning them is a no-no, we want to see our back items.
This post sounded more demanding than I’m used to writing, sorry. Just had to get that off my chest.
(edited by Castaliea.3156)
Think positive. Kormir is a god now. That’s something right?
Where’s my "Go die in a fire .gif when i need it? lol
This was my older version of this thread if you read this thread I’d take a glance at the link below as well. I’ll count it as my constructive input to this thread for more ideas.
https://forum-en.gw2archive.eu/forum/wuv/wuv/Real-tools-for-the-WvW-player/first#post2179364
As I said in another post;
Thank you. I needed a perfect example of how it’s, “With my skill and tricks I made a weapon not be absolute garbage.” instead of “With my skill and tricks I turned a good weapon into an amazing one.”
~Thanks.
We shouldn’t be content with our tricks and skill making weapons not kitten. They should already be good weapons and we should make them amazing.
As a longbow Ranger who likes WvW I’d say arrow velocity is a huge must.
Every little thing in WvW is working against that arrow hitting your target. Even minor terrain changes (even little bumps in the ground) will make an arrow less than 1,000 units away flat miss.
Second as I’ve said before, Rapidfire (RF) not only is counter intuitive to the very idea of a “Longbow” but is just plain bad. I would like to see it be reworked into a skill like -Triple Shot- from the last GW. Give it a short charge time that slows you just like RF currently does so it looks like this;
Tripple Shot: Charge up an attack that fires 3 arrows at your target. The longer the charge the more damage.
Max charge time – 2 1/2s
Max Base Damage – Full charge = 125% RF damage. Half charge = 75% RF damage. Lowest = 50% RF damage.
I feel this would go a long way to increasing bow DPS and combos very nicely with the recent Hunter’s Shot update as well as adding in that flare to the Longbow and makes it seem you have that awesome powerful attack. Hell, the Icon doesn’t even need to be changed because it’s 3 arrows!
PS. Barrage interrupts every 3rd hit. [You know you want it! lol]
Never expect any of it but that’s why I’m not main on my Ranger any more…That and the facts pets, even as the most basic of ideas, sadly are just not suited for WvW.
I like posts like this because it flat out says, “We don’t WvW to WvW. We WvW to GvG.”
It’s more a “We WvW to play as guild”, but whatever…
Core point is:
WvW as Anet designed it is boring.
WvW as open field fight box is cool.
“Screw the towers, keeps, PPT, nightcapping, sieging and all this cr*p, i’m here to smack some heads!”
I rest my case as this person made it for me.
o.O i sense some words to be spoken on this thread. Yes theres differences, EU plays as guilds most of the time, and more into open field and GvGs are more common over here! We have less coverage but our average skill is higher than US ervers
I like posts like this because it flat out says, “We don’t WvW to WvW. We WvW to GvG. In addition to this we typically have less people as a whole who and the ones we do have are packed into guilds. As such we’re more skilled because we have less ‘crappy’ people to drag down our average.”
As someone who plays on a US server I can attest to how ridiculously stupid a lot of people are but I always find it funny how every time Europe talks about the difference it’s “We have skill, NA doesn’t. But then again we don’t really WvW. We’re just in it for the GvGs.” Europe very well may be “more skilled” because they spend their time just trying to kill each other but that’s like playing CoD Domination and saying you’re the best because you’re spending your time kill farming other people.
Much love to Europe and it sounds like a rather cool place to WvW in all honesty but the play styles and goals of the players are obviously vastly different from NA. Judging from the conversations I’ve had with some EU players they are also very stubborn, assume they’re all god’s gift to GW2, and can do no wrong. I’ll stick to my NA server.
I made a video specifically to address complaints like this.
Just… watch it.
I love this video. Thank you. I needed a perfect example of how it’s, “With my skill and tricks I made a weapon not be absolute kitten.” instead of “With my skill and tricks I turned a good weapon into an amazing one.”
~Thanks.
This entire problem is from the way the Sword functioned much earlier in development and instead of reworking the skills they just added different effects.
One major change I’ve actually been wanting to see is switching the Condition duration and Critical Damage attribute bonuses from Marksmanship and Skirmishing. Just throwing that out there.
So, you want crit damage and crit chance to not be on the same line? Does that really make sense?
Does it really make sense to have a bunch of trap traits on Crit and crit damage line?
One major change I’ve actually been wanting to see is switching the Condition duration and Critical Damage attribute bonuses from Marksmanship and Skirmishing. Just throwing that out there.
Exactly. They made their choice and as much as I love having pets there is a lot of content that they are just not suited for. I love the idea of having my pet wolf fight with me all the time but that’s what I love, the idea, not what it actually has become. As a whole I honestly just feel like an empty husk pretending to be a Ranger.
I miss the old Barrage, punishing groups and groups of foes for stacking up.
I miss the old Traps, especially Dust Trap.
I miss the old Spirits, applying battle changing effects that had to be dealt with.
I miss the old Preparations, giving me true adaptability against any kind of foe.
I don’t mean to insult the Devs who worked hard to bring us this GW2 profession but I really can’t love it like I did my GW GWAMM Ranger. I feel everything that made the Ranger a Ranger from the last game was left out when it didn’t have to be.
There are just so many things that I have problems about this class that 250 years ago were not even problems but instead strengths. How did that happen?
I feel the trait and utility skill system really works against the Ranger. Ranger’s used to be defined by their utility. You were a Trapper, Spirit Spammer, Barrage, Beastmaster, or Interrupter. Yes there was tons of other builds but that narrows it down. Many of the those things made it to GW2 but look at how they did.
Trapper gives up all utility skills and half his traits to do it. Can’t even lay duplicate traps nor do any of these traps have real defense. Where do weapon skills come in?
Spirt Spammer, same as trapper. Give up all utilities and half traits just to make them usable. What about weapon?
Then, on top of all of that, at the same time we try to be Beastmasters.
etc.
We as Rangers are dependent on our utility, traits, and mechanic instead of our weapons and choices. Our mechanic is not an accent to our profession as much as it is a forced playstyle.
On my Mesmer I don’t have to spec 30 into shatters to make them useful. I then certainly don’t have to waste another 30 trait points making one type of utility skill not useless. There isn’t a problem sending a Phantasm into a zerg to die. I’m not dependent on it.
(edited by Castaliea.3156)
Personally and as I’ve said before I’d be in favor of a dual class mechanic.
Pets
OR
Preparations
This would allow Rangers who like to do content that pets (as an overall idea) are not really suitable for (such as WvW) without losing their class mechanic or if you just don’t like the available pets. “Stow pet” would put the pet away and pop up 3-4 unique preparations (like the Mesmer’s Shatters) that apply to our attacks that we could switch between(thus only one active) much the same way they worked in the last game. I really miss being able to drastically change my role and the adaptability I had as a Ranger in the last game. I appreciate the recent buffs but I feel core issues are being pushed to the side, intentionally or not, and it makes my current Ranger feel like a shell of my real GW Ranger. I doubt that will ever happen though. Devs seem rather hard set on the pet mechanic because it failed so much the last GW despite the fact it’s just not a viable option for certain game types.
(edited by Castaliea.3156)
“Want to make gold?…
…WvW.”
I lol’d. That’s some funny kitten.
Then go play a Ranger.
They have OP Power builds I hear.
Clones and Phantasms are physical manifestations created from their target’s thoughts. If said target dies they die too.
As our skills summon these with little cost (No added recharge in particular) it may not seem like it but it’s exactly the same as other professions having to wait to use their skills.
Until Mesmers start summoning these illusions from their own minds (which would be amazingly OP) you’re just going to have to wait to re-use skills like every other person.
I had to give up my Ranger. Playing GW’s Ranger for so long then playing GW2’s Ranger is like cracking open an egg to find out it’s not only empty but it wasn’t even a real egg.
Who cares about bows?! (Not us) You shouldn’t either. You should strive to be like the Ranger from the last GW and that guy from those books everyone likes (think there was a movie too) and use only melee weapons. If not you’re obviously doing it wrong and should be ashamed of yourself. L2P.
Also, it’s good pets got nerfed. They were just so good that they were preventing people from using all of our other viable builds. They did tons and tons of damage even when not boosted with Beastmaster trait stats or when leeching your your own effectiveness as a character. They didn’t even have trouble hitting moving targets or people who put the most minute effort into avoiding them. They were just that good. Again, that one guy from those books had that one pet that was always killing crap or watching his back. (It even saved him from falling off a cliff cuz his hand got stuck one time)
TL;DR
Stop complaining cuz you were probably doing it wrong. Don’t give a crap about your pet either. It isn’t like it takes anything away from you personally as a Ranger. Be like the Ranger from the last GW and that LotR movie; Use melee weapons and very reliable pets to have your back while slaying those Orc.
PS.
That’s what you tards who tell bow rangers they’re doing it wrong sound like or insist pets were so OP you couldn’t counter them.
Oh, a dev response. I’m getting a déjà vu-feeling…
So next patch we can expect a 14…sorry, 16 point bullet list?
Lmfao. Ohhhhhh good times man… good times. Harsh? Yes. Equally Well-played? Yes. lol.
I recently bought GW1 Trilogy. Please tell me I made a good choice…? I hear Rangers in GW1 are pretty balanaced…
Rangers in GW1 were gods. Plain and Simple.
Not always easy, but always effective.
Mr Sharp, Thank you for your good work. Also thank you for proving my point.
This is my post in another thread:
“While I agree that some of their complaints are valid (I’m pretty upset about the pet damage nerfs just as much as they are), they present them in such a offensive and repulsive manner that it’s hard to take it seriously. More so for developers that want to see player feedback but get turned off by all the crap they have to slog through just to get the decent ones. And when one of them finally has the guts to participate in discussion, they get viciously attacked. (See Robert Hrouda)”
https://forum-en.gw2archive.eu/forum/professions/ranger/Am-I-the-only-one-happy-with-Rangers/2288253
Lastly, please improve pet’s ability to hit moving targets I can live with lowered damage if they can hit anything moving without swiftness
No,No,No,NO!
“Participating in a discussion” is in no way the monthly forums section post with the same generic “Yes, we read, yes we care.” crap every time the forums get a little rowdy and you people have got to stop being so amazed by it. He didn’t discuss anything at all with anyone. He didn’t offer constructive feedback to a suggestion, give insight to plans/directions, or even personal opinions. It was not “Participation” in any way. It was simple “Appeasement”.
Don’t forget how useless we are in WvW groups.
Cept that water field.. that beautiful water field… <3
Yes, we care about the forums. We also care about all the classes equally.
I want to believe you, I really do… but I can’t say I do. Not after everything my favorite GW profession has put up with in the name of “Balance” since Beta despite being arguably the worst profession in the game (for what have been the exact same legitimate issues) since release.
I’ve seen what are honestly some really great threads since forums opened and never, NEVER have I seen a developer get deeply involved in a conversation or anything else other than simple once a month on-queue posts to calm a forum section down when it gets rowdy.
So no John, as much as I want to believe everything you tell me, I wont allow myself anymore. If you feel you’ve finally set the Ranger on a good baseline you can improve on in ways that strengthen it in areas it is weak then good, but until I read a patch notes stating HOW and WHEN you intend to do it….I just can’t. I’m done.
(edited by Castaliea.3156)
Give up. They don’t give a crap about any of you or your ideas. If they did don’t you think they would’ve fixed the class long ago when there were hundreds upon hundreds of Rangers on forums outlining exactly what was wrong and numerous perfectly plausible ways to fix it?
Sorry to be so harsh but someone has to drive it home. Maybe I’ll get interacted for it even… who knows. But hopefully before I do that mod stops and thinks when the last time any of the suggestions or opinions on this forum were ever even considered at all among the staff they pertained to.
A complete waste.
I WvW a lot and I rarely like to do much else except for when my gf gets a chance to play (She’s always very busy). They compared their plan to TV shows but they have one absolutely major flaw…
I CAN RECORD TV SHOWS.
This new content train of irrelevant plot and temporary content is in no way an “end-game” or a “TV show” rip-off. I can go back and relax and watch TV shows at my own pace, at my own time and enjoy them whenever I see fit. With this GW2 schedule it goes from, “Hey, come enjoy this content as you wish.” to “Hey! Get you’re kitten on GW2 or you’re going to miss crap!”
That’s what you need to realize ANet and that’s why, although I admire your drive and ambition, you need to slow down. Stop and improve on your game for a couple months. Use all of those people to really test things like the Reward system, WvW (Squads, more diverse play roles, emphasizing smaller / tactical play styles instead of zergs could all use major improvements. See this thread for examples of the latter; https://forum-en.gw2archive.eu/forum/wuv/wuv/Real-tools-for-the-WvW-player/first#post2179363 ), Profession balance, and I’m sure many, many more things.
You have the base of a really great product and if you were to focus on making it even better you’d be in an amazing place. Please, really reconsider your choices and make it a more friendly and satisfying game for everyone in the long run. Please.
Sincerely,
A very disappointed fan
This had to be a troll thread…
Well I’m glad to see we now have another forums cleansing by ANet.
Quickly, delete all the threads about people expressing their unhappiness!
It’s so sad this has to happen again…
…not really. You brought it upon yourselves. Have fun forum mods.
…but seriously, everything else is kittened. Going to look for another class to main. Been playing Ranger since Pre-Searing but it’s obvious they have no idea what they’re doing with our favorite class in this game. It was a god in the last game and complete trash in this one. I’ll keep an eye out for future updates but I’m not crossing my fingers anymore. We as a community have over and over again suggested and brainstormed ideas and it’s blatantly obvious they have no interest in listening to anything posted on this forum. I give up. We’re a shell of what we were 250 years ago and it is in no way “fun”.
Hope you can have fun guys. Take Care.
Hell no I’m not changing my build….
…I’m changing my profession.
lol I couldn’t resist. But seriously, I’m expecting to be really let down.
I like the idea that’s for sure.
Iffy on those skills…but I like the idea.
Keep up that suggestive brainstorming.