The fact that most of these items ever existed is just blatantly a bug. The decision to throw cooldowns on them were for server performance/stability as the patch notes said, not for balance. Period. This was something that was long overdue.
Think of it this way: Between the embers and whistle, those items were effectively doubling/tripling the amount of players active in a map.
As for the Charrzooka, I’m not sure what the reasoning behind that change was. That wasn’t part of the change to summons, or at least that I’m aware of.
The bringer of bad news,
-BillTo the moderator team
Community member Note:
We expect all developers to be respectful of one another and that includes our community members. Do not engage in personal attacks against community members. Please note that abuse of community members in forum posts, private messages, or email appeals may result in negative reactions from the entire MMO community, which can result in game termination. You have been warned.
Don’t get angry at the messenger man… Instead, work with anet through the forums and think of creative solutions to the problem instead of accusing someone of being disrespectful.
A FEW SUGGESTIONS TO ANET.
-Instead of putting band-aids on them, and calling these items bugs that should have never existed, I would like to make the suggestion that you give ALL of these items a pass, look at them, and balance them out (cooldowns, power levels, etc), with themselves, player skills, and other enviromental weapons that already exist out there laying around.
-Instead of leaving many of them in the game as nearly worthless items, actually make (all of) them a functioning part of the game that players would actually want to seek out and use in the right situations.
- Some Items that give Enviromental weapons like the Hylek Blowgun could be expanded to include 5 skills instead of 3, so it is useful as an actual weapon that every player and class has access to, instead of of being a cool distraction.
- All of these consumables should probably have a cooldown as well, balanced for what it can do, so that way they can’t be taken advantage of. If you bring out the Hylek Blowgun, only to drop it for something else, you should have to wait 10 seconds(weapon swap cooldown), or longer up to a minute or two before you are allowed to use the item again.
- If you really don’t want us using and stacking as many of these as possible, then give us 2 Consumable slots just above the Endurance bar on our interface that can be switched out freely out of combat. Let us continue to use Utility nourishments and Foods unhindered, but disable the ability to use other combat related consumables from our inventory. Instead, make us decide which ones we want to use in combat so that way we actually have to think about what we use, instead of just using everything at once.
-Yes,…since all professions have access to them, it would be difficult to balance them all in just the right way, but since they are PVE only, and most of them can’t be used in dungeons anyways, there 2/3’s of the work already done. No need to balance for WvW or PvP!
In conclusion…..
Anet, Enviromental weapons were one of the reasons why I bought this game, I read your original blog post on it years ago, and thought that was AWESEOME that I could pick up all sorts of items laying around and use them. Whoever thought to make some enviromental weapons consumables was a freaking genius because enviromental weapons change depending on location in the game world, and its nice to be able to take some of them with you to other places. I really enjoy little extra things like this when I play games, and I would very much like for them to stay in the game as useful items.
Anyone else have thoughts or want to add on to this?
Edit – I originally created this Thread because the “I hate Anet” comments in This Thread was approaching critical mass rather quickly and I was sure it was going to be locked. Since that seems to have cooled down, atleast a little bit, This thread is no longer relevant for now. I would go read that one starting with This Post
TL;DR : ……You should probably read the whole post. Its all important.
My Thoughts on PvE consumables (and enviromental weapons in general…)
- They should exist as rewards for completing events, and they should exist to enhance your overall experience when playing the game, but not so much as to make the game go easier as to let you faceroll the keyboard all over the place.
- For example, Many people look at the jar of bees and don’t even give it a second look after that. I like it because when I am fighting 5-8-10+ enemies at a time, that almost pathetic amount of extra damage per second (’bout 50 or so) actually helps out a little, but its still weak, and not so powerful that I can throw it, forget about it, and expect a couple hundred honey bees to kill the enemies on their own (which would be an awesome idea for a Ranger pet, by the way…..)
- I also like to use Skale Venom, mainly for the weakness, because Rangers have very little access to it. Even though it can’t be stacked with and replaces your utility nourishment (sharpening stone, etc.), I do think it is kind of powerful, since you can endlessly stack weakness on an enemy for 10 straight minutes, and it does kind of make all non-critical hits 50% less effective (which makes it alot more powerful than pretty much anything else that can go in the Utility nourishment slot). I can literally stand infront of some champions, and me and my pet(I do main a Ranger), can just attack all day with no fear of ever dying.
This Item should probably be more like the Thief’s old Skale Venom Skill, just slightly buffed so any profession can take advantage of it, but not so powerful that everything becomes a trivial walk in the park, so that way if we do have the item, we have to be smart about how to use it.
- One recent discovery that I found was the Medical Pack and the more powerful Medical Kit. I haven’t found a use for it yet, and while it will always be weaker than an Engineer’s own Med Kit(when traited), its neat to know that it exists, and when there are no other players around in the most desolate parts of the game world, I can get some very fast energency healing if I need it.
- and…, guys, Lets face it, the Fire Elemental Powder let you get way too powerful. When 50-100+ players all use it at once, it allows you to stack might endlessly, and make even the toughest battles a trivial exercise in boredom. While the reason the fix was put in place was to fix server performance, I think that nerfing player’s abilities to yawn their way past everything is a very beneficial side effect. And, it wasn’t removed from the game, just given a nice long cooldown. If you coordinate when you bring out your fire elementals and ogre pets (10-20 players at a time instead of all at once), you can still stomp a mudhole in tequatl in a very short amount of time, with zero issues.
- The problem with all of these items is that, many of them aren’t well balanced. Some are very powerful, like the Fire Elemental Powder. Others don’t really justify the 30 minute cooldown, like the Mortar Seed Turret. Others of these consumable items are kind of Balanced, like the Medical Kit item I mentioned, and others are so weak, or have so little use, I wonder why they even exist at all, like the Hylek Blowgun.
….
(edited by Chrispy.5641)
I liked the story instance, but the conversation between marjory and kasmeer came off as…I don’t know. I didn’t care for it very much.
I’ll try out a full set for my Ranger once I get everything, just because I’ve pretty much tried out a full exotic set of everything except Sentinel so far (liker seriously, everything from shaman to settler, cavalier, valkyrie, rabid, zerker, carrion, soldier, rampager, magi, etc.) . But, because of how skills scale with healing power, its really most effective if you combine it with Toughness or Vitality, so, I’m not really sure how well it would work.
You must mean the pass of Caradhras
also, yeah, the two could be similar if there was a gigantic subterra Dwarven kingdom underneath Lornar’s Pass.
From one of the interviews:
“The interesting thing about these minions is that they imploy new tactics. For instance the one I got to see could not be damage at all from the front, and required one player to hold it’s attention while other’s attacked it from the sides or the back.”
LF1M tank!!!..
My Bearbow Cleric build with 3300 armor and 1600 healing power might actually be useful!!!
…..
…I’ll go get my guardian….
Failure to stop the Marionette before the power meter associated with it is filled results in a massive cannon going off and every single player within Lornar’s Pass being killed. Even those possibly on the other side of the map.
wtf
I know, shame these players have to waste 60c-2S to respawn!
The respawn itself wouldn’t necessarily be the issue, and I do like that there is a noticeable fail condition that affects the zone to help game immersion. But for some players who may either not be interested or for servers who do not have the organized population to do this event, getting insta killed in the middle of going for a skill point/ vista/ JP may be a bit too much.
I understand, but I don’t think the number of players being negatively affected by this will be too great. The zone is dead as is on most servers, and this only happens once every x hours, so it’s fine. Besides, if a new player sees all these commander tags and raging in the chat, he may be inclined to check it out.
Just want to say….Lornar’s Pass is one of the largest maps in the game, and it took me 10 hours to get through it on my first go in 2012. So, does a new player really have to deal with this Scarlet event up to 5 times (if it spawns every 2 hours), as well as any invasion events that pop up? Sounds like alot of uneeded deaths to me……
jeeze…..How many more websites will be posting info before the patch releases?
I don’t understand why everyone wants Half-Life 3 so bad?
There’s 9 words in your statement as well as the number 3.
9 / 3 = 3
…Half-Life 3 Confirmed!!!!This might explain it to you better ::: url=http://knowyourmeme.com/memes/half-life-3-confirmed
Hmm.. I’m guessing Half-Life must be a good game then?
Even if you hate First Person Shooters with such a passion that you would submit to our Ursine overlords and get your face mauled by a Panda, a Grizzley, and a Polar bear in the same day, you’ll probably atleast like half-life 2.
Also, after reading those two recent gw2 interviews that were posted (find the links here :: https://forum-en.gw2archive.eu/forum/game/gw2/Jan-21-Interview-with-Colin-Mike-Z), it turns out that here are 3 major parts of today’s release. The Jungle Wurm, Gypsy Scarlet, and something we have to find out on our own….maybe the identity of Mr. E?!?!?…..doubt it, but it will be fun to think about for the next few hours!
I don’t understand why everyone wants Half-Life 3 so bad?
There’s 9 words in your statement as well as the number 3.
9 / 3 = 3
…Half-Life 3 Confirmed!!!!
This might explain it to you better ::: url=http://knowyourmeme.com/memes/half-life-3-confirmed
From most favorite to least:
1. Melandru
2. Dwayna
3. Grenth
4.Balthazaar
5. Lyssa
6. Abaddon
.
.
.
.
.
99. Kratos
100. Kormir
Fixed it for you
I think the current default 0 crit dmg = 50% crit dmg is getting reworked as well since theyre changing the entire crit formula tho. I hope theyll compensate non-zerker ranger builds. Itd be cool if they add 2ndary stats to pet stats as well, that would make traiting into BM worthwhile again.
If that’s the case, it might make some more unconventional builds worthless then, like this magi build that I will run with in WvW for no other reason than to do something a little different for a change.
edit : slight alteration for boon sharing with pet.
(edited by Chrispy.5641)
Remember when we where going to get big things back in Nov 2012 and then we got underwater buffs and a year of dev blackout?
Not saying it’s impossible but they always seem to give us a nerf/buff/nerf sandwich and label it as an improvement.
I’ll believe it when I see it.
This^
And, let me remind everyone that Jon Peters (lead Anet dev) said a few months back, right here in this forum, that ranger pets are broken and cannot/will not be fixed.
I will repeat: PETS ARE BROKEN
Why anyone wants more of something broken and not working properly is beyond me.
The big changes I want to see is ranger pets deleted from the game and the associated damage output shifted to the ranger. This might make or weapons and utilities actually useful. Anything else is simply a waste of time.
Wow, You sound like you either didn’t read his post where he spoke about pets, or you blew it way too far out of proportion.
The same place we get all of our pictures…..GOOGLE!!!!!
…seriously, type in something random like Raptor Cavalry and see what you get (which should totally also be a Ranger elite Skill!).
Pet’s don’t have Critical Damage to start with (they start at 0 crit damage, which right now is 50% increase in damage on critical hits (I should also note that many calculations on the forums tend to ignore the fact that you deal 50% increased damage on critical hits by default)), and I doubt that Anet is going to give them Ferocity, they will most likely start with 0.
The part where pets might suffer is in the Pet’s Prowess trait, which gives pets 30% crit damage (for a total of an 80% increase in damage on Critical hits). If only that gets affected, and Anet does nerf crit damage by 10% as they are promising, then the increase in Crit damage would be only 27% instead of 30. (10% of 30 is 3)
Adding 50%(original damage increase) with 27% = 77%
if you divided that….77/80 = 96.25%. So, about a 4% decrease in overall damage from citical hits. Pets with alot of power with little precision (like Canines) won’t even be affected by this. In this case, Rangers will actually be better off than most classes because pets don’t rely on critical damage as much as players do, but its also assuming that critical hits still deal +50% damage by default.
………….
However, if Anet gives it a stat increase like how other pet traits work (a 350 point increase), and they make Ferocity scale in the same way as Precision (21 points equals 1% crit damage), then 350 points will result in only a 16.6% increase in critical damage.
Adding the 50% you get by default at 0 crit damage, and assuming it stays that way……(50 + 16.6), you get 67% increased damage on critical hits, rounded up. This new number divided by 80 (the old maximum damage increase from crit hits), puts you at 83.75%….a 17% decrease.
In this case, then Rangers do infact suffer more.
We won’t know for sure until the balance patch comes though.
-E is the first letter of Elona, and the fifth letter in the alphabet.
-Elona has five letters in it, 5 + 12 + 15 + 14 + 1 = 47
-There were 47 Ronin in Japan, and Cantha is Tyria’s version of Japan.
-Cantha has 6 letters in it, 3 + 1 + 14 + 20 + 8 + 1 = 39
-in Survivor, contestants compete for 39 days
-The first season of survivor started in the year 2000
-2000 was when Arenanet was founded.
-Arenanet’s original name was Triforge Inc.
-The Tri in Triforge, means 3 of something.
-The new Wurm world boss getting released tomorrow has 3 of something….3 heads.
-There are 2 new World Bosses in the Living World release.
-So far, there has been 25 Living World releases.
-25 -2 = 23……Wait 23?!? No, that’s just a coincidence….
-23 is the number of the most popular Psalm in the Bible.
-The first sentence of the Psalm says “The Lord is my shepherd”
-That phrase has 5 words in it.
-There are 5 Major Races on Tyria.
- All 5 Races have access to 8 different Professions.
- 8 – 5 = 3.
- Half-Life 3 Confirmed!!!Also, I bet E is someone that no one has guessed yet, the only reason why Anet used that letter was so people could spend half a year speculating it was Ellen or Evon only to find out it was someone else.
Nice BSing, though I wonder where you got the additional numbers thrown in there
and What additional Numbers? I said that ::
-E is the first letter of Elona, and the fifth letter in the alphabet.
-Elona has five letters in it, 5 + 12 + 15 + 14 + 1 = 47
Elona has 5 letters. If you remember the first line when I said that E is the fifth letter, then match all the letters to the proper number according to their order in the alphabet.
E =5, L = 12, O = 15, N =14, A = 1, all together, it equals 47.
Of course its just a bunch of random numbers, but, its the Loads and Loads of bull that makes all these crazy half-life 3 calculations worth it!
-E is the first letter of Elona, and the fifth letter in the alphabet.
-Elona has five letters in it, 5 + 12 + 15 + 14 + 1 = 47
-There were 47 Ronin in Japan, and Cantha is Tyria’s version of Japan.
-Cantha has 6 letters in it, 3 + 1 + 14 + 20 + 8 + 1 = 39
-in Survivor, contestants compete for 39 days
-The first season of survivor started in the year 2000
-2000 was when Arenanet was founded.
-Arenanet’s original name was Triforge Inc.
-The Tri in Triforge, means 3 of something.
-The new Wurm world boss getting released tomorrow has 3 of something….3 heads.
-There are 2 new World Bosses in the Living World release.
-So far, there has been 25 Living World releases.
-25 -2 = 23……Wait 23?!? No, that’s just a coincidence….
-23 is the number of the most popular Psalm in the Bible.
-The first sentence of the Psalm says “The Lord is my shepherd”
-That phrase has 5 words in it.
-There are 5 Major Races on Tyria.
- All 5 Races have access to 8 different Professions.
- 8 – 5 = 3.
- Half-Life 3 Confirmed!!!
Also, I bet E is someone that no one has guessed yet, the only reason why Anet used that letter was so people could spend half a year speculating it was Ellen or Evon only to find out it was someone else.
(edited by Chrispy.5641)
In Anet’s Defense, atleast as far as developer posts and livestreams say, they are only learning the process behind making a good living story right now. Its not like they are experts at something that no one has ever done before….
…..right, because no other video game company in history has ever put out regular updates for their games.
They really need to think about phrasing. It’d been more accurate to say they are “learning the pacing”. How much, how fast, and what to keep hidden.
And by the way? Not sure but don’t think another company have in particular done regular plot work like this when it wasn’t ramping up excitement for an expansion.
Before their owners saw no dollar signs, and had them change their entire business model, Turbine was regularly (every 2 months), putting out updates to the storyline in Lord of the Rings Online, before an expansion was ever announced. They regularly added new regions, raids, armors, totally reworked several classes…the usual stuff you would expect, and even though the update was every few months (sometimes longer) instead of every few weeks, the amount of content they put out was more than comparable to what you see Anet put out over the same time frame. (You might also try to say that LOTRO required a subscription, but, back in 2007, that was still the most sucessful business model at the time, and there also was no optional ‘cash shop’ yet, like what Guild Wars 2 has now, and the FTP version of LOTRO has now as well.)
So, yeah…., other games have done it before, and honestly, I will be very surprised if Guild Wars 2 can keep the living world going through 2015 without suddenly releasing an expansion, or changing the release pattern. (which technically they already did, but personally I think thats a good thing, so long as they actually took the time to do enough bug testing no nothing breaks the game when it gets released tomorrow.)
(edited by Chrispy.5641)
Evade back with a crack of lightning, blinding nearby foes while removing Chill, Cripple, and Immobilizing effects on you and gain vigor.
Blindness: 7 seconds
Vigor: 10 seconds
Evade: 1 second
Radius: 240
Range: 600
Breaks stun
That looks pretty much perfect.
In Anet’s Defense, atleast as far as developer posts and livestreams say, they are only learning the process behind making a good living story right now. Its not like they are experts at something that no one has ever done before….
…..right, because no other video game company in history has ever put out regular updates for their games.
pets have 0 healing power, and compassion training only gives them 350 points in healing power. the scaling is set up on pets so 1 point in healing power equals 1 extra hp of healing, so, it really isn’t alot…
What if the Star Elder Dragon observes us from afar, examining us like one would watch microbe swarm and multiply in a drop of water?
-no one ever
I like that idea though, as ridiculous as it is….
But, if you follow the logic that Marvel and DC, even Tolkien instilled in us, there is something even bigger, and even more powerful than the Star sized Elder Dragon that makes it look like but an ant, and makes even the gods seem like lost confused children by comparison.
I enjoyed killing Trehearne!
Tybalt…..not so much….
…wow….
The only ranger I see in there is the newbie
My Staff Idea from last year:::
https://forum-en.gw2archive.eu/forum/professions/ranger/Ranger-Weapon-and-Skill-Building/2548779
I have several alternate skills in that post for a ranged or melee option since I couldn’t decide at the time what it should be.
my idea for buffing Bark Skin in this post ::https://forum-en.gw2archive.eu/forum/professions/ranger/RANGER-PETS-6/3520859
The idea is that you instead have 13% (1/4 of 50, rounded up) damage reduction for all 100% of your Hp, so long as your pet is alive. You lose that bonus if your pet dies, but you still go up to 50% damage reduction at 25% health regardless. (I didn’t specify, but it should be physical and condition damage reduction for both bonuses)
WAYS TO IMPROVE PETS, AND MAKING THEM MORE THREATENING THAN A MEAT BAG, Part 2
One of the many problems I have with a pet Class like Ranger (or necromancers too), is just how little the pet actually contributes to your survival. In WvW, players have been conditioned to know that Rangers are the easiest targets out there. Any good player will run right past the pet, totally ignoring it, and attack the Ranger directly. Well, there goes what could be as much as 40% of your effective damage, and up to half of your effective survivability, just toally ignored by the Facerolling Zerker or Condition Specced character that knows how little of a threat your pet is.
That is Totally Wrong and Backwards!!! There should always be a greater risk for going after the master first instead of the pet. Players should be punished for ignoring the pet just as much as Rangers are punished when the pet dies (longer cooldown). So, how can we add that risk in there, making it harder for players to kill the master first over the pet but without making it impossible? Well I have Two seperate ideas….
(1) – Each Pet family gives Rangers a different Bonus as long as they are alive.
-These should be some rather substantial bonuses too that allows the Ranger to survive or deal damage more easily until the Player or enemy kills the pet first. To list some pet families for an example….
- Birds give players a 25% non-stacking speed boost as long as they are alive.
- Bears increase your Health as long as they are alive.
- Devourers decrease the damage you take as long as they are alive.
- Felines increase your damage as long as they are alive.
- Canines increase the duration of your conditions as long as they are alive.
- Moas increase your healing as long as they are alive.
- Porcines decrease condition damage you take as long as they are alive.
- Spiders increase your condition damage as long as they are alive.
- Drakes allow all your multi target attacks to hit one extra target as long as they are alive.
- I’m not sure what the other actual bonuses should be. Somewhere between 10-15% seems fair though, because making a fight last 10% longer gives Rangers more than enough time to escape or rethink their strategy if its not working. On the damge side, dealing 10-15% more damage because the pet is still alive gives enemy players serious incentive to try to kill your squishy pet first so they could survive longer themselves.
- There should also be a cooldown when you switch pets with this option (I suggest 10 seconds or so), because the point of this is to make your enemy concentrate on your pet first, but being able to just switch pets at any time defeats the purpose of that, and would make your enemy go after you first anyways.
(2) – Edit existing Traits to instead give bonuses as long as the pet is still alive.
- For example, the Skirmishing trait is all about critical hits and such, and the grandmaster minor trait increases you damage when flanking. Well, its pretty hard to flank when your cripped, chilled, immobilized, etc. We could remove the pretty much useless ‘Agility Training’ trait* , and instead put a trait in there that decreases the duration of Cripple, Chill, and Immobilize by 50% as long as your pet is still alive. This would also help the fact that Rangers don’t have any reliable condition removals other than Healing Spring and the brown bear,(which makes them very vulnerable to conditions).
- For another Example, ‘Bark Skin’ is effective….sometimes, but if you take a giant burst attack when you are at 26% health, the trait doesn’t seem to activate, so you die anyways. Bark Skin could be changed to where it now offers a 13% damage reduction at any time if your pet is still alive, and still give you the other bonus of 50% damage reduction when under 25% health whether the pet is alive or not.
- For another Example, ’Beastmaster’s Bond’ could give you 1 stack of might for 10 seconds, every 10 seconds, as long as your pet is still alive, in addition to its current bonus that gives you fury and 3 stacks of might when your pet goes below 50% health.
- For a Final Example, ‘Natural Healing’ can increase your effective healing by 13% as long as your pet is still alive, in addition to giving the health regeneration the trait already has.
*I say Agility Training because pets should be able to hit a moving target without having to invest in a trait to start with.
Doing either of these two systems could make Rangers seem much more powerful and threatening….as long as they keep their pet alive. This can promote more active play from Rangers, encouraging them to actively keep their pet alive, or switch it out when they get near death. It also encourages more active play from other players other than…( 1) Go straight to Ranger, 2) You win!)
Well, one thing that this suggestion does is it allows developers to create a lot of different skills for different playstyles. So what you call “limiting build diversity” i call “opportunity to create more interesting and useful skills”. I don’t see anything wrong with couple of weapons being dedicated to condition or support oriented builds, and being absolutely useless on other builds.
TLDR: that is not a drawback, but an opportunity for the developers to implement their vision.
How does forcing you to play in one of three archtypes instead of play how you want increase build diversity?
The point of the suggestion is to make critical strike do specific things based on the skill. So shortbow autoattack’s critical strike will just apply more bleeding damage, but will not deal more raw damage, because of that Shortbow will lack power-precision-ferocity scaling, it will have condition damage-precision-ferocity scaling.
Okay, but what about, say, Rampager stats that uses both Power and Condition Damage (and I can still hit close to 50% Critical damage in that build with traits food and runes). Why should Anet then make the Shortbow limit my ability to deal physical damage and deal condition damage instead? Or, how about the Longbow? I can use Rampager gear, and with the proper traits, runes, and sigil, I can still deal thousands upon thousands of physical damage, and still deal 300-600 condition damage per tick, and thats just with a Barrage.
The problem with your suggestion is that a special case has to be made for every weapon as well as every single utility skill, heal skill, and elite skill, and it makes each and every skill’s critical effect affected by either condition, power, or healing. That severly limits build diversity.
Sorry to pick your idea apart like that, but, it needed to be pointed out.
Bunker Builds deal damage! How Dare they! We should reduce their damage by 100% so Zerkers can’t get killed by them!
Well, they probably will be above average at healing and condi damage, but don’t forget, that you have limited skill slots. In perfect situation you have to choose what utilities and weapons you want to use, ones that give good raw damage, or ones that give good condition damage. So even if on the first sight berserker is better at everything, in the end they would have to choose, what to be better at.
Except that, with 100% critical damage and nearly maxed out power and precision, you can use, shortbow for example as a ranger, and not only will you be dealing 1500 damage with the shortbow autoattack, but you’ll also be 100 damage per second with all bleeds you apply. Thats the equivelant of having over 1000 Condition Damage.
Also on the heal side, I would be able to drop a 13040 Heal as One, which is far higher than you would ever be able to get with 2000 healing power (which, with an impossibly high 100% critical damage, which is impossible in the current meta, would heal for 17040, which doesn’t make the investment in healing power worth it at all, if I can heal 90% of my hp just by having 100% crit then let regens or group heals take care of the rest)
if critical healing is tied to precision and Ferocity and not a new stat, that would still make Zerkers/Assasins way more awesome than every other class since they have near maxed out precision and ferocity anyways.
Therefore, I would like to suggest that only the healing that is added to heals by healing power is affected by Ferocity.
(for example, Heal as One heals for 6520 at 0 healing power, 8520 at 2000 healing power. Only the 2000 extra healing is affected, so, if you have, 30% Critical damage from Ferocity, you get 2600 healing, for a total of 9120 healing)
(for another example, the bonus heal from Rune of Water heals for 690 healing power at 0, and for 1690 healing power at 2000. If Critical damage from Ferocity was 100% (which would be hard to get that and 2000 healing power with current gear stats….), total healing from healing power would now be 2000, for a total 2690 healing,….which would also make Heal as one heal for 10520 instead of 8520 with 100% crit damage from ferocity and 2000 healing power, whch combined with the water runes, would bring the total heal to 13210)
how about for the boon that effects immobilize:
if you try to use your movement keys while under the effects of immob you take small ticks of damage. ( a poor man’s torment )
and the inverse for stability (while you move under it’s effects, you tick heals instead at the same rate
That could work. I was also thinking that it could make those last 50% longer too since none of those last very long anyways (….except for Rampage as one and other long lasting elite skills, I can get stability from that to last 38 seconds with the proper boon duration, which is kind of insane as it is…a 57 second Stability?…good god…..)
(edited by Chrispy.5641)
It doesn’t need to be a stat really, we have too many of those in the game already.
I do have an idea for something that can affect all conditions and boons.
It would be neat though if Anet would Introduce two new Boons, that take conditions and boons into account. These boons have very short durations (2-4 seconds), but affect the entire duration of any condition or boon you apply, so Timing is key.
- One Boon allows Damaging Conditions you apply to be 50% more effectve
- Bleed, Torment, Poison, and Burning Tick 50% faster but keep the same duration, or they could deal 50% more damage.
- Confusion deals 50% more damage.
- Poison reduces healing by 50% instead of 33%
- Crippled reduces movement speed by 75% instead of 50%.
- Vulnerability increases damage taken by 1.5% per tick, up to a maximum of 38%
- Weakness makes 75% of all hitsglancing blows, and reduces Endurance regeneration by 75% instead of 50%.
- Chilled shouldn’t be affected, since a 99% reduction in movement speed and skill recharge seems way too overpowered.
- Inflicted Blindness should force the next two attacks to miss instead of one.
- Can’t think of a way for Fear to be affected.
- Same thing with Immobilize.
- (example) a Burning does 500 Hp per second in damage. With the boon, it does 500 Hp damage every .75 seconds. Or, for the alternate idea, it just does 750 damage per second.
- Another Boon causes Boons you apply to be 50% more effective.
- Regeneration Ticks 50% faster, but keeps the same duration, or they could heal 50% more health.
- Aegis blocks the next two attacks.
- Fury offers a 30% Critical Chance increase.
- Might at level 80 increases Power and Condition Damage by 53 instead of 35.
- Protection Reduces Damage taken by 50% instead of 33%.
- Retaliation Reflects 50% more damage.
- Swiftness increases speed by 50% instead of 33%.
- Vigor increases Endurance Regeneration by 150% instead of 100%.
- Can’t think of a way for Stability to be affected.
- (example) Regeneration at 2000 healing power heals for 380 hp per second. With the buff, it heals 380 hp per second every .75 seconds. For the alternate idea, it just heals for 570 hp per second.
To Signify the Change in effect. Conditions can be a Green Icon instead of Red, and Boon Icons can be Blue instead of Orange. For Visual effect, things like the Aegis shield could be larger.
Boons and Conditions that disapear after their intended use (Blind and Aegis), could overwrite the original Blind or Aegis, so you benefit from the better effect.
This would only affect the applied stack of any condition or boon, even those that stack in duration. The game can already track and remember the difference in the damage dealt by various stacks of burning or regeneration, even though it only stacks in duration, so the same thing could be applied to this as well.
Every profession could have access to both boons in some way
There, no new stats that do anything wierd, just a new, very short duration buff that you need to apply ahead of time. This promotes more active play with both Condition builds and Support builds, and still leaves an option or two open for other builds to take advantage of them too (glass cannon builds could especially benefit from a smart application of the boon before giving themselves Might or Fury)
There, what do you think of that?
(edited by Chrispy.5641)
It wasnt me, that postet that, but I think you get me wrong there, i mean envolving AI of everthing, not only pets. Every monster you cross, will at some point cry for help, if he gets to much damage and other monsters of this type will come and help him out.
Btw. Its not only the AI, that prevents our pets from hitting, the Moa elite of the mesmer makes our pets stronger, becuse his #1 skills is a leap or can be castet while running (im not sure here). But if your pet is moad, it will hit like 80% of his hits, while as normal pet its only 20% to a moving target.
(enemy)Wolves will use a skill that already calls for help if the fight goes on long enough, but otherwise their AI is very basic. They deal roughly the same damage as our pet wolves (unbuffed), but attack half as fast, and aside from their one skill that calls for help, they only have an auttoattack. All Wolves can hit a moving target because their auttoattack has a very short cast time, provided they can catch up because like all other NPC mobs, they have to stop moving for a short time to attack.
That’s just one family of pets/enemies as an example. It would be awesome if my Wolves could move and attack at the same time, thats a big first step to improving pets.
And on the monster AI side, It would be freaking awesome if for example, we wandered in a cave, and we ran into a pack of wolves that not only summons help when their health gets low enough, but the big bad Veteran Alpha wolf had an Arctic Howl that created an Ice Field, then all the other wolves would automatically know to use their leap attacks to jump at me through the field, gaining Frost Aura in the process, which reduces the damage they take, and chills me when I attack them. oh, and they don’t have to stop to use their attack animations anymore. Players would definitely have to think twice about running in there with a full glass cannon build trying to LOL-facestomp the enemies inside with no real plan or strategy.
…..
…..I’m not holding my Breath though, Anet is improving the AI very slowly but surely, but, I’m not expecting them to improve the intelligence of enemies that far, atleast anytime soon (I wish they would, like, starting next living world release!)
A. You’re using Signet of the Wild, This is an aggression magnet.
B. You have more toughness then your pet.
I pick Option B (and its actually total armor (toughness and defense from gear combined), not just toughness). Only Devourers and Armor Fish have more toughness than your total armor unless you start investing in Toughness yourself. Because of this, and with very few exceptions, Rangers will always draw aggro from enemies.
(which is Why we all should be making the argument that pets should have more armor instead of more health)
Rangers have lots of control and pets to hide behind,
You mean that thing people can safely ignore and literally walk through because it can’t hit a moving target?
Yup, thats the one. I didn’t say it was functional.
I came into the Thief forums to see what thieves were saying about the balance changes, and its kind of funny to seeing you cry about other people cry for nerfs to your class as if you are totally innocent in all of this.
It doesn’t matter if the thief lives or dies, wins or loses, it is not fun in any way to be on the receiving end. All the nerfs in the world won’t stop people from saying thieves are OP, because how powerful the thief is, is simply not the problem at all. The fight needs to be fun for both players, not just one.
While Warriors have high armor and health, Rangers have lots of control and pets to hide behind, guardians have lots of healing, etc……Stealth is the primary (read : Only) survival mechanic the Thief has access to. Unless Anet changes the method that thieves rely on for survival, then fights with thieves (for you and many people) will always only be fun for the thief.
If you take gear stats that don’t have an equivelant exotic jewel upgrade (such as Rabid), then upgrading Trinkets to Ascended Quality actually makes quite a substantial difference between Exotic and Ascended, especially when you are trying to optimize your gear stat to a specific combination (in this case Condition Damage, Toughness, Precision)
Some gear stats don’t have ascended Trinkets yet, or a exotic jewel upgrade (such as Magi) so the difference is even worse.
What about bows and staffs? Yeah yeah I know, “bowbear” and all that, but still it needs clarifying if its ALL two hand weapons.
What reason would they have to only give hammers, Rifles, and greatswords two sigils?
What reason do they need? Its Anet were talking about here. They forgot that “ferocity” was already in the game, who’s to say they ain’t forgot about bows and staffs. That’s why I asked, we need specifics from the devs not generalisations.
I gotta be honest…I can’t…., I can’t even think of an intelligent response to that statement. Good night!
What about bows and staffs? Yeah yeah I know, “bowbear” and all that, but still it needs clarifying if its ALL two hand weapons.
What reason would they have to only give hammers, Rifles, and greatswords two sigils?
Just want to say that compared to what they are doing to nerf some classes in the next balance patch (like Mesmers and Necromancers), I am totally okay with what they are doing to the Ranger (which is basically nothing at all!)
Specifically MASTER’S BOND
Its a pretty nice trait to take around when you aren’t planning to switch out your pet, because it adds 200 to all it’s primary stats when maxed out. That is Cool! But, There are problems with the Trait…..
- Going into water resets the stacks.
- Switching pets resets the stacks.
- This Trait does not play very well with other Ranger traits, specifically These ::: (Loud Whistle, Vigorous Training, Zephyr’s Speed)
- How would I fix it, to make it better all around?….
- Have Master’s Bond stack on the Ranger instead of the Pet (without affecting the Ranger in any other way).
The real fix for it is to clear the stacks from the pet only if it dies. Both pets could have independent stacks which you can build up, then you can swap two buffed pets. Or if they really wanted you to stick to one pet, they could make the stack clear upon pet death or pet swap. It absolutely should not clear just because you ran through water.
Where there’s a will, there’s a way. They took the time to make pet skill timers tick while the pet was stowed. They can take the time to make the stacks stay with the pet until it dies. They just have to be willing to take the time to do something which helps the ranger, like they were willing to take the time to do something which nerfed the ranger.
(And please don’t say the pet skill timers were easier. All they did was add a variable which records the last timestamp the skill was used and was not reset by pet stowing. Likewise they can add a similar variable which records the number of Master’s Bond stacks.)
Not going to suggest that its easier at all…but, if there isn’t a way to get it to work using timestamps and variables…I guess the simplest way to summarize my suggestion is that Anet could treat Master’s bond in the same way it does signets when the Ranger equips them. (which I am just going to guess that the game checks ranger for signet, then gives passive signet effect to pet (for my idea,… just no buff on Ranger, the stacks are only saved on the ranger))
(edited by Chrispy.5641)
(Continued…)
- Pet AI has been significantly improved, so that Pets will dodge now more oftenly direct attacks and move out of AoEs
It would be nice, but, we should probably let Anet fix the current problems with pet AI and leave them as “dumb animals” before they start adding all sorts of special cases and stuff.
- All the Pet Command Utilities have been reworked and work now as the F1-F4 Pet Commands.
Pets will now always attack the same target, that the player is attacking, but players can directly control their pets now by setting “Territories” for them, which they will defend against everything that enters their asigned Territories.
A Pet that has been asigned to a Territority, will stay there, as long the Ranger either removed that Territory Command, or if the Ranger moves over a certain distance away from that Territory (Range bigger than xxxx to you, and pet runs back to you)
In their Defense Mode in assigned Territories, Pets will have different Skills, as when being in their Offensive Mode, where they follow you.
Pets already attack your target unless you switch targets, and you can make your pet attack new targets by pressing F1. As for everything else, I already made a pretty big argument for why everything else is actually worse for the ranger, not better, in the other thread.
- For the removed Command Utilities, the Ranger will receive 4 complete new Utility Skills, so called “Nature Spells” with that we strengthen the skill builds that are based on the Nature Magic Traitline andto give the ranger a fitting Druid gameplay.
Due to this, Rangers become able to use Staffs now also and receive with this 5 new Weapon Skilsl with the Staff that further increase the Naturalist kind of build of a Druid using real Nature Magic controling the nature with direct magic spells that let for example roots whip lash at foes, that lets flowerfields appear for stunning and poisonous clouds of pollen. Which lets razosharp leafs slice up foes in a storm of leafs and so on … or just summons temporarely some wild animals that help you and attack nearby foes
We can only hope that we get new skills and abilities in the future that expand our play options and that the good things coming our way are actually coming…., until then, we should enjoy the nerfs that other professions are getting (some are quite substantial like the Mesmer stuff), and bask in the fact that there is pretty much nothing that will be able to stop us after that patch hits!
- Some tweaks to the existign skills have been made as also to the traits.
Useless traits have been merged to make space for some new interesting traits
I’m actually wondering what traits you would consider useless?
TL DR version:
Amazign Things would be for me personally:
Amazign indeed. Maybe in a perfect alternate universe that an Asura has complete control over in a dictatorship….Until then, we have humans in charge, and humans are, well….only human!
If there is no incoming buff, then scratch that part of it. Maybe make it so it’s size only. Starts off Juvenile size, then becomes adult size at around the half-way point, and in the end winds up a bit bigger than an adult wild animal. (You ARE taking good care of it after all, right?)
Well, Unless you use Empathic Bond, Protect me, or Signet of Renewal, then your pet is probably quite sickly, and the Tyrian Humane Society must be notifed of your mis-treatment of animals immediately!
Also, Orpheal, you have some sound suggestions there, but, just like what I did to Yoh in this Thread, I’m going to pick apart and shred everything you just suggested, because….its what I do….
- Make each Pet Name fixated, so that they don’t lose their names when chaning your equipped pets
yes, Yes, a Googolplex times, yes! I don’t care if some people don’t name their pets, I do. I like to name my pets things like “Leafee”, or “Nathan Drakehound”. I hate seeing the Juvenile identifier at the begining!
- Add a Pet Menagerie where you can customize more your Pets to make them look far more unique and where you can develop your Pets further (Pet Evolution)
Unless that Suggestion can account for other professions and their class mechanic, I don’t see it ever happening. Visual Cusomization is probably the most important thing is a game where you can hit level 80 in a week, but, you can’t just do Ranger pets, and forget about everything else in the process.
- Adding of alot of new Pets to improve that way the Build Diversity of the Ranger.
Example:
- Various Gryphons will become tameable now as juvenile pets
- Rock Hounds/War Beasts will become tameable now as juvenile pets
- Added into the game back the Phoenix and Rainbow Phoenix
- Added other GW1 Pets back into the game
Tiger, White Tiger, Reef Lurker, Lion, Rat, Iguana, Crocodile
- Other new Pets added:
Tropic Bird, Cheetah, Polar Fox, Racoon, Anaconda, Manta, Octopus, Falcon, Dolphin, Hammer Shark, Tiger Shark, Sea Turtle, Eel, Monkey ect. pp
Adding new pets is always a good idea. We especially need two of our Aquatic pet Families to be filled up at least (Sharks and Armor Fish). Anet should also explore the possibility of passive pets that do nothing to atack, but offer buffs to you instead (in much the same way as a spirit, but, a little more permanent)
- Rangers are able now to control 2 Pets at the same time and don’t need to swap Pets anymore, Pets have now also downed states. Pets will have now aulso their own Self Heal Skills as Skill Number 5. 2 Pets can perform Pet Combos, when their “Confidence” to their Master reaches a certain threashold together, which raises, when the ranger heals or buffs their pets or cures them from conditions.
The Problem with this suggestion is that if we have two pets out, they will be as weak as the Hyena is now. Its attack was literally cut in half to compensate for the fact that you can pretty much always have two out at any time.
(continued in next post)
(edited by Chrispy.5641)
So long as this fits in the character limits when we name it! :::
“Rabbit of Caerbannog”
……Also, Your attack pattern you detailed is already taken by Canines (wolves, Drakehound, Hyena, etc). Their auto attack is fairly weak. They have an attack that cripples. and an attack that knocks down. (Those last two also have the benefit of being leap finishers…(actually, not sure about one of them…).