Showing Posts For DeadlySynz.3471:

The Ranger is a lie

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Did you know, that the jaguar can only hit for 6.5k now? I know it got nerfed hard, so i dunno if i should use it anymore, 6.5k is kinda low….

Really? I wouldn’t know, my Jaguar usually doesn’t survive long enough to get a hit in. If by some miracle they do, I get a front row seat to a clinic my jaguar pet is putting on in how to miss it’s attacks on moving targets.

What do you like about your ranger?

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

I like killing people that don’t expect to be killed by a Ranger. “Look it’s just Rang..” dead.

The Ranger - A New Look

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

I’m proposing this due to what seems to be a lack of synergy between the ranger and their pet. Our pets already have 2 options: combat and avoid combat, so lets add 2 more called support and defensive

Combat (Aggressive) aka dps spec – 5% increase in power/precision
Defensive (As it sounds) aka protects you 5% increase in toughness/vitality
Support (As it sounds) support skills for you and your group – 2.5% increase in above 4
Avoid combat – No synergies

The 4 of these are interchangeable at anytime much like the elementalists attunements. Depending on what spec your in dictates what skills are available on each weapon and how your pet synergizes with each skill

For example:

Longbow under the pet’s aggressive spec

  1. - 2s of vulnerability with each hit / Pet gains 2s of might
  2. - Bleeding stacks with each hit / Pet gains 25% attack speed and now leeches life with each strike
  3. - You and your pet gain stealth. If you break stealth with skill #4, it ignores armor. Pet also takes advantage of knocked down enemy, it’s next strike ignores armor
  4. - Knockdown arrow / Pet takes advantage of the knocked down opponent, they charge the enemy and their next attack ignore armor
  5. - Barrage / Pet gains either a cleave (melee) or barrage (ranged) of it’s own which lasts the duration of the ranger’s Barrage (make up for the 50% loss)

Longbow under the pet’s defensive spec

  1. - You and your pet gain 2s of protection with each strike
  2. - Rapid fire now causes cripple / Pet blocks the next incoming attack during skill
  3. - You and your pet stealth on strike, if using skill #4 to break stealth, knock down your opponent for 2s (unblockable), pet takes advantage causing 6s of weakness upon strike
  4. - Knockdown, pet leeches life for you and itself on next strike
  5. - Barrage, pet sacrifices it’s attacks so you gain stability during barrage

Longbow under the pet’s supportive spec

  1. - Each attack causes a healing splash for allies and gives 2s of regeneration to pet
  2. - Rapid fire gives gives protection and stability to your pet throughout the skill, pet also absorbs 50% of incoming damage to allies.
  3. - You and your pet stealth, if stealth broken with skill #4, enemy is knocked down while neighboring allies gain 2s of stealth
  4. - Knockdown opponent / pet also knocks down a random enemy for 2s (pets attack unblockable and unaffected by stability)
  5. - Barrage, instead of causing damage now removes random conditions with each tick / Pet also steals 2 boons from a random enemy.

Essentially, I’d like to see the pet interact more with our skills, as well as, giving us better options for support, hence the swapping between pet specs. Also, get rid of the Greatsword. It seems more fitting for the nimble medium armor ranger to carry a staff rather than a giant greatsword.

A regretful farewell

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

It’s not the profession that’s bad it’s the players.

You just bit yourself. You said that the class isnt up to par, then say that its not the class, but the player.

Rangers ATM are in a fine state. Give or take a few pet AI fixes and general bugs, the class is good. We are not suppose to be top DPS class, nor the top Condition damage class. Anet designed Rangers to be a skirmishing class, someone able to outfight another class and it shows, in PvP and Roaming WvW. For PvE, we are in the middle/upper middle in terms of survivability and damage.

IMO, stop trying to be something the ranger isnt designed to be. If everything was designed to be top damage, mind as well have no class besides a Warrior and no other class mechanics since they will all play the same.

I do fairly well with the Ranger in all specs though dps is my favorite to play in. It got to the point I rarely died in WvW, maybe once or twice a week at most. Aside from that, I just leveled up my elementalist; they not only hit a lot harder, their CC, support, and escape abilities are far superior as well.

While the Ranger is fun to play (at least for me anyway), they are not on par with other classes no matter what spec they are in.

Worst thing about playing a Ranger

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Posted by: DeadlySynz.3471

DeadlySynz.3471

That is annoying, but I have something that annoys me even more. Whatever that trait is that gives your pets 25 stacks that increases all it’s stats, vanishes once you hit the water. Yes I know at that point you’ve changed pets, but still, why should we have to navigate around an entire body of water just to save those stacks. They should just swap over to whatever pet you have then get removed once either you or your pet dies.

The Ranger is a lie

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

Ive played the Ranger from the beginning and couldn’t agree more. I defended them and continued to defend them until I realized it’s a lost cause. I mained a Ranger; I got them up to rank 340 or something in WvW with around 35K kills or so. While I find them more fun to play than most classes, they just aren’t as efficient.

For a class that’s needed some love for so long, I can’t figure out why a game mode that isn’t very popular was the possible cause as to why the SB was nerfed, as well as our pet damage. Then a long comes the good ole 50% damage nerf to Barrage just for good measure; absolutely perplexing.

At this point, there is really nothing they can do to the pet to bring us on par with every other class. The pet simply does not work with the class, nor has any synergies with the Ranger itself. It literally is a distraction that gets the occasional hit in once in a while and nothing more. I see good ideas on here from time to time, then usually followed by “we don’t want to make this overpowered”. Trust me, there is nothing they can do with the class at the moment to make it overpowered.

Here is a perfect example: I finally leveled up my Elementalist and outfitted her with Berserker gear and trinkets, with a berserker weapon. My Ranger is outfitted in all ascended gear, trinkets, and ascended weapon. Off to the training dummies I go where my pet can actually hit it’s attacks. My elementalist literally does 50x more damage than the Ranger. Not to mention, the Elementalist has far more tools for escape, CC, and support at it’s disposal.

Now fast forward this into real time where your pet misses most of it’s attacks or gets killed before it even blinks.. you get the idea. The class just isn’t comparable. Coming from someone who actually finds the Ranger more fun to play, they just simply aren’t as efficient.

My only wish is, I wish Anet would make ascended trinkets account bound so I could strip them off my Ranger and transfer over to my Ele.

Ranger Attunements err Aspects

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Posted by: DeadlySynz.3471

DeadlySynz.3471

It’s a skeleton idea basically, a wishlist for me anyway in the future. We would be given the choice to run what type of perparations we feel, much like the Elementalist, except we still have access to our pets.

The pets would work in conjunction with whatever aspect were running. For instance, if were running an Aggression Aspect and using the wolf, the wolf would receive a stat boost due to it being more of a dps pet.

IMO, the Longbow would fit more in as a heavy dps skill so under Aggression, the interrupt may be replaced with a PBaoe. The interrupts and CC would fall more under the Nature Aspect as that’s geared towards CC. Depending on what the situation is or your play style, i’d like anyway, the ability to swap between specs given the situation.

My imagination isn’t entirely great when it comes to these types of things lol. I’m sure others can come up with more suitable aspect names, specs, and abilities to go along with them. We are considered the jack of all trades, it’d just be nice to actually have the Aspects to swap through to fit the bill.

Ranger Attunements err Aspects

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Posted by: DeadlySynz.3471

DeadlySynz.3471

So after leveling my Elementalist last night to 80 and outfitting them exactly like my Ranger (a complete glass cannon); I see that they are extremely more destructive and supportive than the Ranger could ever hope for in their current state.

Now I love my Ranger; she is my main whom I’ve had since the beginning. Done fairly well despite the state we’re in. I think I’m closing in on 35K WvW kills but I only started playing WvW about 6 months ago. After playing the Elementalist for 1 night, I thought to myself “What could we give the Ranger to make them just as strong or useful as an Elementalist without copying them”. Given what I’m about to propose, this would be something in the future if Anet decides the Rangers need to be completely re-designed.

The term “Aspect” came up in our CDI discussion, so I thought, why not give Rangers Aspect specs to swap between much like Elementalists swap between Attunements.

Aspect of Stealth: Our weapons are aligned with hit and run skills, evades, surprise attacks, and movement increasing abilities. Trap builds could probably fit in here.

Aspect of Aggression: Abilities that are aligned with dealing both single target and heavy AoE damage. Similar to what to what we see on our weapon skills now, just with a slight damage increase.

Aspect of Nature (or support): Abilities aligned with group support, healing, and CC. This is where it’d be nice to have a staff.

I’m sure people can come up with better Aspect names. Given what aspect your in, your pet may or may not receive a boost. If your pet is more aligned with a certain aspect, they receive a stat boost.

TL:DR – Give Rangers access to Aspect specs similar to Elementalist Attunements to switch through as to make us more diverse and useful.

Results: Should GW2 have mounts in WvW

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I’d actually be in favor of having mounts.. only if you cannot attack on one AND given say a 5 or 10 second cooldown to dismount. Basically if a mounted zerg approaches another zerg on foot attacking a tower, they can’t just rush up behind and attack. Give the on foot zerg a chance to wipe them out.

Views on a zerg debuff?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I highly doubt they would do anything to zergs because of both griefing and fear of pushing people away. If people want to roam around in reasonable sized groups and fight other reasonable size groups, they need to go to lower tier servers.

If they institute such a thing there will be griefing, there is no question about it. You’ll run into situations like Amadeus said “get away from us, your giving us the debuff” which will consequently probably cause that player or players to get reported. We’ll probably have a constant state of bickering going on in chat.

They are better off giving some sort of incentive to roam in groups of say 20 or less rather than penalizing. Give them double the rewards across the board and extra damage vs gates and walls.

Let’s face it, no matter what measure is taken, the larger group is almost always going to take out the smaller group. The 2 biggest things that would combat zergs is removing the AoE cap (yes they can do it, piles of siege have no problem hitting 50 targets lag free, our AoE can do the same if calculated that way). The other is removing the ability to rez downed people in combat. Also remove the ability to rez dead people all together.

Ranger skill Barrage overpowered?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

People have to be careful about making threads like this because Anet may actually nerf them.. meaning they might reduce the AoE ring on Barrage. Obviously, the Ranger does not need any nerfs, Barrage already took a 50% damage hit for some odd reason.

While I agree OP with your logic (and I’m sure many others do as well), I don’t believe AoE should be able to hit siege on top of walls in the manner it does. This isn’t a Ranger issue, this is more of an overall design issue.

Siege can be near useless on walls along with players themselves trying to defend. Coming from a glass cannon ranger who kills most of their targets on walls with Barrage + Quickness combo, it really is unfair. Most of the time, people will take 8K-12K damage before they react to escape. Yes I can still hit siege placed at the very back of the wall quite easily. All it takes is 2 glass cannon AoE attacks to knock out siege.

I’m not sure if this was ever intended for AoE, but it seems to me a bit far fetched that siege is rendered nearly ineffective because of it.

Ranger skill Barrage overpowered?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

30s cooldown (24 with trait), 50% damage nerf, extremely easy to dodge, and does a whopping 300-500 damage to a fully tanked target with a full glass cannon build.

Yea very OP in my opinion…

If anything Barrage, and all AoE should have it’s damage doubled, harder to escape from, and made so that it can’t touch siege on walls.

Aetherblade Sky lasers

in Battle for Lion’s Arch - Aftermath

Posted by: DeadlySynz.3471

DeadlySynz.3471

I’ve had these lasers spammed on me as well when I wasn’t in the vicinity of any mobs or citizens which I found kind of odd.

To me, these lasers seem to be better served spammed around the spawn areas where people congregate and go AFK?

Stay on the pin

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Posted by: DeadlySynz.3471

DeadlySynz.3471

It’s not the single biggest thing to improve your chances if your build centres around dps. That would be a death wish. Staying close to the pin yes; but running into the zerg as a glass cannon or even half glass cannon is just a bad idea.

Knowing your class inside and out and their methods of escape and mitigating damage will improve yours (and your groups) chances the best.

There is a reason why disorganized non-TS pug groups can consistently beat guild groups on teamspeak. It’s not necessarily due to stacking on the pin per say, but more so knowing how “you” stay alive and dish out more damage than them.

AFKing in LA

in Battle for Lion’s Arch - Aftermath

Posted by: DeadlySynz.3471

DeadlySynz.3471

They could stop this (unless these people are griefing) by adding in a personal requirement. Say having to rescue an “x” number of citizens and participate in “x” number of events to get the rewards. I think they should have done this in the first place as to give people some incentive as to not only zerg around or just rescue citizens.

Kudos On Escape From LA

in Battle for Lion’s Arch - Aftermath

Posted by: DeadlySynz.3471

DeadlySynz.3471

I’d like to see similar events done in other home cities as well

Remove Loot!

in Battle for Lion’s Arch - Aftermath

Posted by: DeadlySynz.3471

DeadlySynz.3471

while I partially agree, I do believe it should be a mix of civilians saved and events completed. Do both and your end reward is good. Do one and not the other, and your rewards suck.

no aoe, better www

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Posted by: DeadlySynz.3471

DeadlySynz.3471

What anet needs to do is remove the cap on AOEs

snip

Can’t happen – next suggestion please!

It actually can. How much lag do you see when AC’s are hitting 30-40+ targets? Zilch. So there are obviously mechanics or damage modifiers in game that allow for that type of AoE.

It really is simply a case of changing how current AoE damage is calculated to mimic that of siege.

Granted doing this will open up a bigger can of worms to begin with.. that is unless each class is given some sort of elite AoE skill that hit up to 50 targets with damage similar to how siege works.

Friendly Fire makes WvW strategic?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Turning on friendly fire would hurt some classes more than others.. especially the ranger. Making 2 of their better attacks worthless: Piercing arrows and barrage. They do not need any more nerfs.

Now that I think of it, all ranged classes would get the royal kitten job.

If this ever came about, the game would essentially become a range-fest. It would be the only way you could safely attack the enemy without hitting your own peeps.

1500 Rescues - changes needed

in Battle for Lion’s Arch - Aftermath

Posted by: DeadlySynz.3471

DeadlySynz.3471

Deleted my last post:

In the end, I think it’s safe to say that the vast majority of people are working towards rewards, and it nice to see your progress as you go. This is why we see daily’s and monthly’s in the upper right of the screen; so why not add something similar to this event so people can see their progress to the top reward?

Give 2 separate rewards for the event: Personal and Group, and award an “x” number of bags based on how you do. It could look something like this, we see this on the screen:

Personal:

0/50 citizens rescued
0/1 Miasama events completed
0/5 Escort events completed
0/1 Bosses killed

or something to that effect. Completing all those would give you a personal max bag reward at the end.

Group:

0/1000 citizens rescued
0/3 Miasama events completed
0/15 escort events completed
0/3 bosses killed

So on and so on. I’d much rather see this as it could give people more insight and incentive to actually do multiple things.

retaliation and wvw

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Posted by: DeadlySynz.3471

DeadlySynz.3471

There needs to be a cooldown or some sort of exhaustion period after receiving the boon. I never really pay attention myself if I have it, but for arguments sake if your initial retaliation buff is 5 seconds, there should be a 10 second period following that where you cannot receive the buff.

What people fail to realize with this is that for most people it seems to kill them off completely to the point they can’t use it. It doesn’t bother me, but others it seems to.

Retaliation is the perfect counter to AoE because it stops people from using it. Now how would the pro-retaliation peeps feel if there was a re-retaliation buff instituted where all the damage your retal buff dealt, was reflected back. Not only are you receiving AoE damage, but your also receiving all the retaliation damage back as well. Essentially, your buff kills you instantly. You no longer can use the buff, do you think that’s fair?

no aoe, better www

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Because nothing is more ‘vanilla’ than mindless zerging?

The only reason zergs are mindless is because of AoE. This is how it currently works:

A: Get near blue tag
B: Press random AoE skill key
C: Press 1 (use AoE/multi-target weapon)
D: Goto A

“Skilled” zerg play is when the commander adds in commands like dodge or blast. AoE is target-less and lazy. It allows for lazy/unskilled play. AoE is the single biggest reason zergs stack for both offence and defense. More AoE won’t change anything especially when you look at the current system which is 90% or more AoE. This is the OP point and I agree with them.

You do realize though the retaliation buff with steps A and B will usually mean instant death to your lazy AoE’er (including your melee #1 spammer) That is your defence to it. Combined with it being so easy to dodge and the damage itself being atrocious, i’m surprised anyone is complaining about it.

Even as a glass cannon myself, I can run into the zerg that has the AoE being dropped on it and come out of it completely unscathed because it’s just far to easy to avoid.

Would sPvP Make Me Better at WvW?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I’m really bad at sPvP too. I can’t imagine how sharpening up your 1v1 skills would benefit you in WvW unless your running roaming around looking for 1v1 fights. Which in case, why not go for sPvP instead? Doing that in WvW is usually followed by getting run over by a larger group.

no aoe, better www

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Posted by: DeadlySynz.3471

DeadlySynz.3471

AoE is not dominant in it’s current state; not by a long shot. It either does pathetic damage (even in full berserker gear), has too long of a cool down, far too easy to avoid, or negated due to retaliation or kitten forbid, a combination of the 4.

They won’t remove the AoE cap so the if they are going to do some tinkering to the AoE, they should address one of those 4 issues. It’d be nice if they doubled or tripled the area of effect and increased the frequency of the payload making it harder to avoid. This way, at least enough hits could get in to make up for the crap damage.

The only problem with AoE in it’s current state I think should be addressed is how easily people receive the retaliation boon, and the effectiveness of healing. Both are bit too over the top IMO.

what exactly is the point of "Outnumbered"

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DeadlySynz.3471

A decent buff if your karma training and trying to level your uplevel, but good luck finding a map with that buff if it’s known a karma train is going on.

This is how to deal damage with longbow

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

I run around in full zerker with little to no problems. The only problem I run across is if there is a thief between me and the zerg I’m trying to reach. If you want full damage, then you need to run full damage gear and traits. Learn to stay alive; we’ve been given enough now between our weapons and pets that we can in fact stay alive and escape quite easily from 1500 range (despite what some people think).

LB is best for single target yes, but that is all you really need sometimes, especially when you get lucky and single out a commander (or the person the group appears to be following). It’s not hard to pull off 20k-30k in damage in a matter of seconds against a fully tanked target. Despite barrage’s damage nerf, it still does good surprise damage when paired with QZ.

Again, if you want to deal actual damage, do not run in any clerics, knights, or soldiers gear. In zerg play, that gear is negligent when your overwhelmed. Your better off just killing them first before they get to you, IMO.

Remove AoE Cap

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Posted by: DeadlySynz.3471

DeadlySynz.3471

The current engine could handle it if in fact they re-worked the damage to mirror that of siege. The game seems to have no problem having piles of AC’kittenting 50 targets at once; just have player AoE damage mirror that.

It doesn’t have to do the same damage, I’m pretty sure people would be happy if their AoE damage was cut in half as long as it hit up to 50 people.

Upscale Ranger hit me for 17.4k Maul today

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Posted by: DeadlySynz.3471

DeadlySynz.3471

As Disastro said, they are not as bad as people perceive them and their biggest problem is, people do not know how to build them properly (especially for damage).

I don’t generally run around with a GS myself (unless it’s for mobility), but I can consistently hit most targets for over 17.4k with a long bow (rapid fire). It’s also kind of funny when we morph into that bear form and can hit people for over 30K. I should give Maul a try and see what kind of numbers I can come up with on that.

I just love these "guild raids"

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Posted by: DeadlySynz.3471

DeadlySynz.3471

That is exactly why I decided to shy away from guilds myself. For the most part, too much politics for my liking. When I log onto WvW, I like to fight, not stand around and debate builds which won’t mean a kitten when you encounter a group more than twice your size which always happens. I also like to hop maps.

For me, there is nothing more enjoyable than being part of a pug Zerg who refuses to get on TS who consistently wipes out a larger whole guild Zerg (whom you know is on TS). It’s enjoyable because you must know they must be furious.

Open raid content doesn't work!

in Guild Wars 2 Discussion

Posted by: DeadlySynz.3471

DeadlySynz.3471

The easiest way to solve this:

Make the encounter both instanced and open world. Instanced being harder, open world basically being a loot pinata. Keep the rewards the same for both encounters, but maybe create an extra achievement (and title) for completing it on instanced. Nearly everybody should be happy.

- Everybody gets their loot
- Players who want the challenge gets their challenge
- Players whom don’t have the time to dedicate don’t get shafted out of loot

Everyone is happy, except for a select few whom may get offended that casual players are getting the same loot. If their enjoyment of the game is based on what others are getting for loot, well that would be their own problem.

Blast effect on longbow (or both bows)?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I think the LB is fine as is though it could use a little more damage. I do believe though we’d be better off with a staff with some finishers attached to it.

Have a couple of abilities on it that ground target much like the necro, maybe another ability buffs allies. Put a nature type attack on #1, and well whatever seems “staff like” for the last skill lol. Put combo fields on all these and voila. I’d actually much prefer this over even having a GS.

Critical Damage getting nerfed for WvW

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I think someone from Anet cough balance team cough needs to take a class, outfit them in full zerker gear and go find a target that is in full tank gear and hit said target repeatedly. Take note of both the average and maximum damage.

Then let the full tanked target hit the berzerker target repeatedly, and take note of both average and maximum damage. Then decide if crit damage really needs a nerf, or if in actuality it needs a buff.

When you have a scenario where a fully tanked target can do more average and max damage to a full zerker target; than the zerk target can dish out to the tank, there is a problem.

Crit damage doesn’t have scaling issues, toughness does. Toughness needs to be scaled back, while crit increases. Hopefully, having a second sigil available for 2H weapons makes up for the imbalance, but only time will tell.

So why do people still fail marionette?

in The Origins of Madness

Posted by: DeadlySynz.3471

DeadlySynz.3471

Could be people trolling. It also could be a case of half the players actually being new to the event.

[For players] Don't use bear for everything

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Your mistaken about the brown bear OP, it does have it’s uses. It is the only pet that actually uses it’s skills when it needs them, not spam them whenever they are off cooldown like other pets.

They also make a good harass tool because for some strange reason, people seem to run around like a chicken with their head cut off when the bear is chasing them. Oddly enough, the bear’s damage is pathetic, so why players run from them like they are an imminent threat is beyond me. Whatever works though.

More often than not, if I’m using the bear, it’s kept by my side on passive to clear conditions.

Living story in WvW? Again?

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I don’t agree, nor understand why LS content is in WvW. I honestly don’t see how putting it there will make anyone interested in it.

You go into WvW for the first time looking for LS content and this is likely what your going to see or have happen:

- You get run over by a zerg (multiple times)
- You get called out or criticized for being rally bait around your LS content
- You may see in chat ignorant or criticizing chatter

Among other things, I don’t see how this will make anyone interested in WvW.

What inevitably happens when your leave your group or zerg? You get killed, so breaking away to smash up an energy tower will probably mean imminent death.

Unable to rally when nothing is attacking you

in Guild Wars 2 Discussion

Posted by: DeadlySynz.3471

DeadlySynz.3471

Perhaps it’s another strike against Rangers, but #4 stops channeling after 2-3 seconds, even when not being attacked or hitting any buttons yourself. Luckily your pet can pick you up, but if other classes are able to continue to channel and rez, then this would be a bug on the Ranger front.. would it not?

I just tested this to confirm and yes, it stops channeling after 3s or so.

Stop blaming other players, plz

in The Origins of Madness

Posted by: DeadlySynz.3471

DeadlySynz.3471

I havn’t touched the new bosses yet, so my opinion may not mean much. I’ll probably skip Marionette simply because from the sounds of it, it’s just too much of a headache and reliance on other players. I don’t intend to tackle the Jungle Worm until people get good enough at it that beating it is a foregone conclusion.

From the sounds of it though, it seems these 2 bosses are better off instanced. It would also be nice if you can enter the instance as a “group” or “raid party” as to control who goes in with you, so at least then you have a much better chance at winning. On the same note, make an open world version that’s much easier and less of a headache.

Ranger Longbow - Just Terrible

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

They could make us “unparalleled archers” by taking the longbow away from the warrior lol. Not sure why the warrior is even able to use one in the first place.

Casual vs. Hardcore Content

in The Origins of Madness

Posted by: DeadlySynz.3471

DeadlySynz.3471

Your suggestion has only one flaw. Casuals will whine in forums “Why do we have to get bad rewards than that small portion of community? We are the majority, give us everything and give them immediately!”

It has nothing to do with that. Both groups get what they want: rewards, easy content, and hard content. Nobody should be complaining at that point. The only ones would be a collective few that feel casuals shouldn’t be getting the same rewards, which again, is their own problem.

Hardcore players wan’t their hardcore content.. well give it to them; just don’t reward them any better than an open world loot Pinata.

Casual vs. Hardcore Content

in The Origins of Madness

Posted by: DeadlySynz.3471

DeadlySynz.3471

The reason you can’t, or they shouldn’t have content for both (at least the way they have it set up now) is because they will inevitably alienate a portion of the player base, a very large one at that. Obviously, it doesn’t take a rocket scientist to realize that alienating the largest part of your player base will spell out dire consequences for the longevity and health of the game. Imagine if the casual base is around 80% and those 80% decided to walk because they felt the content was not made for them. It’s not just 80% walking, that’s 80% of people possibly putting money into the game.

How likely is it that Anet or NCsoft will continue to support their game if their revenue suddenly dropped 80%?

Now, this isn’t to say both can’t exist in the game, but it has to exist in such a way that your largest base doesn’t feel dis-included. Preferably, a system that makes nobody feel dis-included.

I’ve suggested this in the past, and I don’t see why it can’t work here. Have an open world versions of the new bosses, and instanced versions. Instanced versions pose a much bigger challenge. The key though is keeping the rewards the same. Not doing so is likely to, again, make the casual players feel like they are missing out. This way, the hardcore players get their hardcore content and the casuals can do all the content, everyone is rewarded the same. Technically, this should appease everyone, but we all know, there will be some hardcore players complaining that the casuals shouldn’t be getting the same rewards.

That is an entirely a different issue all together related soley to the player. If their enjoyment on the game relies on what other rewards people are getting, that is their own problem.

Discussion: Downed/dead state and zerging

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

I would be happy with this:

- Stomped players get auto-ported back to the closest wp
- You can only rez a downed or defeated player when out of combat
- Introduce a food that gives say a 25% chance to defeat a player (no downed state)
- Introduce a new mastery that has a potential to put a player into defeated state

If I were to have to pick one; I think the one that would make the biggest impact while making it actually fair is only allow rezzing while out of combat.

So much Ranger Hate.... Just sad....

in Guild Wars 2 Discussion

Posted by: DeadlySynz.3471

DeadlySynz.3471

The only reason people complain about Rangers is because they themselves are terrible at playing them. They immediately think they are useless because they aren’t easy mode (which they aren’t). The Ranger, IMO, is the hardest class to play, so of course to be effective, it takes a lot of skill and patience.

In the hands of the right player, they are one of the hardest hitting classes in the game, even with the pet sitting beside them like a side table. Aside from a thief, I have an 80 warrior and necro, all geared and spec’d for pure dps. My ranger out dps’s them both in burst and in sustained damage by 25% (with the pet on passive). Now, can everyone do that? Obviously not, judging by the “they are the worst dps class in the game” comments. Which brings me to my next point below..

I have a thief, I find thieves damage to be sub par compared to other classes. Does that mean that thieves suck at dps? Or is it more of a case that I suck at playing a thief?

I havn’t done the new boss content yet and have no plan to until people have calmed down and stopped complaining.

Ranger?

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

Why remove one of the class’ core concepts? You might as well just scrap the class completely. It’s like saying Mesmer clones aren’t useful in certain situations, so they should be removed completely.

Also, Rangers are far from ‘Outdone by all classes’. The Longbow’s damage is nothing to sniff at, and with AoE cripple, knockbacks, and a 3s stealth, you’d be hard pressed to find anything else outside of a thief with that much kiting potential. Rangers can give their party 15s of a boon of their choice through their pets (Stalker might, moa protection/fury, fern hound regen, bird swifness) and near-permanent bonuses through a range of spirits. Throw in the AoE 7% crit chance increase, and you’ve got a strong offensive support. As far as damage goes, rangers get 10% bonus damage when on full endurance, and 10% bonus damage from behind. Add in Rampage as One, and you’ve got a fast, hard hitting, might stacking class that can operate well in both melee and ranged combat.

So yeah, I don’t really understand your logic as to how rangers are bad. Maybe you’ve met one too many bearbows? If you could elaborate on why you think the class is so poor, I’d appreciate it.

40% of their damage is based on their pet which rarely hit’s anything, let alone survives. Their F2 skill isn’t something to preach about either considering it works 1/10 times. That’s why people say Rangers are bad, and that’s why many people continually bring up stowing the pets and basically “absorbing” their stats and damage.

Bearbows are actually more effective than you think because the Bear actually tends to use it’s skills when they are needed keeping it alive, unlike other pets who just spam their skills whenever the cool down is up. Your bear will actually do more dps over time because it is the only pet that has any remote chance of survival.

Honestly, if you’ve spec’d yourself into a spirit build, your doing it wrong. Extremely ineffective build compared to other builds except in sPvP.

Why Warriors Need a Nerf

in Warrior

Posted by: DeadlySynz.3471

DeadlySynz.3471

nothing you said made any sense and I read it. warriors are tanky because they are heavy armor warriors and they do good melee damage because they are the purest melee DPS class in the game. This is a profession that is meant to facetank and do high melee DPS because it is a warrior. Look up warrior in the dictionary and that is the definition of a warrior. There is nothing wrong with warriors they are exactly how they should be there is a bunch of problems with the other professions ranger is one of them. How about you guys accept the fact that warriors are warriors and ask ANET to fix your other classes. And stop making useless threads asking for anet to nerf warriors because your class is broken and is underpowered.

While I agree with pretty much everything you said, this is what warriors shouldn’t have (which they currently do). They should not have better ranged skills than other classes. They shouldn’t have better utility with longbows, they shouldn’t have better mobility than every other class.

It’s kind of amusing when people think that a heavy armor class and whisk across the screen faster than any light armor class.

Yes the warriors need nerfs; they shouldn’t be using a longbow and most of their mobile abilities should be removed as well. Part of their HP pool needs to be cut if they are supposed to be the pure melee dps class.

Would Teq/Wurm be Better if Instanced?

in The Origins of Madness

Posted by: DeadlySynz.3471

DeadlySynz.3471

I think all world bosses should have 2 versions:

1. An easy version which is basically a loot pinata
2. A harder instanced version requiring much more strategy and teamwork.

The key to this: The loot does not change, meaning you do NOT get better loot for doing the instanced version. It is there for one reason and one reason only, the challenge. Maybe give it some achievements but the loot must stay the same so casuals do not feel like they’re getting screwed due to the lack of time they have to partake in these events.

If over time we find that people barely partake in the instanced version, we’ll know players generally do not want challenging content.

Well, I defended these new events at first..

in The Origins of Madness

Posted by: DeadlySynz.3471

DeadlySynz.3471

I have yet to see any of these events. If I didn’t read the forums, I’d swear they never existed.

To say this type of living story content is more about waiting around with you hands in your pockets than actual play time, is an understatement.

Difficulty of Marionette/ Jungle Worms

in The Origins of Madness

Posted by: DeadlySynz.3471

DeadlySynz.3471

Im a civil engineer and I Work 60-70 hours a week in the field. I love this game and really enjoy the time I get to play it. Ive got 4 level 80s, two with map completion, all in at least exotics or better. I unload real money on the gem store regularly.

Im getting discouraged by content like tequila and the worm/marionette because I have not completed any of these, not even once. I realize that if I log at the exact right time after guesting to the correct server and sitting in the zone for an hour+ to get a spot then maybe I have a chance to complete these but that’s not realistic for me.

I have a wife and a 3 year old, they need my time too.

At least I have Spvp solo Q, hot join. If it wasn’t for the fact that I don’t have to gear grind to be on equal footing Id have never bought this game. On a side not that’s why I don’t do WVWVW, because of the ascended gear power creep they implemented.

Back before I got a real life I loved to spvp in WAR and later SWTOR and Rift for a time. So I consider myself a kitten fine player.

Please make content for people like me. We are the ones who actually bring money into your pocket with our real jobs and gem store purchases.

cut out the garbage with the power creep gear grind nonsense, make some more content that I as a great player can do on my own schedule without needing to depend on having no life and the stars aligning.

So, they put in a couple of fights that you can’t just queue up for and do “on your time” and by your utter convenience and suddenly this is a big deal? You think you’re the only type of player who plays this game? Plenty of people here are willing to put in the time, casual and hardcore, and try and down these events. Nothing is stopping you except for your own real world commitments which is not anyone else’s problem.

The majority of the game is very casual friendly. It’s not dependant on gear. It’s not a hardcore raid or die game by any stretch of the imagination. Most content is catered towards people like you, and people who just want to take the game at their own pace.

They put out less than a handful of bosses that are challenging and can’t just be done in a night and out come the wallet warriors and people who, with a 60 hour a week schedule, a wife, and a small child, have no business playing a video game anyways.

Geez. Reminds me of WoW, except this time there is no excuse for it, because like I said, this isn’t a raid or die game by any definition of the term.

More people fit into that category that you seem to believe. Like any other game that’s either succeeded or failed, if the game is to remain a long term success the devs must cater to whomever the vast majority is. They can’t cater to everyone, so those who don’t fall into the majority category will simply just have to bite the bullet and move on.

I’m going to take a wild guess here, in that most people who play this game, have lives outside of it (families, word schedule etc..) meaning they are your majority. Content needs to be made for them, not for the all day warriors with nothing better to do.

Zerker changes and Rangers

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

I don’t think no one have asked this question in the forums or at least i haven’t see the subject been bough to light. How will the coming Berserker changes affect rangers? I mean classes like warriors do lot o damage we all know that, a reduction in 10% crit damage might not be much but what about rangers?

I might be wrong but our damage is lower than other classes by a wide margin and now a 10% reduction in critical dmg, doesn’t this change once again affect the ranger more than any other class?

Their dps isn’t lower by a wide margin. People’s problem is they don’t build them properly. Mine geared for full damage matched up against my warrior and necro geared for all out damage, out dps’s them by a 25% margin in both burst and sustained.

The zerker changes however I think hurt the ranger more because from my experience, they are best in full zerker gear. I’ve tried all the builds, and they really pale in comparison.

With the changes to the sigils however in being able to put 2 on a 2hander weapon, it possibly might make our overall dps go up. I ran the fire sigil for quite sometime before putting on the one with a 5% damage boost. Now the fire sigil + 5% damage boost or possibly fire + air sigil, with it’s 100% proc chance on crit, could very well pump our dps way up.

Im not sure what to think about the changes at the moment, so i’ll wait until I tinker with the sigils before deciding whether I don’t like the changes.

Zergs and WvW. Fun or not?

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

I think they should just amplify the AoE damage based on the number of people in the given area.

It still hits 5 people, but if 50 of you are clumped together, the 5 it hits are pretty much dead on the first drop, and more than likely second group of 5 it hits too.

My opinion is a bit lopsided as im the one thats dropping the AoE and I’m pretty sure many people would have an issue of an AoE/quickness combo that could possibly kill off half a zerg in a matter of seconds.

I think most people enjoy zergs because that’s how most people tend to operate in WvW. Those who like small groups, roam in small groups. Those who decide to keep the numbers down can go tagless. The only thing I don’t find fun about zerging is the lag battle in SMC where you cant fire a single healing spell off.

RIP power builds in roaming

in WvW

Posted by: DeadlySynz.3471

DeadlySynz.3471

I do like the idea of 2 sigils on 2 handed weapons so I’ll reserve comment on whether it’s an overall damage nerf or not. It could very well turn out to be a buff with the right sigils. For me personally, I swapped out by fire sigil for the 5% damage a while ago. I really didn’t want to do it because I loved that AoE fire, but now that we can have 2 sigils on 2H weapons, that fire will look mighty nice again.

If it does actually turn out to be an all out damage nerf, well I’m sure people would be a tad miffed if per say, their tanky build took a 10% hit in toughness or healing, or condition heroes took a 10% hit in condition damage. Realistically, if it turns out to be a damage nerf, then they should reduce the effectiveness by toughness, healing, and condition damage by the same amount to compensate for it.