Do you not want Anet to succeed as a company? They are already allowing players to play their multi-million dollar expense core game free of charge purely out of the kindness of their hearts so that new players won’t need to buy multiple boxes to have the fully updated game. They have no subscription fee to get in a constant and steady stream of money. The only incentive to spend extra money on the game is cosmetic additions that give no substantial advantage to the buyer.
Anet is providing SO MUCH free content now that it’s a little worrisome they might be giving too much. Now you’re asking them to spend a few million more on content so they can give it to you for free?
I for one will be buying the expansion so that the company can stay afloat and keep putting out new content. Most of which will be free additions to HoT judging by how they handled the core game over the last few years. Anyone who doesn’t buy the expansion are in no position to be demanding more free content.
Raptors are what I’d love.
Been playing GW1 lately as my main computer is down, and it made me remember the pheonix was a tamable pet. More mythical creatures like that would be a lot of fun.
I have three level 80 charr already and only one sylvari, so my revanant will likely be my second fruity adventurer.
Plus the idea of a wandering sylvari staff fighter who channels Ventari himself feels very right. A prophet of the most influential figure in sylvari society. Or channeling Glint, yet another former minion of an Elder Dragon, as one of the few beings that might be able to lend advice on how to deal with the realization of what he really is.
(edited by Ehecatl.9172)
Actually I just noticed. Revanant and Ritualist from GW1 have the same icon. Revanant is just missing the lower part.
looking from far it’s an eye, looking closely is a man out of a portal/rift
Sauron!!!
He is truly the Deceiver. Coming to us as a hero while unbeknownst to us he seeks to bend us to his will.
There is a strong possibility.
I love my elementalist and the Tempest seems like it’d work well with a staff, which is my favorite ele weapon. My ele has been shelved for a quite a while because of how dominant daggers are in the ele meta and how hard it is to be a long ranged nuker, which is what I rolled it for way back when this game launched.
I love both my rangers and will likely continue to play them a lot, but you can only go so far with a ranger main currently due to the profession’s limits. Maybe druid will spice it up a bit.
But revanant is a thematic revival of my main from Guild Wars 1 the ritualist, and I absolutely loved everything about that profession. Even if it mechanically plays different the lore and themes are the same. If the revanant really resonates with me in terms of playstyle it may well become my main.
It would be nice. If the ranger and pet are suppose to work as a close team it’d only make sense that we could share the boons we give each other without needing a specific line to do it.
It doesn’t seem likely. None of our weapon skills aside from one skill on offhand warhorn would be effective for a healing set, and we can’t rely entirely on staff to supply the healing. We also have very little heal based traits beyond providing regen.
Ranger would need more core healing options before adding an elite spec would open the door to a dedicated healing support build.
I could see a boon support druid though. Especially if there’s a trait like “Boons applied to the pet are shared with nearby allies”. We can share boons with our pet really well, and with Fortifying Bond in Nature Magic we’d be able to might stack our party through the pet while providing a ton of regen, swiftness, fury, and occasional protection and stability. Plus whatever boons our future aspects and glyphs provide.
I am a bit surprised they haven’t connected revanants to ritualists from Guild Wars yet. The magic the two use are extremely similar. Rather than calling on the spirits of ancestral heroes they call upon legendary heroes, and rather than being mainly casters they are mainly martial combatants. It feels very much like the evolution from monk to guardian all over again.
They even share the ritualistically blinding oneself thing.
I mean. Drones will obviously be mobile. Engineers already have their immobile machines that are made to safeguard an area and share boons when traited.
Now if turrets get a trait to be mobile then maybe you could complain. Though I don’t know why you would. Right now our spirits seem to be more effective than their turrets.
It is hard to think how they’ll go about the Modremoth showdown. I hated how we killed Zhaitan, and I can’t see them making us dispatch Modremoth solo like we do in Living Story missions. A raid honestly feels like the only outlet that would do the character justice since you obviously can’t make it an open world event that will run forever. It’d be mean to future players to make it a limited time only thing too. I want Modremoth’s battle to be huge, epic, and difficult. Something memorable to make up for Zhaitan.
How to get Legendary armor outside of raids?
in Guild Wars 2: Heart of Thorns
Posted by: Ehecatl.9172
That the definition of bragging. "Hey, look at how AWESOME I am I am a RAIDER!!!’ Bragging is a low thing to do. If people would simply want to be proud of what they did, they’d take a screenie of them standing on the dead boss and print it, to hang in on their wall as a memory of their accomplishment. But no, that’s not enough for the raiding crowd. They need to shove it into other people’s faces. In the danger of my repeating myself, but…that’s petty.
From my point of view you’re the one being petty for trying to deny them their trophy’s significance just because you want to look pretty.
To each their own.
How to get Legendary armor outside of raids?
in Guild Wars 2: Heart of Thorns
Posted by: Ehecatl.9172
As I said…petty. There is no good reason why you would care about what stuff I have.
The legendary skin is a trophy that is dazzling and beautiful. You wear it to put it on display so people know what you did to accomplish it. It may not mean much to some people but it means a lot to others. The point is they worked hard to get that trophy and want it to mean something.
You’re asking to get the trophy they earned without accomplishing the same feat they did. It devalues the trophy if everyone can easily get it, and it removes the meaning of the trophy if you can get the exact same trophy from all game modes.
You don’t earn a gold trophy for wrestling if your sport was figure skating. You get a figure skating trophy. And everyone that sees the little figure skater on it will know you’re an amazing figure skater. But if every trophy had the same figurine on the top no one would be able to tell how you got it at a glance.
I personally don’t care about showing off my achievements, but a lot of people do. For that reason I don’t begrudge exclusive rewards for different achievements. It doesn’t even slightly effect me if I can’t get what they have because I choose not to excel in the same field they did so long as there is an equally valid field I can compete in that I enjoy.
You should try torch as your offhand. Not for any particular combat reasons. It just looks wicked with the fiery dragon sword.
Last Halloween I got on my sylvari ranger, put on the Mad King Halloween outfit, and used that weapon combo in a burn based trapper build for SPVP. I had a ton of fun as a flaming pumpkin king.
If you play around with torch you’d probably want sinister gear though. I’m really not a PVE player. I’m just a man with an appreciation for the dramatic.
It’d be nice if the legendary armor could have multiple rune slots that you fill with purchased runes that you could then cycle through as you need. Even just limiting it to three rune sets would be great.
How to get Legendary armor outside of raids?
in Guild Wars 2: Heart of Thorns
Posted by: Ehecatl.9172
Stat swapping is not that big of a deal because you can’t swap runes…
Runes have a HUGE impact on certain builds. Whats the point of switching stats on armor if you can’t switch runes?Say you change from DPS gear to tanky gear with healing,vita, or toughness, etc etc.
You are kitten now because you got DPS runes in that armor lol. Those runes won’t help your build at all. You are now forced to buy the extractor or replace the runes which is a big monetary loss (unless your loaded af and don’t care lol)
I’d rather buy a new set of runes than have to buy an entire new set of gear. I’m cheap and usually go with runes that cost 3 gold or less a piece anyway. Not to mention the bag space I’d save if I bought the extractor and just rolled with a few different sets of runes instead of multiple entire sets of armor.
I can also build around the runes if I really need to. Or get a flexible set of runes that can work with multiple builds. Even then going into say, a dungeon with sub-optimal runes for DPS is much more agreeable than trying to run the dungeon in my celestial gear on my elementalist.
Being able to change the stats on your gear is a pretty big quality of life change.
How to get Legendary armor outside of raids?
in Guild Wars 2: Heart of Thorns
Posted by: Ehecatl.9172
As long as there is a way to get legendary equipment in PVP and WvWvW there is nothing wrong with exclusive rewards.
Make each set look different so it’s easy to tell at a glance what sort of high end content they did to earn it. The stat swapping is a huge advantage that I personally would LOVE for WvWvW because I tend to change my build a lot and sometimes want to change on a whim. However it only makes sense that the skins be different so raiders can revel in their own raidy greatness and PVP players can snicker at them for fighting robots over real people in their own set of legendary gear.
Everyone wins.
I have a name! Tumbler. I’m sure thieves would love that.
Ranger doesn’t fit Nightcrawler very well.
I’d say Swamp Thing, but he’s a DC character and you’ve named all Marvel. So maybe… Man Thing?
No, we are not guardians or warriors we don’t have the sustain nor the skills set to be able to hold point for long. Saying that the traps is because we can do that is wrong, Traps are a very bad skills, their damage is really low and to use them you have to loose Sharpening Edges and at least one possible cleanse.
You will not be ever ever at the same level of any guardian or warrior at defending point neither at melee the class is not designed for long fights.
Indeed we are not. We are rangers and are designed differently. You are wrong in that we don’t have the tools we need. We do. We have access to blocks, protection, regen, and a lot of free evades from out weapon skills, along with two invuln skills as utilities. On top of that we have pets that do damage independent of our own stats, which allows for a ranger to deal decent damage while still being built defensively. Bunker rangers can be made. BM bunker rangers were a thing way back when before pet damage got nerfed. You’re right that we aren’t as effective as a guardian when it comes to bunkering, but at the same time we’re not as good as a mobile roamer as a thief. These are mechanical limits that can be addressed with buffs to needed skills, not a thematic limit.
Traps really aren’t as bad as you say. And even if they were it’s just proof that they need to be buffed. Again, you’re citing a limitation in terms of our numbers, not a thematic limitation.
Yeah unfortunately the Ranger in GW2 has nothing to do with the fantastic ranger in GW1. And the traps are really awful skills compared to survival or even the shouts.
That isn’t true. GW2 ranger is clearly based thematically on GW1 ranger. And again if traps are so bad it’s purely a mechanical limitation and not thematic. Rangers were designed with the idea that our traps would be viable.
In this we agreed. If you pretend to use the ranger as a warrior and get in the middle of the zerg they will die. Same as you.
I used to have an spirit ranger before the massive nerf in the spirits and they were great.
- Because they followed you i could cast the active skill strategically when i needed, instead being forced to stand still in one corner.
- Because the cast the active ability when killed or expired it was very helpful if you got in the middle of a blob.
So YES, mobile spirits, bring them back with no time expiration. So we can have some utility/support for the group instead this bad joke where some ppl theorize about how great could be to put them in the top a mountain while we fight in the valley and get all the benefits from them.
And i don’t want to think that the only reason that Anet made them static is because that way there are not that many objects in game and they cramp up more players in one instance, because on the opposite of the minis the spirits can’t be hidden due the rising population
Have you never heard of melee ranger? Because that is a thing. It’s a very effective dueling build. One of our best in fact, and can be used as an effective WvW roamer or SPVP point holder. It’s just not as viable as other ranger options right now.
Even then melee ranger plays very differently from a warrior. You rely on evades and fast movement to get around your enemy and overwhelm them. It’s a lot of fun. If you’re new to ranger there is an excellent thread made by Heimskarl that has over 40 unique ranger builds you could try, many of which focus on close range combat.
Delay release of HoT in favor of a new spec
in Guild Wars 2: Heart of Thorns
Posted by: Ehecatl.9172
Batman would never use a gun. It’s the one weapon he’s sworn he’d never use because it is the instrument that killed his parents.
That’ a very nice idea. But i like more the idea of mobile spirits with no expiration time.
Fits more with the idea of the Ranger that it is not a patient hunter but and i quote Anet itselfRangers rely on a keen eye, a steady hand, and the power of nature itself. Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows. With traps, nature spirits, and a stable of loyal pets at their command, rangers can adapt to any situation.
To my understanding can adapt to any situation means mobile, fast and be able to reposition very quickly. After the thief we should be the most mobile class in game.
And standing still in one corner while i keep close my rooted in place spirit it is not.So again, i’m tired of repeating the same every single time. I understand the other classes don’t want the ranger to leave the status of free bags but 3 years is time enough already.
It is the time to make this class viable in any competitive game.
So you’re saying rangers shouldn’t have the option of having an area denial build because it would make us less adaptable? That makes no sense. The very idea of being an adaptable profession implies we can fill a multitude of different roles depending on what sort of kit we bring. Rangers can build themselves to suit their current need, be that a mobile roamer to hunt enemies down or a warden protecting our territory from intruders. That is adaptability.
Also, the Anet quote in no way invalidates the idea of a patient hunter ranger. The fact we have traps, which are exactly what they sound like and only activate if an enemy walks into them, is proof that we are suppose to have builds that focus on the lay and wait style of play. Spirits likewise are baseline immobile and always have been, even have in GW1, which suggests they were designed to be effective while stationary. Rangers were conceptualized and designed with two sets of utility skills that emphasize a low mobility style of play.
As far as mobile spirits, I’ve used spirit builds off and on for a long time. Before the trait overhaul the main thing stopping me from enjoying them was the mobility of the spirits. They make TERRIBLE followers. They make erratic movement choices when you are in combat and tend to get obliterated by cleave and random AoE if you so much as think of standing on point with them.
Spirits would be much more beneficial if you could summon them off-point and have them stay there than if they followed you to their doom. The way they work now is fine, they just need a bigger range so you can make sure more teammates are in your area of effect without the spirits being in danger.
But a couple robbers with sticks aren’t gonna last long against someone that throws a fireball or just shoots them with a gun… Just saying
Gotta go with the times why would a their that has a pistol on them intentionally throw it away and rob someone with a stick?? Are they stupid??
… Why would the thief use a dagger over a pistol? Why would a warrior use a greatsword or hammer rather than a rifle?
Why do we even have magic? It’s a lot faster to just pull a trigger than speak an incantation to throw a fireball. Let’s just remove all fantasy elements from the game and turn it into Call of Duty: Tyria!
I’m sorry sir, but it seems your suspension of disbelief is broken. Maybe you should consider avoiding fantasy games from now on.
To JUN YANG: Thief = someone who steals from someone else. Mugger = someone who steals from someone else. I really can’t make this any easier for you. Hit the guy over the head with your staff when he’s not looking then STEAL his money before he wakes up. Thief with staff is perfectly thematic.
(edited by Ehecatl.9172)
I actually have not used Invigorating Bond very extensively. I usually find Evasive Purity invaluable as there is no other way to shake off cripples or poison stacks without blowing my heal, which can both be deadly.
Edit: That is fine, we all have different playstyles. I’ve been doing beastmaster builds for the last year or two, so leading the enemy into pet bursts is kind of my natural playstyle with my ranger now.
(edited by Ehecatl.9172)
Yeah I know! Originally Trapper’s Expertise was slatted to go into master tier but rangers cried about the skirmishing line so it all got mixed around and those 2 traits ended up competing with eachother.
I need to learn how to might stack :-(
I’m thinking about ditching sigil of torment on lb for sigil of strength for easy might stacks. Also I need to start being more intelligent about sword leaping my bonfire for fire aura which = might stacks and burning ;-)
That is frustrating. Trapper Ranger could be a beast if we could get both those traits.
I actually get my pet’s might mostly from Companion’s Might in the BM line. Critical hits grant might to your pet and your pet’s critical hits cause minor bleeding. I was also using Nature Magic over Wilderness Survival for at least one of the variants I tested which meant that my pet got more might from a Sigil of Strength on my longbow. With all that might going to the pet it was super easy to maintain 20+ stacks on it at all times. Plus Protective Ward is really good at preventing surprise bursts when combined with Spike Trap.
My set up was way more vulnerable to conditions though, but Healing Spring’s condi removal seemed adequate for short melee fights, and the build doesn’t have a lot of sustain so I didn’t feel like I needed to prepare for really long, drawn out fights with a condi user. Evasive Purity also helped with keeping poison and cripple off.
Do you think people can’t rob you if they have a staff? Large sticks have been a favored weapon of bandits and muggers for thousands of years.
Spirits don’t need to move to be viable. In fact they shouldn’t move. Just double the range of the passive effects and boon sharing and you’d be able to strategically place them and remain mobile within the designated area. You could pretty easily cover the entire mid point of Foefire with a 2,000 range spirit while still having them sitting in a hard to reach spot.
Their actives also need to be ground targeted and teleport the spirit to the targeted area when activated. Right now it’s almost impossible to get someone near your spirits to get the actives off, and before the change it was incredibly frustrating to always have my spirits running in circles around me as I tried to “aim” the active so it’d hit my target. Which they never did because it’s not hard to casually walk away before the cast finishes.
Spirits should be area support and control tools we summon when we want to bunker down in a specific area. Ranger isn’t all about mobility. The fact we have two sets of utilities that are best used in turning an area into a death trap for enemies is proof of that. Rangers can be built as the roaming survivalist or the patient hunter, and spirits thematically fall into the patient hunter theme.
Reminds me of the first fight I had with a thief after the major trait changes. Dude jumped me but I managed to counterstrike the backstab and get a few auto attacks off. He stealthed but my river drake used tail swipe. When the thief reappeared he had only 1-2K HP left. I swooped into a Hilt Bash. He went down before I hit Maul.
He was not amused by how hard my pet had hit him.
I was running a build similar to this not too long ago. It’s a lot of fun and really strong. Even in SPVP I was able to have good success with it. With a Spike Trap→Entangle→Rapid Fire plus a bird pet attacking I was able to stack up to 31 bleed stacks in just a couple seconds, plus the direct damage with 20+ might stacks on my pet for added F2 taunt burst.
Not many people survive that combo.
My only lament is that you can’t take Sharpened Edges and Trapper’s Expertise. This would be an amazing set up given I already run with Healing Spring and Spike Trap untraited.
The only changes I don’t agree with are the spirit changes. They should remain immobile unless we’re given control of where they are positioned.
Instead I’d suggest the range of their passive be doubled so they can be more strategically placed to keep them safe. Then make their activated ability ground targeted with a 600-900 unit range from the ranger so that when activated the spirit teleports to the designated area right when the skill goes off. That way we can keep the spirits away for the passive and still have access to the active skill on demand where we need it.
Then allow the spirits to auto cast their active skill upon death to punish enemies for going after them.
This would give the player more strategic flexibility in placing them and more tactical flexibility in destroying them, making for a more complex playstyle than what they had before. Given spirits only have a 20 second cooldown a ranger could be expected to go through at least two generations of summoned spirits during a fight, thus creating a playstyle of darting in and out of combat setting spirits for later use.
I am actually pretty excited for aspects and glyphs. I mained an elementalist originally and love the playstyle. I just love the ranger themes and pet more than the elementalist themes. So taking the ranger’s one with nature/survivalist theme, turning it into a nature mage, and giving it a bit of the elementalist’s playstyle would be perfect for me.
It should be noted that glyphs are only sub-par on the elementalist when compared to their cantrips. A big part of that is that cantrips offer the survivability elementalists need to deal with bursts with how low their health and armor ratings are. Glyphs by themselves are pretty solid, though they suffer from insane cooldowns because everything on ele has to suffer long cooldowns.
Since I doubt the new druid aspects will give entirely new weapon skills for every possible weapon set on swap we won’t be suffering the same fate. Our cooldowns don’t have to be so high to balance always having weapon skills available.
I actually love elementalist glyphs and have long tried to make a working PVP build with them. If one of our glyphs is as good as Glyph of Elemental Storm’s sand storm we’d be in a pretty good spot. I am excited to see what effects we get.
Every time they try to add a new map there’s a huge community backlash that finds a reason to hate it. Why would they bother to add new maps?
A pants set that doesn’t clip with my tail. Or a head set that doesn’t clip with my horns.
Elementalists shouldn’t be surviving without investing into defense. This is the same for pretty much every class except elementalist, who somehow manage to spec very offensive while obtaining tremendous defensive benefits at the same time.
Elementalists don’t spec offensively and get insane defense. They spec defensively and get insane offense. Giving them some innate defense while nerfing what they get from traits gives enough breathing room to nerf the fire line and make it more offensive so offensive eles can freely spec offensively without being completely defenseless and vice versa.
It opens the door to much easier balancing decisions as right now all ele balance choices are made assuming the ele has invested in water. Making water not mandatory makes everything easier and gives the ele build diversity.
I just want a raptor. Raptors could have screech F2 skills similar to the pink moa, but be built for high damage like a cat or bird. So you’d have a high damage control pet for your PVP needs.
Fire line was given all that defensive power because elementalists were complaining that we couldn’t spec into fire without giving up a ton of sustain from water and arcane. Now that we have three lines fire is mainly competing with earth for which provides more defense.
What really needs to happen is for the water and arcane lines to get hefty nerfs and the ele weapon skills compensated with more innate defense so elementalists can survive with such low base stats without going for builds that are 90% defense.
Once elementalists can survive without investing so much into defense you can change the fire line to be all about raw damage and burning without the defensive traits.
As one of the rangers who was in favor of Healing Spring becoming a trap I feel I should point out that the way Anet implemented the change is NOT consistent with what was being asked for.
What I asked for was that Healing Spring could be set down like a trap before hand and then triggered later when activating it. So far that is how it works, but with the weird addition of the heal and the condition cleanse being separated. So instead of dodge rolling back into the spring for a pre-set heal and condi cleanse mid-fight I just get the condi cleanse, and instead of curing conditions and THEN healing me it does the reverse when I try to use it as an emergency heal.
This isn’t the functionality I asked for. I expected the numbers to be tweaked to balance the chance of a double heal if you set your Healing Spring up before hand, but didn’t expect them to split the functionality making such a set up impossible while still adding the arming time.
Blaming this change on the people who asked for it is a lot like blaming the guy who got ripped off by a used car salesman for not expecting to get ripped off.
That being said it’s still a solid heal skill. Once the bugs are fixed it may even be a great heal skill. We just have to hope those bugs get fixed sooner rather than later.
Bears are the quintessential bunker. They are the apex predator for North America and most of Europe because of their immense size and protective layers of fat, muscle, and fur that make them incredibly difficult to actually kill.
Bears really aren’t that aggressive. Their diet consists of primarily foraged plant matter and only rarely meat. They are territorial and will protect their territory, but they don’t roam around beating up other animals for food. They find a location, claim it, and chase off other predators that try to take it. They bunker.
Naturally they have strong offensive potential, but they don’t excel at it. They use their powerful arms and sharp claws to kill less armored opponents who trespass in their territory. Just like a lone burst profession jumping a bunker on point and being out-sustained by the more resilient bunker.
U never realised that when they stealth and run they wont cap your point nor deal any dmg cuz they need to reset fight? Its annoying yes but thief is nothing more than a mosquito in 1v1. Unless your bad and die from thief there is nothing for him to do than run away.
Not everyone is speaking from the perspective of a Conquest player. He could well be discussing how annoying it is to fight them in WvWvW, Stronghold, or Courtyard in which there is no capture objective to punish the thief for reseting the fight if things get nasty.
For me the list goes:
Thief – Really any kind of thief. I really, really dislike being obliterated in half a second if I’m running a glassy build. It’s especially hard for me because I play with a slight lag that against any other profession isn’t too big of a problem. But against a good thief? That half a second of latency is the difference between being able to fight back and dying on the spot. I also take the most joy in defeating a thief, even when running a build tailored to kill thieves, which I often do because of how much I hate them.
PU Mesmer – Mesmers in general were always annoying to fight because of how TAB targeting interacts with clones, but it is FAR worse now that they can stealth for ages and then burst me for insane numbers, even when I’m playing tanky. Often times I’ll be dead before I’m able to click the mesmer with my mouse, which I have to do since the alternative is cycling through TAB three or four times to find my target.
After that I’m pretty neutral toward most professions and builds. Really my thing is just fighting enemies that force me to constantly re-target them and do massive damage unexpectedly.
Thief tears are the best tears. It’s very satisfying to hear someone complain about a fair fight when their entire profession is built around cheap shots.
“Come down here and fight! I will look you in the back of your head when I kill you like a MAN!”
IF you get the map, just log out.. My team will do this all the time and the hope is ANet can grasp how much hate this map has..
Does not matter if we can win easy, the concept of the deathmatch is NOT something the pvp community wants.. And for the folks that say they do, you are wrong.. There is a reason this is removed from ranked pvp.. It is horrible and needs to be replaced.
No, he shouldn’t just log out like a giant baby throwing a tantrum because he didn’t get his way, ruining the game for everyone who actually wanted to play Courtyard and finally got their wish.
As for the OP, it’s just luck on your end. I’ve not gotten Courtyard in over a month. Instead I just get Foefire for over half my matches. And I really, really hate Foefire.
I am a “lifer” of PvP and was an RPer for many years… until GW2 RP ruined it for me, and made me absolutely despise RPers. Yes, the RP in GW2 is really that bad. But whatever floats your boat.
You must’ve had a really bad experience. Having roleplayed for years on WoW I can say that GW2’s roleplay is actually quite good in comparison. There isn’t a bratty belf around every corner trying to be a super edgy criminal warlord. Then again I play mostly charr and don’t interact with the human community very often, so maybe it’s just the “Pretty races attract teenagers” dilemma at it again.
You probably should’ve dodged that.
It’d be real nice if we could see our pet’s exact armor, critical damage, and precision values.
If we had control over one more pet skill and pets had a slighter longer melee range pets would be in a pretty great spot for PVP to be honest. Though I feel our pets would also benefit from non-nerfed health pools given the amount of damage flying around.I don’t understand why they separated pet HP pools between SPVP and everything else to begin with.
Beyond that, cut the pet death penalty in half. 30 seconds without a pet is rough but doable. 60 seconds is a nightmare.
This is an interesting idea. Could definitely help out rangers who have a lot of access to regeneration but not much access to other vital defensive boons. Maybe rangers could become an effective burst healing bunker rather than a sustain bunker that can’t handle as much pressure as other bunkers due to a lack of defensive mechanics.
I’m a roleplayer who also does PVP, but I would never try to roleplay in the Mists. From my experience PVPers tend to be EXTREMELY volatile toward the roleplayer crowd, even if the roleplayers are also PVPers.
Maybe GW2 has a more mature PVP community, but I’m not willing to try and see.
I am curious how it is different from re-targeting your opponent after they went into stealth.