Showing Posts For Einlanzer.1627:

I play a longbow ranger - Mistake

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

Longbow auto attack defies physics.

The only way it should do more damage at longer ranges is if you were to shoot it an upward angle and use gravity to increase its velocity on the downward arc, however that is not the case in game since you are easily obstructed on your shots.

Firing an arrow in a straight line will cause it to do less damage the further it goes.

I am not claiming to be the smartest person in the world, but this is not really complicated logic either.

I’m not necessarily arguing they shouldn’t change it for the sake of balance, but it’s more thematically appropriate than you think.

You are not supposed to interpret the damage mechanics so literally. Like combat in turn-base games, the mechanics are an abstraction. In other words, the implication is not that your arrow will gain momentum and therefore do more damage the further it flies. The implication is rather that a Longbow is designed to be used as a long range sniping weapon and not as a short range skirmishing weapon. At short range, the Longbow would in fact be clumsy, slow, and inaccurate- because of that, it is more effective at long range. That’s what the ranged-dependent damage values represent.

Part of the problem currently is that Long Range Shot is too weak for how slow its refire is. This makes it seem like its base damage is at long range and it gets a damage handicap at shorter range, when it should be the opposite- its base damage is at short range and it gets a damage bonus at long range.

(edited by Einlanzer.1627)

Making GW2 more like GW1 - Cross Class Skills

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

I didn’t quite have the patience to read your post very fully, but I do agree with the general concept and I think being able to ‘customize’ your class a bit with skills from other classes (I’d leave the exact design to Anet) has a lot of merit.

We Demand More Revealing Clothing

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

It’s a simple task to appease to people through sex appeal, but it is far more rewarding to go the highroad and not turn the game into some 13 year olds wet dream. I think Arenanet is above this. Go play some korean game of you want over sexualization.

Also, I’m typing on my goggle as hard as I can, but nothing seems to happen. =\

Also, I agree with this.

We Demand More Revealing Clothing

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

I’d like to remind you that this game and other MMOs alike, whee people carry a zoo in their pockets and fling fire from their fingertips, 200 foot tall boss being destroyed, wrecked and somehow held back by a single 3 foot tall Asura and all evil in the world mysteriously revives itself after time even when proclaimed defeated. There is enough applied magic and game-mechanic-elements that are more an offense to logic and immersion than presumably enchanted jockstrap providing the same protection as slightly less enchanted spiky armored greaves with skulls on their kneecaps.

It should be rather obvious, but this isn’t really a relevant argument, mostly because revealing armor is not so much about realism vs. fantasy as it as about camp vs. grit OR appropriate vs. inappropriate.

Also, it has to do with verisimilitude and how much the world makes sense within the context of its own setting. Super skimpy armor comes much closer to violating that than shooting lightning, etc. does.

(edited by Einlanzer.1627)

We Demand More Revealing Clothing

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

I’d be okay with some more skimpy-ish models, especially for medium armor wearers (including for males too), but to me, too much skimpy armor is immersion breaking because of how campy and unrealistic it is.

Thoughts on Thief Balance

in Thief

Posted by: Einlanzer.1627

Einlanzer.1627

Why does almost nobody notice or mention the awkwardly slow cast times on Vital Shot and Trick Shot relative to the activation speeds? That’s mostly what is mucking up P/P and P/D, and why the Shortbow, while it can be great circumstantially, isn’t as usable in general as it should be.

Hint: this isn’t universal, the rifle’s fire rate is very close to its activation speed and it consequently is much stronger.

(edited by Einlanzer.1627)

Long Range Shot activation time

in Bugs: Game, Forum, Website

Posted by: Einlanzer.1627

Einlanzer.1627

Yes, awareness for the issue with wonky recast times on #1 skills seems to be growing. Long Range Shot firing much slower than it should is one of the main culprits behind the Longbow feeling weak.

However, it is not isolated to Long Range Shot. The same problem seems to be common for several ranged weapons across several professions. In particular, it also affects Longbows for Warriors, Staffs and Scepters, and Pistols for Engineers and Thieves, as well as the Thief’s Shortbow.

It notably does NOT include Rifles, and Shortbows for Rangers, Greatswords for Mesmers. All of these have recast speeds that are very close to their activation speeds, and consequently perform a lot better than other ranged weapons.

I don’t know what’s the deal here, because it’s obviously not working right and hasn’t been since launch.

Make GW2 more skin based

in Suggestions

Posted by: Einlanzer.1627

Einlanzer.1627

We definitely need new skins in the game, I think the lack of variety currently there drives players into a state of complacency, which has a huge impact on people staying interested in continuing to play once they reach the end game.

New Soldier Profession

in Suggestions

Posted by: Einlanzer.1627

Einlanzer.1627

I feel like the “Captain” and “Paragon” themes are already baked into the Warrior and Guardian class, respectively.

In light of that, I think the best candidate for a 3rd Soldier class would be a Sorcerer/Mage Knight type class that used arcane magic to bolster their fighting prowess.

Open up Armor Types

in Suggestions

Posted by: Einlanzer.1627

Einlanzer.1627

You can post as much as you want about it and it will not change things, the devs are very firm in this design decision.

Thank God.

Yeah, thank God they insist on maintaining antiquated holdovers, we simple-minded people hate change after all.

Thanks for your superb insight.

Ah yes, I disagree with you, therefore I’m simple-minded.

Speaking of “superb insight.”

Why don’t you really go for the throat and toss in some remark about my mom while you’re at it.

I’d probably disagree with you more civilly if you actually contributed something worthwhile with your ‘disagreement’. But feel free to continue trolling and then hypocritically implying others are juvenile.

Thief - Vital Shot and Trick Shot Cast Time

in Bugs: Game, Forum, Website

Posted by: Einlanzer.1627

Einlanzer.1627

Yeah, not letting this one go down that easily.

Please look into attack speeds on #1 skills and why huge discrepancies exist between activation speed and actual recast time from weapon to weapon.

I play a longbow ranger - Mistake

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

You really need to know when and where to use your longbow in WvW, otherwise it’s just pointless. Stick with short bow if you don’t know better, try to apply the longbow as you go and learn from those experiences because in all honesty, longbow can be quite the hindrance, any ranger can tell you that.

Correct. Virtually no weapon set in the game is totally useless; the way that you can tell the Longbow is underpowered is by how situational it is.

A good weapon set is very usable in general, like the Shortbow is, while a bad one is confined to very specific circumstances to be useful, like the Ranger’s Longbow or the Thief’s Pistol.

Also, as I’ve pointed out multiple times and people still seem to be oblivious about, it’s mostly Long Range Shot that is the problem, and it’s also very likely to be a bug with its animation speed rather than being intentionally weak as it is.

I play a longbow ranger - Mistake

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

Yes, OP, it was a mistake.

Due to the word —--> Ranger?
Masters of Long Range Combat?

Its a typo dude. It should be called Beastmaster!

Except that’s not what it means in the slighest. Common misconception.

Ranger=/= ranged combat, even though it shares the letters. Ranger means ranging the land, etc.

Example: Aragorn is a ranger of numenor. He does not specialize in ranged combat because he is a ranger, he is a ranger because he ranges.

Legolas on the other hand, may or may not be a ranger, but it is not because he specializes in ranged combat.

Semantics. In the case of GW2, the Ranger is most certainly advertised as a ranged class.

“Rangers 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.”

https://www.guildwars2.com/en/the-game/professions/ranger/

And it’s a common misconception that being good at range = being bad at melee. No, being good at range in most games implies being good at range in addition melee, not instead of it. The balancer for being good at range is almost never being bad in melee, but instead having weaker defenses and having to rely on mobile skirmishing.

In fact, WoW’s rather poorly designed Hunter class with its one-trick-pony game-play and wasted talent trees is the only example I can think of that went against this mantra.

Open up Armor Types

in Suggestions

Posted by: Einlanzer.1627

Einlanzer.1627

You can post as much as you want about it and it will not change things, the devs are very firm in this design decision.

Thank God.

Yeah, thank God they insist on maintaining antiquated holdovers, we simple-minded people hate change after all.

Thanks for your superb insight.

(edited by Einlanzer.1627)

Open up Armor Types

in Suggestions

Posted by: Einlanzer.1627

Einlanzer.1627

Oh god, no. They already said they won’t do this.

I know, it’s such a terrible idea to provide more visual and tactical options -eyeroll-

Why only a few back pieces have models?!

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

I’d bet it’s something of a placeholder, I would personally like to see capes/cloaks, which I’d be willing to bet will come sooner or later.

Traps need a serious overhaul

in Thief

Posted by: Einlanzer.1627

Einlanzer.1627

Ambush Trap is good, but the main problem with both traps and venoms is that Caltrops are just plain better.

This is why I wasn’t too unhappy with the Caltrops nerf that happened recently. In fact, they should probably be nerfed more to only do 1 bleed stack per tick instead of 2 to bring it more in line with other utility skills.

However, what really rubs me the wrong way is how Caltrops are covering the weakness of a lot of other things in the Thief’s arsenal. They really just need to make some changes to the class all the way around.

If they nerfed Caltrops that much, nobody on earth would play condi theives anymore. Might as well just remove all utilities but Shadow Refuge/Shadowstep/Signet of Shadows then.

My point, which I thought was clear, was that they should nerf Caltrops while simultaneously buffing other utilities in addition to some of the condition skills such as Vital Shot. The purpose of this would be to actually your skill setup a choice rather than having mandatory skills.

Traps need a serious overhaul

in Thief

Posted by: Einlanzer.1627

Einlanzer.1627

Ambush Trap is good, but the main problem with both traps and venoms is that Caltrops are just plain better.

This is why I wasn’t too unhappy with the Caltrops nerf that happened recently. In fact, they should probably be nerfed more to only do 1 bleed stack per tick instead of 2 to bring it more in line with other utility skills.

However, what really rubs me the wrong way is how Caltrops are covering the weakness of a lot of other things in the Thief’s arsenal. They really just need to make some changes to the class all the way around.

Open up Armor Types

in Suggestions

Posted by: Einlanzer.1627

Einlanzer.1627

A warrior weilding a greatsword would not be distinguishable from a mesmer with a greatsword. Why would you see an elementalist wearing full plate armor?

Neither of those is a very valid argument.

The Thief Tradeoff

in Thief

Posted by: Einlanzer.1627

Einlanzer.1627

Read this and enjoy leveling.

Sword/pistol and short bow for weapons have the heal skill malice and grab shadow refugee when you can and shadow step. Grab mobs hit pistol whip enjoy!

Edit: caltrops waste of time and to micro combat to bring fast results. I’d rather save my dodge for defense instead of trying to damage off it.

Uh, no, Caltrops is the single best utility for solo PvE play. Are you referring to the traited one? Yeah it’s not that great, but the actual utility skill is a godsend.

2H Battle Axe

in Suggestions

Posted by: Einlanzer.1627

Einlanzer.1627

Adding new weapon types is one of the most fundamental ways they can improve the game-play and build variety, so it’s almost certain to happen. I’m also sure greataxes are high on that list.

Attack Rate on Ranged #1 Skills

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

Anet replying to this is like an admission of incompetence.
So don’t hold your breath for a response. ;-)

They probably are looking at this. They will just never ever admit it.

I know, I’m mostly hoping to just keep the awareness growing in hopes they’ll eventually look into it or respond when it gets brought up enough.

And it could turn out that it’s intentional, but even if it is the tuning is off on a lot of weapons and it needs to be re-evaluated. I’d also like to know why it is ‘hidden’ in the game.

Attack Rate on Ranged #1 Skills

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

just increase projectile travel time speed like guardian scepter #1, problem solved

No, it isn’t. The problem is the attack speed itself, not the projectile speed. Improving the latter has no effect on the former.

Stow/activate pet

in Suggestions

Posted by: Einlanzer.1627

Einlanzer.1627

Being able to permanently stow your pet is a no-brainer, I can’t believe the game didn’t launch with it.

Thief - Vital Shot and Trick Shot Cast Time

in Bugs: Game, Forum, Website

Posted by: Einlanzer.1627

Einlanzer.1627

I don’t understand why we haven’t heard anything about this? I found at least three other mentions by Einlanzer, always just with one or two replies. I want to know if the devs think this is ok, as a staff ele it bothers me that my girl spends an enormous amount of time just grasping air behind her instead of throwing that water, lightning or rock. And i my ranger friend is really frustrated with the longbow, really this can’t just be in our heads. Please fix this. Let activation speed actually be activation speed.

There were two specific things I noticed when doing some rather basic observation/analysis that made me start feeling like this was a bug:

Warrior Rifle vs. Thief Pistol, and
Ele Fire vs Water/Air/Earth Staff

The first one speaks for itself – Warrior Rifle and Thief Pistol have a very similar design niche, and the Rifle Warrior very clearly and overtly outperforms P/x while also having better range, full utility usage, and better defense. With P/D, Vital Shot’s weakness is partially masked by Caltrops and the Sneak Attack, but it still struggles to be at all competitive. P/P, however, is totally ruined by this bug because the only compensation for Vital Shot’s atrocious DPS has to come from the Initiative-hogging and mediocre Unload, preventing you from being able to properly utilize anything the set offers, and you don’t even get outstanding DPS out of it, just ‘meh’.

The second one might interest you more, though. What I initially thought was very strange was how, despite being a little weak itself, Fire seemed to be noticeably stronger than the other elements even when accounting for its relative lack of support abilities. What I then noticed was that it had a longer activation speed than the other 3 elements (1 second vs. 3/4 second for Earth, Air, and Water). What I then noticed was that that didn’t even come into play – they all 4 seem to have the same exact attack speed.

So, in essence, Fire’s autoattack is moderately weaker than it should be, while Earth, Air, and Water’s autoattack are all dramatically weaker than they should be. The discrepancy with activation speeds vs. actual recast can’t possibly be a coincidence.

Something else I’d like to say – it could be that there’s an intended aftercast delay. If this delay is intentional, then it is not tuned properly on some weapons, and the accurate timing should be reflected in the skill’s specs.

My point is, either way- this needs to be addressed.

(edited by Einlanzer.1627)

Rifle, pistol & pistol or pistol & shield?

in Engineer

Posted by: Einlanzer.1627

Einlanzer.1627

I believe the Pistol #1 fires too slowly for its specs (same with Thief, and I think it’s a bug), which renders P/x somewhat inferior to Rifle in general. Since they have different niches, it can still have its uses, but until they fix that I think I’d have to say Rifle is better.

Open up Armor Types

in Suggestions

Posted by: Einlanzer.1627

Einlanzer.1627

What would be great-

Allow any class to use any armor type. Allow armor to affect things other than just defense, such as Endurance regeration, movement speed, and cooldown/initiative refresh.

This would benefit the game in 4 ways:

1.) It would help compensate for the current class imbalance which basically makes warriors and guardians stronger than other classes because they have greater defensive strength without sacrificing either mobility, versatility, or offense.

2.) The professions would be easier to balance as you wouldn’t have to try to compensate for defensive weakness through individual skills and traits, like they do currently. In other words, everyone has the same baseline for both offense and defense.

3.) It would provide more tactical depth as you have extra decision points based on your build, your role in a group, as well as your confidence in your own skill.

4.) It would just be cool- the game shoudn’t stop you from playing a guardian with robes or an elementalist with armor. You can wear whatever you want to wear!

Something simple like this might work, though it would obviously have to be broken down on a piece-by-piece basis:

Full Heavy Armor – -10% Movement Speed, Cooldown/Initiative Refresh, -20% Endurance Regeneration
Full Medium Armor – As-is
Full Light Armor – +10% movement speed, cooldown/initative refresh, +20% Endurance Regeneration

(edited by Einlanzer.1627)

Attack Rate on Ranged #1 Skills

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

Necroing this, because there’s now a topic on it in both the game bugs and Suggestions forum and this desperately needs to be addressed.

Here’s some additional info:

Weapons that are not affected:
Rifle (Warrior and Engineer)
Shortbow (Ranger only)
Greatsword (Mesmer)

The above weapons have a rate of fire very close to their original Activation speeds (Shortbow and Greatsword’s were removed early on to buff their speeds without any changes to their offensive specs). Consequently, they pack a decent punch and feel very usable in the game currently.

Weapons that are affected:
Longbow (Warrior and Ranger)
Shortbow (Thief only)
Pistol (Thief and Engineer)
Staff (Ele, Mesmer, Necro, Guardian)
Scepter (Ele, Mesmer, Necro, Guardian)

The above weapons have #1 skills that are too sluggish for their offensive stats, screwing up the usability of the whole set as the #1 skill represents the most important baseline for DPS. This needs to be fixed.

If the intention is for the #1 skills on ranged weapons to be slower/weaker than the #1 skills on melee weapons, why are first 3 weapons listed above not included?

Bleed from anywhere shortbow

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

Rengaru’s #s above are actually slightly off, because the rate of fire is about .33 for Crossfire and about .85 for Bleeding Shot, which means Crossfire is more than twice as fast as Bleeding Shot. In other words, Crossfire does comparable DPS to other ranged #1 skills and is probably still superior to Vital Shot and Long Range Shot even without the bleed at all.

The bleed makes it probably the best ranged autoattack in the game, and if anything both Vital Shot and Long Range Shot need a substantial buff to be as good as Crossfire.

(edited by Einlanzer.1627)

I play a longbow ranger - Mistake

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

Honestly Long-range Shot needs to be faster and streamlined. Keep the damage same and give it bonus damage at range 1000+.

Rapid Fire needs to be compressed to 3 seconds.

Thirdly, I wish Eagle Eye range increase is baked right into longbow itself.

Most people focus on the projectile speed, and while I wont’ deny that’s something of an issue, it’s the actual attack speed, i.e. the slow rate of fire, that’s causing most of the problem. I believe Long Range Shot was intended to fire about 25-50% faster than it actually does in game. This needs to be fixed first and foremost.

I play a longbow ranger - Mistake

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

How is it that so many people cannot seem to grasp that the name “Ranger” does not in any way, shape, or form derive from someone who fights at range? It derives from someone who ranges land, i.e. a wilderness scout, i.e. a warden.

Hence, the name is fine.

No, it’s not.

kittenol

Thief trait; Ricochet

in Suggestions

Posted by: Einlanzer.1627

Einlanzer.1627

Given that Ricochet is altogether inferior to the Piercing available for other professions, it is in pretty serious need of a buff. But then again, so is the Thief’s MH Pistol in general, especially Vital Shot.

I like the above suggestion, but I would change the percentages to 25% and 50%. Then it might be worthwhile to take.

Fixing Attack Speeds on Ranged Weapons

in Suggestions

Posted by: Einlanzer.1627

Einlanzer.1627

Currently most ranged #1 skills seem to be “bugged” in that their rate of fire is substantially slower than their stated activation speeds, probably due to the lack of chain attacks.

I think a lot of people notice this and assume it’s intentional, but I’m not so sure. The same #1 skills that refire a lot more slowly than their activation speeds would imply are also very noticeably weak, and people constantly complain about them being unusable on the forums.

What is most curious is that this problem seems to affect all ranged weapons except the following, which leads me to believe it’s a bug/oversight:

Rifle (Warrior and Engineer) – Rate of Fire is very close to listed activation speed
Greatsword (Mesmer) – Used to be much slower, but had A.S. removed to buff speed
Shortbow (Ranger only) – Same as above

All other ranged weapons, including the following, have #1 skills that fire way too slowly for their offensive stats and consequently make the weapons underperform relative to other sets across the board:

Longbow (Warrior and Ranger)
Shortbow (Thief only)
Pistol (Engineer and Thief)
Staff (Mesmer, Elementalist, Necromancer, Guardian)
Scepter (Mesmer, Elementalist, Necromancer, Guardian)

What is the deal with this, and why has it not been fixed/addressed yet?

Mainhand Pistol and Ricochet

in Thief

Posted by: Einlanzer.1627

Einlanzer.1627

Changing the autoattack will kill 90% of the Pistol mainhand thieves: P/D thieves. The buffs aren’t strong enough to attract a new community too. The only thing this would do is kill whatever pistol mainhand users we have left, aside from the extremely rare p/p thief.

Not if the change is just a straight buff, which it badly needs.

P/D is better than P/P, but it still isn’t great. The main culprit behind problems with both is Vital Shot. The only reason P/D is better than P/P is because you can supplement Vital Shot’s atrocity with Caltrops and the Sneak Attack without frantically dumping initiative into a single DPS skill.

What Vital Shot needs is either an increased rate of fire (25-35%) or a buff to its direct damage without a nerf to its bleed. I would say the former makes more sense.

(edited by Einlanzer.1627)

Thief - Vital Shot and Trick Shot Cast Time

in Bugs: Game, Forum, Website

Posted by: Einlanzer.1627

Einlanzer.1627

I have to be honest, the fact that this hasn’t been addressed yet it absolutely asinine and is one of the biggest glaring problems in the game right now.

Everyone complains about Longbows on the Ranger forums. Want to know why? Crossfire (Shortbow) has roughly .75 the power of Long Range Shot (Longbow), but fires about 2.5 times faster. That means that it is offensively almost twice as strong as Long Range Shot, and it’s obvious that’s the case when you compare the two in-game.

The original intention was:
Long Range Shot – 3/4 seconds, – about 75% faster than current RoF
Crossfire – 1/2 seconds, about 25% slower than current RoF

This gap explains the difference in power between the two weapons, and why Shortbow objectively outperforms Longbow for Rangers. The same comparisons can be made with other weapons, like the Pistol.

Notably, of all Ranged weapons only the Rifle has an actual Rate of Fire that is very close to its stated activation speed (about .1 second slower), and is not surprisingly the only ranged weapon other than the Ranger’s Shortbow that is considered a high-performer by most players.

Please address this.

(edited by Einlanzer.1627)

Shortbow and Longbow #1

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

IMO
LB- autoattack needs to cast at 1/2s
SB- autoattack damage needs a buff/do more damage the closer you are to the target but needs to cast at 1/4s

Perhaps. I am pretty sure the way it was intended was:

LB – same power as currently, 3/4 second refire (about 75% faster than now)
SB – same power as currently, 1/2 second refire (about 25% slower than now)

This is why the Shortbow is a solid performer (bordering on OP relative to other sets) while the Longbow is gimpy and very situational.

It’s really quite asinine that this hasn’t been looked at and fixed by now, and it isn’t just Ranger that’s affected. All ranged weapons across professions, with the exception of the Rifle (whose 3/4 second activation speed is very close to its actual rate of fire) are screwed up by it.

Shortbow and Longbow #1

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

Everyone knows that the Longbow #1 shoots too slowly and that it’s probably a bug (the stated activation speed is almost half what the actual rate of fire is, which isn’t the case with most weapons).

Does anyone else feel like the Shortbow #1 fires too quickly, like to the point of being awkward? It kind of makes me not even want to use it just because it’s aesthetically weird. I know at one point it used to have a 1/2 second activation speed and fire as slowly as the Thief’s Shortbow #1, but it was breaking the set so they removed it. The result is that now, Crossfire has roughly 75% the power of Long Range Shot while firing about 300% faster, which is a lot of why the Shortbow very blatantly outperforms the Longbow.

That they cant’ seem to get autoattack speeds right after 9 months is very disconcerting to me. They need to do an across-the-board retuning of the way the activation speed interacts with animation speeds and the resulting attack rate of skills. Currently, some are too fast, most are too slow and consequently weaker than the should be.

(edited by Einlanzer.1627)

I play a longbow ranger - Mistake

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

No they don’t, because that’s not what the name means.

Yes they do.

How is it that so many people cannot seem to grasp that the name “Ranger” does not in any way, shape, or form derive from someone who fights at range? It derives from someone who ranges land, i.e. a wilderness scout, i.e. a warden.

Hence, the name is fine.

Your dream patch!

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

It’s extremely clear that the rate of fire on Long Range Shot is the LB’s biggest problem by far and is probably a bug.

No offense, but anybody dancing around this with other suggestions for it needs to get a clue.

P/P Build? Suggestions Please

in Thief

Posted by: Einlanzer.1627

Einlanzer.1627

Here’s a suggestion – avoid P/P.

All 3 MH Pistol skills are bad (Vital Shot, Body Shot) to so-so (Unload). Head Shot is also meh, and Black Powder is great but you get more mileage out of it with something else as your MH so your Initiative isn’t constantly drained frantically spamming the dual skill to manage barely adequate single-target DPS.

Due to the reasons listed in the post above, It really is one of the worst sets in the game even when looking at all professions. At the very least, it needs to be boycotted until they fix Vital Shot to do an appreciable amount of DPS so that you can afford to be more flexible with your Initiative.

(edited by Einlanzer.1627)

The Skill Redesign Brainstorming Thread

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

I feel like the MH Axe should be a melee weapon and that there should be another ranged weapon added to take its place, like a boomerang or chakram.

I play a longbow ranger - Mistake

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

The only thing lacking on it is the Auto attack, the other skills have their uses.

Yes, pretty much.

I play a longbow ranger - Mistake

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

I love my longbow/Shortbow Ranger…..just sayin’

You may love it, that doesn’t mean Longbow is in a good place.

Devs mention ranger PvE buffs

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

The single biggest thing that needs to be fixed for the Ranger is the Longbow #1 skill. It fires way too slowly for its offensive stats, which is probably a bug given its stated activation speed being a full .5 seconds shorter than its actual rate of fire.

So, melee ranger . . .

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

Ranger is not “ranged class” anymore than any other class is defined as melee or ranged- this is a stupid holdover cultivated by games with simplistic gamist class systems like WoW.

Something that a lot of people don’t get – most of the time, melee/range isn’t a binary. All classes are functional at melee, some are functional at range. The tradeoff is usually weaker defense.

In other words, the designation of Rangers as “masters archers” does not imply that they can’t or shouldn’t fight in melee. In reality, Rangers are generally a mobile skirmishing jack-of-all-trades class that tend to be better at archery than other classes. That’s all it means.

Longbow does need to be fixed, however.

I play a longbow ranger - Mistake

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

I was extremely disappointed in the ranger’s longbow when I tried it. Rangers really need to be renamed meleenger, or shortranger. Longbow is garbage.

No they don’t, because that’s not what the name means.

On topic, I don’t know why more people don’t realize this, but there is a bug/design oversight causing Longbow #1 to fire much more slowly than it should fire. This bug affects #1 skills on several ranged weapons (Pistols, Scepters, Staffs), but NOT Rifles. It previously affected Shortbow as well until the removed the activation speed to speed it up closer to its intended rate.

It’s utterly astonishing that this doesn’t get discussed more by the player base and why it hasn’t been addressed by devs because it’s single handedly ruining the playability of multiple weapons/builds across all professions.

Trick Shot.

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Posted by: Einlanzer.1627

Einlanzer.1627

This is a problem for the Shortbow, no doubt, but it affects MH Pistol also. Because SB’s other skills are really good it doesn’t impact it quite as much as it does Pistol, which is just totally borked in large part because of Vital Shot’s slow attack rate.

It’s something that’s wrong with the weapons’ animations though, not the skills themselves. The same problem affects the Engi’s Pistol, Longbows for Warriors and Rangers, Staffs & Scepters across professions.

Surprise surprise, people complain endlessly about how weak those weapons feel but few people are able to deduce exactly why – this is why. It’s almost single-handedly ruining large numbers of builds across professions. Why it hasn’t been noticed and fixed yet gives me doubt that their QA team is very competent.

(edited by Einlanzer.1627)

Is Thief a good solo pve profession ?

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Posted by: Einlanzer.1627

Einlanzer.1627

Completely disagree with Einlanzer.

Because thief has access to spammable blinds with several weapon sets, when you fight against any normal/veteran(aside from dredge), you can build full glass cannon and still take literally no damage.
D/P leveling is just as easy as leveling Guardian.

Blinds help, but it’s not as easy as leveling a Guardian, at all. It’s faceroll in comparison.

Plus stealth gives you ways to escape if you get into a bad situation.

No it doesn’t.

Is Thief a good solo pve profession ?

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Posted by: Einlanzer.1627

Einlanzer.1627

Not really. They are pretty much the worst at low levels. If you go with certain utilities, they can become much more playable at higher level, but even then it’s debatable how good they really are.

The biggest problem, again particularly at lower levels, is that they are melee-focused, extremely squishy, and have the worst Downed State in the game for solo PvE. As they get higher level, they get somewhat better utility but remain very squishy with a terrible downed state, and their offense isn’t substantially better than any other profession.

A call to action: emergent play/getting the most out of GW2

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

What is “meaningful progression”, exactly? Inflating your stats incrementally to match the new mobs in the new dungeon you have to run over and over? This is an illusion, and a bad one.

News flash. Everything in games are illusions. None of it is actually happening.

As for progression, gaining stats to become more strong to take on new content is actually progression.

Not gaining stats so that your character remains stagnant is not progression.

The argument is that you gain skill, so your character is stronger because you are better.
Counter argument is that you gain skill in both models. Another counter argument is that you are role playing a character, and adding stats is a form of representing progression for your role played character.

Way to completely miss the mark on the illusion thing. And, the argument isn’t that you gain skill – its that you gain stats. Gaining skills or things that require more skill would be a generally good example of horizontal progression, which is generally accepted as the better option of the two.

Your whole argument is flawed because where you use the word skill, it should be replaced with “stats”. And that has nothing to do with skill.

Curious, how are these new skills different than your old skills? Do they offer easier ways of dealing with content? Would having these skills put you in a better position than people who do not have these skills?

I’m not sure what skills you are referring to. We are talking about gear grind. As such, we aren’t talking about skills. It is kind of the whole point here.

However, the idea behind adding vertical progression is to add depth or variety – hopefully without adding complexity.

It does neither, in fact it does the opposite. It does nothing for depth and actively removes variety. I don’t see how people can’t see this. Look at WoW. How much content can you meaningfully participate in in WoW out of its total available content? How much content exists in WoW that is 100% obsolete? Let me tell you – the entire end game of Vanilla, BC, Lich King, and Cataclysm. Even when you level a new character, it’s all bypassed because it’s useless. The only thing that isn’t useless is the most recent content. This is what having a gear grind does to a game.

There will come a point in time, soon, where horizontal progress is deemed objectively superior, at least for an MMO.

Nope. I mean to say horizontal. My bad. Fixing now.

Lol, sorry – not paying enough attention to peoples’ names.