The attribute points for a class are not that critical. If you were to, say, get the +vit line instead of the +toughness line, you could get +toughness on your gear and still be good.
That said, often the traits and the attributes make no sense whatsoever. Take the Ranger Traps are all about conditions, but they are in the crit line rather than the condition damage line. The Thief condition duration line is largely about poison and venoms (good), but has Stealth and Healing traits in the Acrobatics line (they belong in the Stealth/Healing line). The Elementalist is just a complete mess and needs its traits redesigned from the ground-up.
The concept is good, but Traits need a lot of fine-tuning across the board.
I think $10 for an extra character slot is fine. $7.50 for a little extra bank space is WAY too much though. $2.50 more and you get another character, who has more space to carry things, and you can play (therefore WAY better value for money).
Mage + Dagger… they have been doing that in RPGs since the beginning (no, seriously, the dawn of the genre!). The use of a dagger as a conduit for magic predates RPGs and is in fact ancient.
Necro + Axe… honestly, I am not sure where that one came from. I could see scythe or sickle, but axe is completely new to me. Makes no sense at all.
Could you change the transformation oils that we get from the Black Lion chests into something other than a complete waste of space? If we could vendor them for even a couple of copper, or (even better) salvage them for crafting materials (artificer->potions) then I would not sigh so much from getting them, and could clear out the wasted space in my bank.
I like the sceptres, but the foci are awful. The bell just does not work, and it seems to be the predominant skin.
Suggest an existing weapon to be played by other professions
in Suggestions
Posted by: Elric of Grans.7684
Warrior + two Sceptres… drummer? Get a couple of Warriors with Axes and they can start a band.
cough
I cannot say I agree with any of this. Rangers never use black powder weapons, highwaymen (Thieves) often used handguns, and Warriors use military weapons rather than improvised weapons (hence no Torch). The Ranger has many big cats for pets, and as far as I know there are no Lions in the game; they have plenty of dog options too.
Mounts would be a terrible idea. End of story. I hope they are never swayed into including them.
Warrior seems weak? Seriously? It is probably the most balanced class in the game!
I did this earlier today. Probably ever-so slightly easy, but I also recognise that it would have been a lot harder with an Elementalist (I did it with a Ranger). Seems a good compromise for balance to me!
Oh God, not this again! Could we get a stickied thread for all the people who want quivers, rifles or pet-less Rangers?
We are talking about a class that is in touch with nature and keeps a pet. Using a Rifle is the exact opposite of what the class is about. Rifles are very much the domain of Engineers, but are also rightfully used by Warriors.
Different "icon" for general merchants (selling salvage kits etc)
in Suggestions
Posted by: Elric of Grans.7684
Oh God, yes! This really, really bugs me. Such a small fix would considerably improve the quality of my gaming experience.
I was soloing with my Ranger (Shortbow and Axe/Warhorn) in Harathi Hinterlands when I wandered into War King’s Great Camp. I saw the Skill Challenge on the map and made my way up to it. Getting there was not an issue, but soon after I started the challenge I was knocked off the platform, back to the start of the area… and everything I had killed down here had respawned. I retreated to relative safety, and began to make my way back again. This time, I started attacking the challenge creature when suddenly six or seven Centaurs spawned on the platform, mid-challenge. Now, this is a pretty small area, so there was nowhere to kite. Between the challenge creature and all these Centaurs, I was tossed about like a ragdoll until I died.
I have not before had a Skill Challenge I could not solo. The ability of the creature to knock you off the platform, and therefore have to restart the entire area, is just plain annoying, but I have no idea why all those Centaurs should suddenly spawn (they had not been there before I started the challenge, so they did not seem to be standard spawns). That just seems massively over-the-top!
I use Shortbow and Axe/Warhorn. I switch between both against any target that has a little beef to it. My typical cycle is:
- Shortbow 4
- Shortbow 2
- [Flame Trap]
- Warhorn 5
- Axe 2
- Axe 3
- Warhorn 4
- Axe 2
- [Quickening Zephyr]
- Shortbow 2
- Shortbow 1 [until QZ ends]
Most things die somewhere in the middle. I can and often do run this cycle over groups of 3-6 mobs. I have soloed Champions with Veteran adds too. A little dodging, a little pet micro, and you have a very versatile and powerful character.
You certainly do not have to use a bow, however; that is just my preference. I could see a successful Axe/Warhorn with Sword/Torch build. I will warn, however, that Sword is presently very buggy.
I am far from mastering the class and I had the same knee-jerk perceptions but I’m going to “L2P” before I have the hubris to tell Anet that they don’t know what they’re doing and “demanding” they turn my ele into a thief (who, in my last dungeon was getting squished the entire time—CM story, mind you!—and the two eles weren’t—I and the ranger almost got monthly survivor but there just wasn’t enough XP in the dungeon—and none of us were in CM before except the guardian who disconnected from ISP issues right after we entered and never returned).
The Thief is easily the squishiest class. I would expect Elementalist to do better in PvE.
The Elementalist has an awful lot of defensive, healing and control spells. Surely, the class runs more of those spells at once than any other class in the game. Look at the focus: complete projectile denial? Oh, and Invulnerability! Insane! No question, a skilled Elementalist can Blind, Knockdown, Vulnerable, Cripple and Chill everything they look at, all at once. Trouble is, they do not have a lot of options for damage on a sceptre, staff or focus (dagger seems to have all our offensive spells). This results in either a close-range glass-canon, or a mid- or long-range control-heavy character who has less offensive options than other classes. More of those options are AoE than other classes, but they have less.
I have a Ranger, an Elementalist, a Thief, a Warrior and a Mesmer. The Elementalist, in my opinion, does not have the highest learning curve. I honestly think many players puff it up more than it is. Our attunements are more obvious than weapon swapping for other classes, because they have clear, defined roles and are already determined for us. The Elementalist is not the squishiest, the Thief is. The Elementalist does, however, take the most effort to play. I feel mentally exhausted playing the Elementalist, whereas the other four I can faceroll PvE. It also takes me more hours to attain the same progress compared to the other classes. Elementalists are perfectly viable, but, as many others have said before me, they take more time and effort to attain the same result at the other classes.
Personally, I think the 15 second cooldown is fine. We have four things to swap to rather than two, and we swap for different reasons to many other classes.
I question why the staff is pure damage and the sceptre is condition damage. That appears to be an arbitrary decision you have made yourself. To be precise:
Staff: 2 Burn, 2 Bleed
Sceptre: 2 Burn, 1 Bleed
Admittedly, the Sceptre has only three spells per attunement, but we should also consider:
Staff: 5 attack spells (not including auto-attacks)
Sceptre: 3 attack spells (again, cooldowns only)
In both cases, almost every attack spell has a condition attached to it. Clearly Fire causing Burn and Earth causing Bleed was intended as a class mechanic, not a weapon-specific one.
I agree 100% that certain spells take way too long to animate. I agree 100% that the traits are poorly designed, but check out the other classes and you will soon see that it is not much better anywhere else. Besides, many other classes also only get 20% cooldown bonus with nothing else, and need multiple if they want to get them for all weapons they use, and likely do not have enough trait points for it.
I would also suggest that the auto-attacks need a buff. We have a lot of cooldowns to use, but most of them are utility spells and situational. As such, we need useful auto-attacks as much as any other class. Especially Sceptre/Air, where the other two spells are clearly designed to be used while channelling the auto-attack.
I use a Fern Hound mostly and still observe these same bugs.
When listening to the brief from a Scout, or in the dialogue sections of the personal story, the audio for the voice is not always played. It seems to be that the first audio section is not played, but if the character has multiple paragraphs of diablogue the subsequent lines are voiced. In the personal story, their lips do not move when they do not speak. This never seems to happen with my character.
I have observed this with multiple characters in multiple zones/personal stories. I have not seen it work correctly for any character since I first observed this.
Each generation, Australians turn ever-more into Americans. The average Aussie does not even know what `gaol’ means any more. They pronounce and spell ever more things the American way, rather than the English/Commonwealth way.
That said, I also keep getting bugged by the weird pronunciation used in this game
The class does lack bling, no question. Compared to, say, the Warrior we lack flashy attacks. Compared to the Mesmer, we lack flashy utilities (eg Mirror Image). What we lack in Bling we gain in reliability. Look at the Elementalist: more bling than you can handle, but arguably the worst class in the game. Thieves have flashy attacks, but they are squishy and burn their Initiative a lot faster than we do all out cooldowns.
I think we would be a little flashier if we had better utility selection. Nothing flashy about Shouts or Signets, and you never see anyone use Spirits (for good reason). Traps are flashy, but Survival skills are not terribly (not saying they are bad, just not flashy). Our weapon attacks tend to be pretty dull looking. Sword is the flashy exception, but is unreliable due to buggy behaviour.
Rangers are often associated with bows, but I cannot recall them ever using black powder weapons. It just goes completely against the theme of the class. You know, Rangers cannot wear metal armour either. The class has been like this in RPGs for nearly 40 years. It is well established: ArenaNet’s Ranger fits the standard Ranger class perfectly.
Melee Rangers? Tolkien (Aragorn was the original Ranger), D&D, Seiken Densetsu, just off the top of my head. It is hardly something groundbreaking. Rangers have used swords and spears since the beginning, but over the years tended to be increasingly associated with bows.
Fascinating data in this thread. Thank you so much for the effort!
So, Engineer or a Scholar class. Thanks for the help, I will look at them (probably Necro or Mesmer).
-Warrior is the only profession to have a quickness buff that increases all damage taken by 50%, but other highly mobile classes like ranger and thief do not suffer such a heavy penlty for using a quickness utility
Thieves lose all endurance and lose the ability to regenerate endurance. As a class that relies on dodging and evading to survive, they take a heavy hit. You need to time is for a situation where you are pretty certain you will not get hit, due to the hefty loss of damage mitigation likely leading to an instant death.
Rangers lose the ability to heal. As a class with lots of heals over time and regenerate, their survivability is largely linked to these heals. They are effectively taking more damage due to the loss of that damage mitigation. That said, Rangers definitely have the lightest penalty for the use of Quickness.
Only the Mesmer has access to Quickness with no real penalty (other than long cooldown).
Range, verb:
``to pass over or through (an area or region) in all directions, as in exploring or searching’’
Ranger does not mean `ranged weapon user’. That would be more along the lines of `Marksman’ or `Sniper’. Rangers are wilderness survivors, skirmishers and often use nature magic —- terms that seem familiar in the game, for some reason. This misconception among newer RPG players is really beginning to bug me.
I have got 100% on each city, multiple times. The Black Citadel was definitely the most confusing. The biggest issue is that it is the only city that does not have a multi-tier map. The multiple instances are confusing the first time too. It was not until my third character that I was able to 100% this city without getting confused; the others I could do blindfolded my second time.
I have four characters; all of them are over-levelled. You gain experience really easily, if you understand how the game is designed. Grinding mobs will get you nothing. Completing maps and participating in dynamic events, as well as gathering and crafting, nets you far more experience than you need.
I also mostly play solo and off-peak times. It is clearly a matter of play-style, as we just have opposite experiences.
In all honesty, that would be absurdly over-powered.
While, ideally, I would like to exit my game in a safe location, that is not always possible. Server restarts, or network disconnects, can also result in my location being saved in a dangerous location. Whenever this happens, invariably I hear the audio for my Ranger’s pet dying while still viewing the loading screen, and when I can finally play I am in a bad situation and will struggle to stay alive.
If you (and your pet) were invulnerable while loading (assuming there is some way for you to track that) it would be great. Assuming that were not possible, if there were some other alternative to the player spawning and aggro-ing mobs when entering the game, it would be a huge boost to the game’s user-friendliness.
I have seen enemies from my cage enter the adjacent cage, and vice versa. I have also seen enemies enter the back wall. I seemed to be able to continue attacking (and hitting) them (Ranger, Shortbow) despite losing sight of the target. Clearly, they should be unable to leave the cage at all, let alone walk through walls
I have this issue with all races, classes and at least most weapons (cannot confirm all here). When attacking non-living targets, such as a trebuchet or supply cart, melee attacks will often `miss’ and ranged attacks will often be `obscured’, even though there is no logical reason this should happen. Melee chains may only hit with certain attacks in the chain, while certain others miss. Which hit/miss typically change as you move around the target. Jumping also sometimes seems to change things.
I have a lvl15 Charr Warrior that has sat unused for a couple of weeks. Partly because low-level Warriors are mind-numbingly easy (I got bored), but partly because I could not decide how I wanted to build going forward.
I want to build a support-oriented Warrior. Tactics seems the key trait line, and it seems I should use either Shouts or Banners. This is my first issue. Both seem excellent, so I cannot pick between them. What are their relative pros and cons? If two Banner Warriors walk into a tavern, do their benefits stack?
My second issue is weapon choice. Again, the class is spoilt for choice and I cannot decide. [Main Hand]/Warhorn seems an obvious pick, so long as you do not go Shouts (Trait conflict), but I am not 100% convinced on this option. [Main Hand]/Shield is another that seems a good choice, but Shield seems more situational. At higher level, would Shield come into its own? For Main Hand, I like Axes, but Mace looks like it would be better for support —- how do they each balance in group and solo situations? The other choice that jumps to me is Warhammer, because the control it offers seems like it would be excellent in both solo and group situations. For weapon swap, I was thinking Rifle. I figure a ranged weapon is essential for the swap, and prefer Rifle to Longbow.
What advice would experienced Warriors offer for the direction I want to go?
My Ranger uses Shortbow as well as [Main Hand]/Warhorn. I tend to mix up the main hand weapon. I prefer Sword, but it is buggy so Axe is more viable. I switch weapons whenever I am not fighting something weak that will die in a couple of attacks. I am lvl45, but have not yet unlocked the Master tier traits (1G is an awful lot!). My Pets are presently a Fern Hound (my favourite pet) and a Whiptail Devourer. The Whiptail is mostly a stand-in; I tend to switch back to the Fern Hound asap. I was originally thinking of using a Carrion Devourer, for the poison field, but am finding the Devourers not as good as I had thought at lower levels. I know the Murellow also has a poison field on F2, but I find bears boring. I switch pets when they get low on health, or sometimes just for the Quickness if I think a little damage burst will turn the situation.
My heal is Healing Spring. Troll Unguent would probably be better in solo situations, but the condition removal, along with its group benefits, wins me over.
My first utility is Flame Trap, which I use as a PBAoE. Very happy with this skill as it adds some nice extra damage, and fills that AoE niche my build otherwise lacks. My third utility is Quickening Zephyr. Face it, quickness is three kinds of awesome My second utility gets swapped a lot. I originally planned a trap-oriented build, but Spike Trap and Viper’s Nest both seem vastly inferior to Flame Trap, and I cannot seem to find any value in Frost Trap at all (melee-range Chill seems pretty pointless). I have considered switching to more of a Survival focus, but the bleed cap is hit easily enough without Sharpening Stone, Muddy Terrain does not fit my close-range skirmishing style well and Lightning Reflexes is basically Shortbow 3, which I rarely use. Shouts, Signets and Spirits all seem like garbage.
For my Elite, I currently use Entangle. I honestly do not find myself using it very often, so I am not sure whether or not to keep it.
I have 10 points in each Skirmishing, Wilderness Survival and Beastmastery. All three minor traits fit my play-style perfectly. I have Agility Training, Wilderness Knowledge and Commanding Voice major traits, but am not fussed on them. In fact, I do not like any of the Major Traits across any tree. I am thinking 15 in all three trees, as I want their minor traits, but, again, none of the Major Traits jump out as worth investing for.
The build: http://gw2skills.net/editor/en/?fMUQNBlYDZkoquSyC1OA0KwJrgivCxewtXM
Has anyone any advice on going forward? I suspect my views on traits and skills would change if I were in later-game content, so a more experienced player can probably correct me here
1. Small tweaks required.
- Fix bugs.
- Boost auto-attacks (eg Sceptre/Air is clearly supposed to channel while you spam the other buttons, but the damage is meaningless).
- Balance traits (honestly, I see this as a major issue for most classes, not just Elementalists). They should better reflect the attunement-dancing play-style of the class.
- Make the elements do what they say on the box (eg Air = burst damage? lol!)
We have five character slots, and five races, so I want to have one character for each race. Currently I have:
- Sylvari Ranger
- Norn Elementalist
- Charr Warrior
- Human Thief
My main concerns with the Asura are aesthetics. For example, I tried making an Asura Thief before the Human one, but I could not see my daggers and the attack animations were a little bleh. The Human was aesthetically more pleasing as a Thief. Which classes go well with the race’s short stature? Lore-wise, I am not sure how any of the classes work. It seems like I should have a pocket railgun, or just beat my opponents down with my enormous ego
Can anyone provide advice on making a cute Asura? I have played with the character generator a bit, but keep coming up with something that looks like an extra from the movie Gremlins :P
To steal from a different game, Seiken Densetsu 3 had different enemies spawn depending on day or night. Typically, the night enemies were more dangerous. For example, the day-time enemies may be cute rabbit things that do standard damage, but night could have zombies with poison-damage attached to their attacks.
To adapt, perhaps certain enemies would be more common is our nights. For example, days could be standard battles against wildlife/etc, but at night the `evil faction’ (eg Nightmare Court, Inquest, etc) is out in more force. Risen could be more common at night too. Perhaps night-time enemies that require different tactics (eg they use more condition damage, making purification the night-time defence, opposed to daytime’s armour defence).
I can make a veggie burger, but not a bacon cheeseburger? That’s just wrong!
Are you serious? Veggie Burgers are in the game? I, for one, am offended by this. No meat = not a burger. This needs to be rectified immediately. Besides, would that not be cannibalistic for Sylvari?
I only recently discovered that Karma Vendors sell recipes. I have ignored them up until now and, with 42% world completion, the idea of running back to EVERY heart and checking seems a little tedious. Is there anywhere I can find a list of which vendors have these recipes, and which craft they are for?
Thanks for the responses, especially Naryoril. Your detailed response gave me a solid basis for understanding how to use the Staff.
I will try switching to Staff. I will just run through a 1-15 zone to learn the skills and get a feel for how they fit together.
I was trying to deal with the Jute issue before the Trading Post came up. I also stuck to low-level zones, trying to farm it. I even started an alt to deal with it. I got the Jute I needed, went to the next zone. Guess what. Jute was more common and Wool in the 15-25 zone. D’oh! Jute seems like a big issue until you realise it is a rather common drop across the game. I still get it at lvl40+. Now, the low-level rare materials are a different story. You rarely see them outside the 1-15 zones.
Every vendor that carries armour has all three types. They carry, say, Superwater Armour, which will come in three varieties:
Superwater Mail
Superwater Jacket
Superwater Robe
You have obviously passed right over them
Hrm, am I the only one that is annoyed that the answer is always “just keep rotating your pets!”
Simple enough, but the fact is the game encourages long term play with one pet (not just bears lol) for beastmasters due to masters bond requiring 25 stacks for maximum effectiveness and it being lost on swap, which is difficult end game (non-bear) in most situations.
Yes, because the class has no incentives to switch pets. Other than Zephyr’s Speed. And Mighty Swap. And Loud Whistle kind of aids this play-style.
The issue is not that the game requires us to swap pets. The issue is that there is one trait that is very powerful if you do not swap pets. This trait does not belong.
I think this would be a nightmare for them to track. They already stated that names are not reserved because it would be an absurd amount of extra data to maintain: this would be even worse.
The one thing I would change most with elementalist is smooth out the buttons between attunements
in Elementalist
Posted by: Elric of Grans.7684
It is no different to weapon swaps for any other class. Each attunement has such different spells to begin with that you could not hope to match them up.
I have tried dagger on both main and off hand multiple times (since most Elementalist players suggests them), but I just do not like the skills. Well, I do like Ring of Fire a million times more than Firewall, but that is a specific spell :P OH Dagger’s biggest difference seems to be in Air and Earth, providing a more offensive set over the highly defensive Focus spells. If my biggest issue is a lack of offensive spells, would using Glyph of Storms and/or Arcane Blast/Wave do essentially the same thing? Alternatively, perhaps use Sceptre/Focus for defence and control, then a Conjured weapon (eg Bow) for extra damage? No idea how the latter would work, but it sounds interesting.
I actually do not mind the Staff, but felt it was unwieldy in solo. It also seemed highly support oriented, with Water and Air having great support but little offence, suggesting (to me: I could be wrong) that it lead more to a Burn/Bleed condition build for its damage. I already do that with my Ranger, so I wanted more direct damage here. Now, that was my impression of the staff, so please do correct me if I misjudged. Would Elementals be essential for making staff work solo? Again, I already run a Ranger, so am not keen on a play style that makes the Elementalist use the same strategy
With combos, the standard combination that practically every Elementalist seems to run is Ride the Lightning > Updraft > [cooldowns from one element], which seems more that Air on Dagger has a great set-up and less that the class is build on combos. Could you provide some different examples? Does Staff play like that too (never seen examples from Staff before)?
For building Traits, I get the impression that spreading over most/all lines is the best approach, rather than specialising in two of them. Is that correct? I am not a high enough level to have 30 points in a trait line, but it is just planning ahead :P I had though 10 in each Fire, Earth and Water, along with 20 in Arcane as the starting point (not in that order). From there, either add to Air and Fire for damage, or focus on Earth and Water for survivability (which sounds like what Lipin has done).
That is a very cool and very interesting build. I would be fascinated to see it in action!
Every forum around has the same issue on the Elementalist board: a massive pile of players complaining that the Elementalist is too weak, and a handful of players telling them to `learn to play’ (and little on what they need to do).
My main is a Ranger. My first alt was an Elementalist, but I have since also begun playing Thief and Warrior alts. I have played all eight classes to at least 15, but did not really like the way the others felt. Other than one of my personal quests, I have never once felt that the Elementalist could not complete something, but they most definitely take considerably more effort to progress. They also progress slower.
I use Sceptre/Focus. I play mostly solo PvE, so Staff is obviously sub-optimal. I did not particularly like the Dagger skills, but felt the Sceptre and Focus offered a nice balance of abilities. I circle-strafe and dodge constantly, and am more than used to kiting.
I can and do switch attunements. For damage:
- When I need to hit a group of enemies, I switch to Fire, drop Firewall, then use Dragon’s Tooth and Phoenix for AoE damage.
- When I have only a single opponent to face, I switch to Air, chain Arc Lightning and burst Lightning Strike for more damage. I typically only use Blinding Flash in this situation, and time it for when I am likely to soon be hit.
- In Champion situations, I alternate between the two whenever I need to switch to Earth or Water for utility.
For utility:
- I use Swirling Winds whenever there are multiple missile users in the frey, protecting myself and any other players.
- I use Gale as an interrupt against Champions. If I am using Air for my damage, I use it as an additional defence against melee attackers.
- When I need to boost my survivability, I switch to Earth. I pop Rock Barrier immediately, throw out Dust Devil if I need a little extra immediate protection.
- I sometimes use Obsidian Flesh and grab aggro for a moment, to help the other players out in DEs. I also sometimes use this in general solo, but it rarely comes to this.
- I rarely use Magnetic Wave, but that is only because conditions are generally not too common in the content I have taken my Elementalist through so far. Never felt the need for its projectile reflection when I already have Swirling Winds.
- Occasionally, I switch to Water in DEs. I spam Shatterstone to boost everyone’s damage and use the occasional Water Trident and Comet. Honestly, I rarely use Freezing Gust, as it does not seem to justify the attunement cooldowns to switch to.
I switch Utilities frequently, as I have not hit onto a set I like. Glyphs are so-so, have long cast times and long cool-downs. The Signets are garbage. Arcane are fine, but seem better in a crit-focused build. Cantrips are fine, but my weapon skills already provide most of those defensive abilities. Conjurations… I do not even get why they exist.
Traits are another point I find exasperating. It seems like we need to be level 60+ before we have enough points for the class to be viable. The other classes I have, traits are gravy that take you from great to awesome, but with the Elementalist I always feel like I am three steps behind where I need to be.
In my play experience, the Elementalist can handle all the content I have faced, but it takes considerably more effort to perform adequately. The other classes can auto-attack spam and faceroll PvE, whereas the Elementalist has to use everything they have to make any progress. If the class’ problems are purely `learn to play’, as we are so often told, please teach me how to play. What am I doing wrong? Attunement swapping does not phase me and I have an IQ over 70, so those are not the issue. How can I be as awesome as the class seems like it should be?
Low HP pool is the same HP pool as thieves and guardians.
Despite their higher armour, I feel that Thieves are squishier than Elementalists (Elementalists have things like Invulnerability coming out their ears). Guardians, on the other hand, have much higher armour, virtues, etc. Guardians have defense coming out their backsides and their ears, at the same time. A DPS Guardian can take hits better than a defense-oriented Elementalist. It is hard to argue that the Elementalist is not one of the squishiest professions in the game. Is that an issue? Heck no, but it is a fact.
A lvl15/20 dungeon designed to teach players the skills they need for the other dungeons would be a fantastic addition to the game. I could see that adding an awful lot to the game.
I cannot understand all these posts about wanting the Ranger to not have pets and instead have rifles. Play a Warrior, or an Engineer. They are exactly the same as a Ranger without Pets but with Rifles, only more!
Those of us who traditionally play Rangers know that they have had pets since an AD&D2E Kit (I think that was the first) and rifles are completely contradictory to the class.
NO!! If they added things like that, I would actually want to open the chests and would find it hard to resist purchasing the keys!