@Logos.1306
Logos you simply don’t understand that most of flippers don’t even lose money, the most money lost is by people who actually try to buy items that they need! And the money sink doesn’t even matter if small and big people pay taxes with same rate.
2nd suggestion that i got was such:
Make a boolean in an item object,
- if item was sold 1x on tp already
- market taxe fee to list is 50% higher
Simple as that.
I have my eyes on Incinerator which is selling for 4000g today.
I´m a PVP lover. Playing PVP gives me roughly 50 silver an hour. Now if I were to play the game the way I enjoy playing it, it would take me roughly 8000 (!) hours to get my first legendary.
Doing dungeons with randoms gives maybe 5g an hour. That´s 800 hours for a legendary. So if I were to play only GW2 for two hours every single day it would take me over a year to get a legendary.
Silverwastes can give you roughly 10g/hour, but you also have to farm keys and do tedious inventory clicking so it´s actually less than that.
Now here comes the kicker, ToT farming gives 20g/hour.
There is no point exploring the world, doing dungeons, fractals, being social with other players, joining a guild, learning your class or doing PVP when by far the fastest way to get the rarest and best gear in the game is by running around on a small island killing defenseless candy cotton elementals over and over again for hours everyday.
Of course you could always craft a legendary, but I doubt it´s faster than just buying it since there is so much RNG involved.
It´s pretty sad when you think about it and it´s slowly turning me away from the game.
I get that the entire game is designed around making gold as hard as possible to get so that people spend real money on the gem store, but it´s still leaving a sour taste in my mouth.
And then there are those who play TP game and earn 200gold in 1 hour. Good luck with throwing finger on ToT while TP flipping is clearly the biggest issue out here.
Selling to NPCs is a gold faucet while selling to other players is a gold sink. They are looking at where the new gold is coming from and Dungeons are still significant even after all the previous nerfs.
It’s like the key farm. If kept within limits it wasn’t a problem but simply too many people were starting to take advantage of it and in that case it eroded key sales in the gem store.
Too much new gold into the game leads to real inflation and that needs to be controlled before copper ore is a gold each.
But why do people do key farm even if it’s extremely boring as hell?! Hmmm?
Because they are * over priced as hell, and there is simply to many JUNK to invest real life money into keys. Sorry to say but that’s the fact. If we at least had GW1 chest system where you got a decent stuff that your profit was near 0 most of the time.
GW2 black lion keys are mostly making you loss 9 gold per key. So much for key farming.
Wow. some people.
Flipping is fine – and there’s really no discussion to be had there.
Exactly, because you are one of them right?
People who think flipping is OK are clearly one of them, or you are simply not aware of the situation that we have for way to long! You have to think out of the box a little, to see a bigger picture what else do flippers drag behind them when they flip one item 50 trillion times.
If one group of players can be held responsible for in game inflation, its dungeon runners because they handle the biggest gold faucet in the game.
Flippers actually take gold out of the economy and bring the price spread of an item closer together.
If you think flippers are the source of all evil, there are two simple things you can do to stop them:
Only buy your stuff through buy orders and never sell your stuff to the highest bidder.
Problem solved.
Not entirely true, fractals get more gold, SW get more gold, and even Orr can get more gold per hour then dungeons. Flipping is doing nothing but increasing gold price for some items, and those people don’t even do things, those people are not even players, out there are tons of people that already use tons of applications that already self track best deal items to flip them.
This is ruining game experience and should be stopped, gold flow can be managed through anet, TP abuse cannot be, there for something has to be done!
No, SW and Orr usually reward you with alot of items and mats but not coin, like dungeons do.
You might end up earning more gold per hour in sw instead of dungeon running but thats because you sold most of your loot on the tp, which means that the gold you get for it, has already been in the economy. It is transfered to you from another player and isnt created out of thin air.
Here is an example:
The dungeon runner earns 1g for clearing a path and wants to buy item A with it, which costs 1g on the tp, 70s buy order.The farmer farms item A and sells it directly to the buy order of 70s from the trader, who relists it at 1g, which gets bought by the dungeon runner.
So the item gets sold twice, once for 1g (15s fees and taxes) and once for 70s (10.5s fees and taxes).
The farmer ends up with 59.5s, the trader with 15s, 25.5s are destroyed and the dungeoneer ends up with the items.
So while the dungeon runner only created 1g, which adds to gold inflation, the farmer and the trader didnt really create any gold in the process of buying and selling and farming, in fact, they actually destroyed gold via fees and taxes, which counters gold inflation.
but increases item inflation, and since designers design and adjust with item inflation in mind, end result is no one gets ahead but the trader.
Im not saying they should eliminate traders, but the reality is all farms have an effect.
Exactly this, no matter what people say, the one that is reselling is always ahead, and gold inflation is not always just from TP, you can sell them to merchant, some stuff we sell there and on the end of that day, that’s a HUGE fat as number.
If one group of players can be held responsible for in game inflation, its dungeon runners because they handle the biggest gold faucet in the game.
Flippers actually take gold out of the economy and bring the price spread of an item closer together.
If you think flippers are the source of all evil, there are two simple things you can do to stop them:
Only buy your stuff through buy orders and never sell your stuff to the highest bidder.
Problem solved.
Not entirely true, fractals get more gold, SW get more gold, and even Orr can get more gold per hour then dungeons. Flipping is doing nothing but increasing gold price for some items, and those people don’t even do things, those people are not even players, out there are tons of people that already use tons of applications that already self track best deal items to flip them.
This is ruining game experience and should be stopped, gold flow can be managed through anet, TP abuse cannot be, there for something has to be done!
I believe Wanze meant dungeons generate new gold and cause inflation.
SW, Orr … only give you materials which you trade with other people and dont generate new gold.
- That’s why we have GEM money sink, it’s huge.
- Dungeon gold income is always the same, on the other hand TP prices rise just because there is more and more gold flippers each day
- If we stop flipping, prices will fall then i’m fine with dungeon nerfs
- i’m not fine with letting people continue flipping and making easy money cca 200gold per 60 min of game play is pathetic.
There are people that hardly work and also enjoy doing Anets dungeon and get rewarded for their play. And there are those that flip TP and don’t even try to play the game, they abuse applications that deliver them information and just money grab to oblivion.
I’m surprised so many people even sell to buy orders. I get more money from simply listing and I never have to wait long for my money, so yeah, not sure why people use this.
That’s not even an issue, for example people know when some things will be needed and they will buy even on your price, every single item, there are guilds that buy one product and set astronomic price and they split the profit! Which is unfair to people that actually play the game.
I know people who have over 50k gold by just doing that, and it’s pathetic.
If one group of players can be held responsible for in game inflation, its dungeon runners because they handle the biggest gold faucet in the game.
Flippers actually take gold out of the economy and bring the price spread of an item closer together.
If you think flippers are the source of all evil, there are two simple things you can do to stop them:
Only buy your stuff through buy orders and never sell your stuff to the highest bidder.
Problem solved.
Not entirely true, fractals get more gold, SW get more gold, and even Orr can get more gold per hour then dungeons. Flipping is doing nothing but increasing gold price for some items, and those people don’t even do things, those people are not even players, out there are tons of people that already use tons of applications that already self track best deal items to flip them.
This is ruining game experience and should be stopped, gold flow can be managed through anet, TP abuse cannot be, there for something has to be done!
I’m not even dungeon runner, but i feel sorry for those that love doing dungeons, and still getting rewarded for it, but now they will be left out. What is happening right now is, that dungeons will get a decent nerf so that HoT content(NEW)¸will be more rewarded then Core (OLD) content.
But i wonder, why are Trading Post flippers still allowed to flip without punishment? Those people control the economy, and those people don’t even play the game for real. I’m not saying how people should play the game, but this type of playing is killing the game economy and gaming experience is suffering because ArenaNet is allowing this!
MY SOLUTION:
Every item should become account bound once you purchase them, lets kill trade post flipping and fix the economy and with that GAMING EXPERIENCE!!!
Post your opinion how to stop this game breaking feature!
EDIT:
2ND SOLUTION:
- each item has properties as buy, sell, ID, texture, animation, type, rarity and more
How to do it? - add boolean (property that has state 0 and 1)to above already existing properties
- 0 means item was never sold on TP yet, 1 means item was sold already at least 1x
- If item was sold at least 1x, listing fee would be 66% if you try to resell it.
This solution is better because those that would try to resell items would lost a lot of gold, and TP flipping would not be viable any more, but those who want to buy and give to friends/guildies/randoms can still do that.
(edited by Firelysm.4967)
I’ll just it this way.
Ranger trapper died since removal of Ground targeting trait for traps.
Hardly the case and don’t use that argument as a crutch. Traps work the same way and perform the same role. You just can’t toss them like you used to ala 360 degree ground targeting. Furthermore, you had to spend a trait point previously in order to do so, so you actually come out ahead for this very reason.
Play style has changed, I’ll give you that. However, they work just as well and just as effective than they are on June 22nd, 2015.
Well, you cannot throw them offensively, you cannot throw them tactically, you litterally have to walk on location to post it, i mean who the kitten had this idea on first place to downgrade mechanics?
Can we expect mesmers to place clones and Phantasms the same way, it’s similar mechanic, you deal damage and you place them from range on target. Imagine mesmer running to location dropping a clone, every one would kitten them up.
It’s literally a joke right now, and i stopped using trapper because of that, reason?
Every class is so mobile and has so many stun breaks that your traps simply don’t come on upper hand, ever.
It’s funny how druid can help spirits to stay alive longer. Also, it’s a shame that Anet gutted the Guild Wars 1 ranger to make the Guild Wars 2 ranger.
Where are all the great stances we had?
Where are all the spirits that used to have a near infinite range?
Where are all the preparations?
I miss preparations, in current game conditions are just kitten. I did love preparations so much! Wish GW2 was more like GW1, if i had chance to go back there to pvp i would! No doubt!
Celestial avatar adds survivability to a lot of builds that never had any, such as traps and spirits.
You can now go Full offensive traps and still have celestial tto full back on if you need to heal yourself out of trouble.
The problem is that it won’t be the most effective druod build, not by a long shot.
That’s not the point of thread, what i’m saying is, a lot of us didnt complain about traps/spirits because we expected Druid to have something to do with them, so we simply waited, but now that we realized there is nothing to add to trapper or spirit ranger, they should return the mechanics, because taking away this kind of mechanics is almost like a joke. I don’t know what’s going on in dev team but I was almost 100% sure we gonna have something connected with this type of mechanics, and i was thinking, hmm they are maybe taking away some stuff to implement something better in Druid, but that never happened, that’s why i think, that taking away such mechanics is not justified.
So i think we should get some changes in return of removing two of the biggest mechanics in the game for non-longbow gameplay!
There are some nasty melee rangers out there if you dislike using longbow. The problem with traps is actually the introduction of the Trapper Runes. Up to this point, throwing traps was a must have but after the introduction of these runes things started to get hilarious…especially with the changes to condition damage.
Well i don’t mind trapper runes, but simply if you cannot throw traps in offensive way or choose how your enemy will approach you, then you don’t have much of use on traps. No one is dumb enough to freely step into them unless u are 30% hp and they chase you because they know u are in deep kitten
If you ask me I would rather give away trapper runes then throw traps.
And damage of traps is very weak compared to burn guardian/condi mesmer/engie.
My personal though before ranger specialization reveal was, that Druid will be able to do something with pets or something with spirits/traps (survival thingy). But in return Druid was nothing what a lot of us expected, there for i think ranger should get some look into existing problems of trapper and spirit ranger because there were a lot of mechanic nerfs while we got minor buffs in return.
So i think we should get some changes in return of removing two of the biggest mechanics in the game for non-longbow gameplay!
Trapper, What we need is one of two choices:
- Option 1) Bring back throw-able traps instead of Strider Defence (remove breaking projectile) and add throw-able traps mechanics. It really serves no one in current state.
- Option 2) Same as Option 1, Remove breaking projectile part in Strider Defence, and apply mechanics that breaks stun if Frost or Spike trap is used.
I think both options would be viable options and people would still have a choice to go for it because Strider Defence is not in the use at all atm, it’s simply a trait that serves no one.
Spirits?
Spirits, activation radius is still to small for static placement.
All spirits should have some kind of passive aura with radius, lets say, chill/cripple/weakness in radius. Attacking inside of spirit aura should drop conditions on enemy.
Opinion?
(edited by Firelysm.4967)
Been gone a long time, came back to see new trait system. Whats up with spirits? Most of their traits are gone and the one to have them follow you seems to be entirely removed
Yep spirits are now totally useless, nothing interesting and very boring, they took away every thing that made spirits pleasant same with traps, no longer throw-able… TWO major ranger mechanics gone BAM.
Sorry i though Druid would be CC control specialization and not a healer, sorry it doesn’t just break my personal taste, it breaks also holy trinity, and they will nerf it to the ground once HoT is released, or even before that, they just have a plan to make druid viable for 2 months same as revenant, then nerf it to the ground when majority will purchase HoT expansion. sad but true black story.
Heal as one should have no limit on might!
I think this is the only way ranger can stack might by being safe, just like other classes.
Most dangerous game is not even near in pair with other classes.
Short-bow rework how i see it, we need a lot more mobility on it!!!
Default 1200 range.
CrossFire:
Bleeds target on hit, delivers 2 stacks of bleed on flank or behind.
Poison valley:
Option 1:
This skill is no longer aoe skill, it becomes single target skill
Releases 3 shoots very quickly (just like a thief new utility shot one after another)
Each shoot applies 1 stack of poison, if all 3 stacks hit duration is doubled from 4 sec per shoot to 8.
Option 2:
Arrows on skill 1 are empowered with poison, adding 5 poison shots, if all 5 poison shots land poison duration is doubled.
Quick Shot:
We really need chill on this one, it’s very poorly made if you think about it, it’s to bad for fleeing since evade range is 150 distance, and it doesnt help anything!
My idea would be, you leap forward 450 range, and inflict chill for 2 seconds.
Combo finisher, if arrow lands you get speed boon for 8 seconds.
Cripple shot:
Move Quick shot mechanics on this one:
Reduce cooldown from 12 to 6 seconds, apply cripple for 2 seconds, ranger will evade backwards for 300 range.
Concussion shot:
Daze for 2 seconds, stun for 2 seconds and inflic 3 stacks of torment if you hit target from behind for 5 seconds.
I’ll just it this way.
Ranger trapper died since removal of Ground targeting trait for traps.
All the fun of using traps offensively gone,
All the placement tactics are gone,
All chances to get away are gone,
All fun is reduced by 10.000,00%
I still think we should demand return of ground targeting, this is what made trapper unique and fun mechanic! It’s pity that we got double NERF, no more throwing, and trigger time, i think keeping trigger time, and adding throw-able traps would be balanced and keeping so many people happy.
The traits you talked about that work only for melee rangers are used in PvE. I understand you are looking at this from PvP perspective but do add that to the start of the thread. Some of these changes were pretty confusing to read when you hadn’t given the context.
What works for PvP works for PvE even better, and not the other way around, so things should be balanced around PvP, this is simple fact and it’s proven throughout long conversations on balance theme.
I disagree wholeheartedly. Many skills need to be split between the two….
Yes sure, GW1 had a big prof on that in past years, but in general, it would still work better then downgrading PvP just because something works in PvE. And sorry to say, skills in PvE are not noticable, while in pvp they are. (I count WvW in PvP scene even though people say it’s not)
I still wait for pet that can perform more then 1 active thing, sadly no matter how many pets we get, if we can’t even use 50% of currently tamed as efficient, then we surely don’t need more of them.
What we need is changing the mechanics of pet, making them more controllable. I also think 5 is fine for expansion, more important is fixing the existing ones and adding more intelligent algorithms and active mechanics to those.
Nothing is there my son , i know about every food that exists, and there is no real direct counter to condition damage.
Sub counter is : vitality, condition duration
Direct counter: % of condition damage reduction
While in berzerker world toughness is with other words reducing damage by %.
Lemongrass…..
-40% incoming condi duration.
It is a direct counter as condi’s damage is due to it not being cleansed.
Now, before you complain that they can use Rare/Super Veggie Pizza you’re just starting a circular argument. If you are both running +/- X you are both operating at normal values. Thus it comes down to player skill.
And that’s exactly what argument i was about to say!
The only way you can counter condition is to reduce X% of the damage.
The question is where would you use this.
In WvW = not really there are nearly no condi dmg player
In pve = there is no condi dmg enemy
In Roaiming = only here and only against condi player this would make condi useless again.
Then you don’t play WvW much, why exactly does EVERY commander drop a Lemongrass food?
There is no need for PvE food on first place because nothing matters in Open world, nothig matters on boss fights, and nothing matters in dungeons, the minority that could have use of food is lvl50 fractals, because if you cannot sync spike then your food has no meaning on the first place.
I do not remember that a food give 500 to 800 toughness.
And the counter to condition damage is vitality, that exists.
Counter to power damage is vitality and toughness.
Counter to condition power is only vitality which is worthless if you think about it, it only gives you maybe 20% more survivability, which means, from 5 sec > 6 sec, if you cannot cleanse conditions in the next second.
I started going through Ranger traits the other day and this list is surprisingly similar to the things I was noticing too.
I think that Opening Strike should be reworked as a might stacking mechanic rather than guaranteed crits (which really only works with GS/Offhand axe)
I also thought that the Soften the Fall trait could be made useful by adding in the old Sharpening Stone when enemies reach 75% health trait. This would at least synergize with the Wilderness Knowledge Survival skill trait.
For Poison Master, I think that the trait should be removed, and the 25% boost to poison damage added into Refined Toxins.
Honed Axes is really just an awful trait. I’d really like to see Empathic Bond moved to the Beastmastery line and have Honed Axes entirely reworked. Axes don’t even work well together, so the trait needs to have functionality which makes either Offhand or Mainhand much, much superior to how it works now if it is going to be at all viable.
Yep, exactly, but why i made this list, is was simply because we had similar problem where I work, we had so many things not working out just because they were not worth taking them into the build.
And i went on my ranger the same day, and i had some super good ideas about ranger, but in theory it all looked crazy good fun and all, but once i pulled things together I just realized things don’t work out, why you wonder? Because of the list above, every trait line has columns, and most of 3 options has only 1 viable trait, and this is limiting rangers from being creating, with very unbalanced traits we don’t have much to do.
So i think Anet should seriously sit down, and think about things, it’s all there, they don’t need to rework stuff, they have awesome mechanics on table, they just have to sit down, take trait by trait, look at it, and balance it, just like we did. It’s true, it took us nearly 3 days of no life to fix it, but it was all worth it!
There is nothing better on the world then having open hands and having no limits at being creative!
The traits you talked about that work only for melee rangers are used in PvE. I understand you are looking at this from PvP perspective but do add that to the start of the thread. Some of these changes were pretty confusing to read when you hadn’t given the context.
What works for PvP works for PvE even better, and not the other way around, so things should be balanced around PvP, this is simple fact and it’s proven throughout long conversations on balance theme.
They are looking into it
source?
I think they only said that they are looking into how much healing affects the druid. Nothing was said about doing the same for other professions.
Exactly.
Sorry mate if it sounds this way, but i have been waiting for hard content so long, i havent done other but fractals in PvE last few two years because there is nothing challenging enough to be worth spending my time, i simply dont enjoy 1111 content. I want hard stuff, and tons of other people are tired of easy content as well. So again work your way up, and you’re more then welcome to join!
Let’s be honest for a minute. Is it challenge you want, or rewards? Because if it’s challenge, have you tried soloing dungeons in white (basic) armor? I doubt it, because while that may be much more challenging, the rewards are the same as if you ran it with a team all wearing ascended.
If you’re running around in the very best gear, and upset that the game’s too easy for you, you’re kind of shooting yourself in the foot. The people that need the best gear are the worst players, so it can give them a boost. Lower your gear quality, and I bet you’d start seeing more challenge in the game even without raids.
Soloing dungeon is boring as fruit! There is nothing challenging there since the biggest challenge is to “skip to the end” Seriously dude, GW2 dungeons are the worst content right after world bosses.
Polador, please, people don’t need the best gear, i just made it because i was so kitten bored in GW2, i still don’t have legendary, because there is no good looking bow make it long or short and there is no amazing pistol, that’s my reason why i got some gear and why i didnt get some of them, but what did i get myself for exchange? Entire collection of chaos & tormented weapons.
And also Polador, that’s just like saying, i play pvp with only weapon skills no utilities no elite and without healing, i just do it because other way content is to easy..
Give me a break, my point is, i want challenge so hard, that you need the best gear that you can possibly get, just to stand a chance, and so hard mechanics of boss that if you don’t think what you do and care for your position, then you are as good as wasting your time.
If your FUN is beating level 80 mobs naked, fine, no problem, but that’s not my type of FUN, enjoy casual content as you desire, but i’m here for more challenge, and after last 2 years of just lurking around being bored, i’m more then ready for raids!
(edited by Firelysm.4967)
There has been talk lately about the dev comments that Ascended armor would be recommended for higher tier raids, which stands to reason since it provides a slight stat boost over Exotic armor. Others have suggested that this stat boost is small enough that it shouldn’t make a huge difference and those without Ascended armor will likely be fine, but knowing human nature, groups will likely demand Ascended armor of the players, and not just any Ascended armor, the ideal statted versions. I think I have a possible solution to this though.
Scale armor down to Exotic levels in raids.
I’m not sure how much tech this would take on the devs’ side, but they already have stat scaling based on level, such that a level 70 character scaled up to level 80 by various content would have the same base stats, why not apply the same principle to gear?
Currently an Exotic Heavy Coat will provide +134/96/96 to three different stats. An Ascended version would provide +141/101/101 to those same stats. So why not design it so that when you enter a raid, if you are wearing a Berserker’s Coat, then regardless of whether it is Ascended, Exotic, whatever, it will offer you +144 Power, 101 Ferocity, 101 Precision.
That way, not only would the stat different not be a big deal, it wouldn’t be any issue at all, and players with both exotic and ascended armor could work together without anyone being a drag on the team. This would also reduce the necessity for them to make Ascended armor more available to casual players.
No, no, and yep i waited so kitten log to say NO CASUAL, step up, geear up and man up! Wipe your tears and work your s**T to the top! If you desire something, work for it! You have more then enough content, and as colin said, if you cannot handle raids go dungeon and fractal, because that’s where you’ll find experience and basics for raids.
Sorry mate if it sounds this way, but i have been waiting for hard content so long, i havent done other but fractals in PvE last few two years because there is nothing challenging enough to be worth spending my time, i simply dont enjoy 1111 content. I want hard stuff, and tons of other people are tired of easy content as well. So again work your way up, and you’re more then welcome to join!
(edited by Firelysm.4967)
I agree that legendary weapons are nothing like legendary, they should have multiple forms, but not class locked. I find it also pathetic that 70% of skins are joke and prank oriented, that’s why i still have no legendary and i rather collected chaos and torment weapons myself. In my opinion all this legendary should be really EPIC,, all current legendary look like a 1500 gem worth items, nothing more.
I like Bolt and Twilight/Sunrise, but that’s about it, yet i dont find then “LEGENDARY”
Great idea! U should be heard!
Does some one else think that investing in healing power takes a lot of investment and gives very little back?
Heal as one
7268 healing with 900 healing power
6690 healing with 0 healing power
———————————————————————
578 healing difference by investing entire armor + amulet + 2 rings
Regeneration
2,324 regeneration in 10 sec with 900 healing power
1,338 regeneratiion in 10 sec with 0 healing power
—————————————————————————————————
986 healing difference in 10 sec by investing entire armor + amulet + 2 rings
title,
if u set trap, and you dodge, you dont get stealth. but trap is still placed!
Fix trapper runes.
Honed Axes- make it 150 ferocity per axe quipped and swap it with EB. It would be interesting to see if that is enough to make axe/axe viable.
After trait changes i did have a great wish to run axe/axe but it was just crap.
I just don’t have words why is anet having so much hate on rangers. Like the more i think about ranger current state the more i think, some one just doesn’t want ranger to have variety of builds. If i would be game owner, i would love to listen to community a lot more, and make mutual balance.
Why give people a choice, when only one out of 3 options is worth even considering taking.
Exactly! New maps are the worst idea, no one wants them like literally no1 on our server that i’ve talked about said, “i look forward to new maps” right opposite, “to much choke, to big map, no real purpose but ninja stealthing around”.. which is true and boring..
Just give us seasons, and rewards for unlocking stuff if you battle hard for your servers that’s all I want! I want to fight for my server, and have a meaning, people mostly don’t care because there are only fights but soon we won’t even have that.. we will have cars are stuff that will ruin wvw…
There are hundreds of threads with thousands of post clamoring, begging, or demanding new maps for 3 years. There is no way in the world I will buy your claim that no one wants new WvW maps.
There is not a single one thread, that demands or requests removing old ones!
They want an additional map! Which is completely different from what you are claiming!
Exactly! New maps are the worst idea, no one wants them like literally no1 on our server that i’ve talked about said, “i look forward to new maps” right opposite, “to much choke, to big map, no real purpose but ninja stealthing around”.. which is true and boring..
Just give us seasons, and rewards for unlocking stuff if you battle hard for your servers that’s all I want! I want to fight for my server, and have a meaning, people mostly don’t care because there are only fights but soon we won’t even have that.. we will have cars are stuff that will ruin wvw…
(edited by Firelysm.4967)
I would love to see counter to condition damage just like we have counter to berzerker, toughness. We only have condition duration, but what it matters the most is damage.
-25%-40% of condition damage reduction food would be extremely nice and welcome!
What i would love to see is next thing:
- Remove all magic find wxp what so ever.
- Gates have + 300% HP
- ArrowCarts hit +150% harder
- When you flip a camp/objective in general add +2 minute debuff
What we need is general defence from blobs, there is nothing you can do 5v30 and outnumbered buff does nothing but useful information on which border is main zerg.
Well Irenio Irenio, but to me i think there is a lot more capable people to shape ranger a lot better, i’m looking at you Karl Mclain, this dude knows what’s up!
Why does every one of your posts have an all caps title and the large blocks of all caps text in it?
If you want to be taken seriously and have people actually read what write, you need to stop that.
@ Lome, that is not a nerf, its a straight up buff. Reapplication is far more important than a long duration, which gets cleansed immediately anyway, leaving you with a 30s CD
Well i like to format text on my own, if text format is more important to you then actual arguments and solutions, then you didn’t come here with right intentions. I don’t need your lecture on how to post something, you can either deliver feedback or none at all ,because this is not helping anyone. P.S. and for the record this is first time where i used caps in such matter, so I don’t know where did you find EVERY post of mine with caps in upper case title, please don’t make up things.
And yes this is a buff because long durations were proven that they are bad class shaping. On various skills was proven, that this was the main problem. (looking at you old ROA)
(edited by Firelysm.4967)
WARNING: BIG LIST BECAUSE THERE IS A LOT TO FIX, THERE IS NO SHORT WAY OF DOING THIS, IF YOU ARE INTERESTED TO IMPROVE RANGER GAME PLAY, MECHANICS AND SUPPORT, READ ALL THE WAY AND LEAVE YOUR FEEDBACK.
I’ll try to argue every trait that I think it’s out of place, and give out a decent solution to make them equally viable with other traits in same column. I wish all traits would be viable to include them in builds with same potential and bring more diversity!
—————-MARKSMANSHIP———————-
Predators instinct:
Simply not worth taking because of to long cooldown, this could be solved by linearly reducing cooldown and cripple duration at the same time.
Solution: Cooldown: 30 > 15 sec cooldown,
Cripple duration 10 > 5 sec,
Call of the wild:
Idea itself is good, but doesn’t work well in practice, because pet swap is 20 sec(15 traited) and this causes problematic because you get buff every 2nd swap or even less (a good ranger will keep pet out of rotation for as long as he/she can).
Solution: On pet swap (no cooldown) give player 8 seconds might + ferocity, and 10sec swiftness.
Opening Strike + Alpha Training = merge it into opening strike
Isn’t it obvious why, current minors are holding us back, while we could have something better, if we would merge alpha training as default with opening strike.
Solution: Merge those two, and replace it with for example: gain 2 might on successful knockback.
Predators Onslought:
Not worth being Grand master, the amount of time some one is under effect of movement impaired or disabled is irrelevant at the moment, if damage would be at least 25% higher, i would consider building around that, but as we all know only melee ranger is having this kind of mechanics that would have this build in handy. Condition rangers would never use this trait line just to get this last GrandMaster, as well as Druid, druid has way to low damage on staff to have use of it.
Solution: In order to make this trait line viable: 25%+ damage or more.
Remorseless:
Same problem, mostly viable for melee rangers only, does not work well with longbow ranger.
Solution: Would make more sense to get opening strike on successful dodge and or fury.
—————-SKIRMISHING———————-
Strider’s Defence
Chance to destroy projectile on melee attack 25%.
We did try, and tested this trait for so long and this does simply not meet a viable point because, a) you will waste way to many attacks trying to break projectile while you eat way to many damage. b) you normally want to break projectile when you expect it with 100% chance, else i’ll rather dodge the damage OR you run away from it when you are already extremely low, i would simply rather keep running then stopping to try my 25% chance to break projectile c) Other traits are simply to godlike to take this. D) it’s already hard to time projectile in GW2, why make it 25%? At least 90% if not 100% to make this part of trait viable. E) i’d rather have 3 sec cooldown and 100% rate, then trying my luck with 25%.
Solution: 100% break projectile for 1 second, cooldown 3 secounds.
Light on your feet
Remove piercing and rather add 300 range.
There is absolutely no need to pierce with short bow, short bow is currently on very bad spot, in my opinion this would bring short bow back into the game, but still, I’d rather see short bow reworked.
Most dangerous game
Some what better then before, but still not worth taking it, because when you are under 50% of health you are already in bad position to respond with offensive attack. In current PvP/WvW state being on 50% with ranger(7k-13k HP) you are pretty much one hit, and staying under 50% is suicide. Solution would be to play dangerously, drop yourself low, stay there few seconds and heal up to get few stacks of might. If trait stays unchanged, i would suggest different name Salty mode ON : Suicide game.
Suggesting1: 60%-65% threshold, after all it’s grandmaster trait line!
Suggestion2: Might duration 10 seconds, intervals 2 sec.
—————-WILDERNESS SURVIVAL———————-
Soften the fall
Has no real purpose in game on every class, i would suggest to remove this trait in every class, and it should become base of every class, unique style when you fall from high ground.
Empathic Bond
My favourite issue with range. Pets take every 10 seconds 3 conditions, you don’t know when interval happens, and the main issue with this is that most of conditions tick to hard to let them on you for 10 seconds and most of them don’t even last that long.
Solution: Linear cut: every 3 sec take 1 condition
Poison master:
On pet swap give poison to ranger as well
—————-NATURAL MAGIC———————-
Instinctive reaction
Way to low power gain based on healing.
With 1200 healing power, i did get ONLY 84 power, oO?
50% treshold for 3 sec quickness and 20 sec cooldown. kind of OK, but Heal > power ratio is still negligible even though it’s minor._
Solution: 12.5% heal to power ration at minimum to make it viable(150 power)
Vigorous training:
Problem, pets spawn on random locations and very unpredictable in dynamic fights like this and 300 radius is extremely small to by any chance give ally vigor!
Solution: minimum 600 radius.
Protective vard
Major problem, Weakness debuff triggers even if target is not in range, and goes on cooldown which is pretty much un fair, i’d rather see that target who attacks you gets weakness. For example every class with 500+ range attacks will never get debuff because range is 240 which is negligible small and unreasonable.
Solution: Trigger if target is in range!
Solution2: Enemy player will get debuff regardless range, ( removes aoe effect)
Invigurating bond
Again extremely small radius 300 range, it’s almost impossible to stack on pet in pvp in because it conestantly moves around, and while performing it’s already to late because you have to be ready to perform such healing and being on spot will still miss-time the healing. Viable only in zergs.
Solution: minimum 600 radius.
—————-BEAST MASTERY———————-
Honed axe
Players who desire to have 20% skill reduction on off-hand-axe, are forced to take this trait, due to removal of Off-hand training, Major problem that off hand axe players don’t get anything except 20% skill reduction. Ferocity should apply on AXE USE and not ONLY ON MAIN HAND AXE USE.
Solution: Apply ferocity also on off hand use ( Ranger gains 150 ferocity on main or off hand axe use!).
Thx for reading, alo thx Alevien, Xerathichan and Flip for days of testing and helping us out in finding viable solutions for every trait that is currently in bad shape. I believe with this changes rangers wouldn’t at any point become broken but would have fair chance of building very unique builds and bring a lot of diversity to the game because almost everything would have own chain that would make new opening for amazing gaming experience! Thx again and lets hope for better changes!
(edited by Firelysm.4967)
Dentes, amazing video!
@ArenaNet, SHAME, that there is so many mechanics to be implemented and yet we copy class mechanics and improve them to make other classes better(guardians) in something, then those that actually main and master traps(rangers). I’ll never understand this poor decisions.
Funny joke on me:
2018 Guardian specialization – Weapon Master (beast master), and will have better pet mechanics then rangers, ranger pets will no longer have F2 (Ground target traits got removed cuz of guardians).
(edited by Firelysm.4967)
Halloween is coming to Tyria! We’re really looking forward to the return of everyone’s favorite pumpkin-headed monarch, Mad King Thorn, and his motley mass of mischievous minions.
While many of us at ArenaNet will be joining the game often during the Halloween festival, team members are going to make a special effort to join players in the game on Friday, October 30. We’ll be hanging out in Lion’s Arch, joining with players in a few rounds of “Mad King Says” or other seasonal activities, and hopping into a few of the many player-organized events that take place on that date.
If your guild or group is holding an event in Lion’s Arch on October 30, let us know by posting in this thread. Provide the group name, time (with time zone), your game world, and a few details about your planned activities. If we’re able to do so, we’ll stop by and visit with you for a bit!
We also wanted to mention that we’ve scheduled a new episode of the Community Showcase Live livestream for Wednesday, October 28 at Noon Pacific Time (17:00 UTC). The show is presented in English, but art is “the universal language” and we feel that everyone will enjoy the visuals no matter what language they speak. If you’re an artist, crafter, or other creative sort, please consider posting your creations in our Community Creations Forum. Lizzie and I may be able to feature them in a future show!
Get ready to celebrate Halloween, Tyria Style!
I hope you guys will join EU as well, and not leave us out like every year :S Come visit us!
I think I’ve got this figured out! We’re all just misunderstanding the op. They’re actually complaining that they got dunked by a sinister engie on a Mesmer.
This is the obvious logical conclusion, since complaining about sinister Mesmer is clearly absurd.
No no no, I think it’s meant to be some sort of Haiku
Sinister stats are.
Issue, and in.
Need urgent!
Balance.See,
- First he proclaims Sinister stats are a thing. That first line is simply stating “They’re objective”.
- The second line is saying “Issue them now to everyone.” and tells people to slot them “in”.
- The third line explains his own personal need for them, and how urgent his feelings to that end are.
- The fourth line is there to simply state that once the above three lines are fullfilled, ultimate GW2 balance will be achieved.
He’s actually very happy about Sinister stats, and when read right this is actually very zen.
Hold me down, I think I’m about to ascend!
You must be american xD LOL
All armor breaks/damages the same.
I know they state this, but they don’t try it yourself, go wvw, use berzerker armor, it will damage every time you die, if i use dire, i can die like 5-6 times before any of armor parts gets damaged.. there is something fishy about it..
Why is berzerker armor breaking 5x faster then for example soldier/dire/rabid/valk?
I found that each time i die, some piece of armor is damaged.
But with other armors its not?! Q_Q wtf
EDIT: GUYS GUYS, i know it SHOULD BE THE SAME, but it’s not, try it for yourself. Go WvW and test it out.
(edited by Firelysm.4967)
The range is now baseline.
The 20% CD is with Honed Axes GM trait in BM line.I didn’t notice any damage reduction.
1). Honed axe makes no sense! Give away everything just to get 20% axe off hand reduction?
If i pick Honed axe i give away major advantage that i could take:
- taunt
- quickness + might
- i don’t get +150 ferocity & Winter’s bite gets aoe… because i weild axe off hand
If ranger would at least get 150 ferocity by wielding AXE. (doesn’t matter which off or main) then i would consider taking it, but giving away all this for just 3 sec cooldown on off hand pull?!
Now we have 3 weapons with extremely high cooldown and lack of damage, with one word useless:
- warhorn
- off hand axe
- shortbow
https://www.youtube.com/watch?v=U8CIh9S_mIs
Before patch:
4,8k damage per axe hit, which sums it up 10k on both sides + 2k if air procs = 12k
After patch:
2,8k damage per axe hit, which sums it up 5,6 on both sides + 2k if air procs = 7,6k
Can some one explain this to me, why do rangers keep getting stealth nerfs?!
(edited by Firelysm.4967)
No one talks about off hand axe nerf after trait changes, why is that so?!
What title says, we lost:
- off hand axe training(20% off hand axe, 300 range on axe throw)
- 40% damage, i used to do 12k damage on my axe by hitting on both sides.
Now i barely hit 3k damage and no cooldown reduction!
Where is compensation for this traits and nerfs?!