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Ranger, needs moar range!

in Ranger

Posted by: Glitchfull.5826

Glitchfull.5826

If your wanting “FPS” style fighting, you came to the wrong game.

LOL.
Knew you’d do that…. just generalize everything about it down to point and click.
Good job. B/c RPG is also just point and click too. And it was clear from the start that Anet wanted this game to be a hybrid between Action and RPG. I don’t know where you were 6 years ago when it was first revealed…

But it’s clear you aren’t interested in the full depth of this issue. Not dissing here, just saying we’re at an impass until you acknowledge their past history, especially with Competitive play.

The terrible thing is, you are attempting to diss me, which is highly nonconstructive. I put the quotations because I was not generalizing, I was trying to put a category into mind for you to understand what I was talking about. Sorry if you couldn’t grasp it, maybe I should have gone more in depth of what I meant by “FPS”, just didn’t think I had to.

You clearly are attached to that one sentence than the rest of the post, so let me go on to demolish any misunderstandings, since that seems to be the only point you care about.

This game is not a point and click in terms of skill. FPS skill is determined highly on how well you can point and click while RPG style goes about how well you can manage what you have in a current situation and using these elements to overcome another player with a similar setup or an engine. Never does the ability to “Aim” have factor in the player’s skill, since this is a game where skill is determined by your current situation and using resources given to you to overcome another player with a similar setup or an engine that posses the resources beyond you.

A little bit more clear? If not, I’m terribly sorry, but this thread must not go off topic. So, I will end with that it would be helpful if anyone would post an idea to what they think could be done about ranger with the ideas previously given or new ones!

Ranger, needs moar range!

in Ranger

Posted by: Glitchfull.5826

Glitchfull.5826

One thing I really liked in rift was the way pets worked in scaling, the system is totally diffrent in GW2 so I don’t have a clear vision of how it could work out but I’ll just briefly explain it anyway.

In Rift you would pick talents (traits) from 3 diffrent classes in the same family (Rogue family) there the Ranger was the one focused on pets and while all that had only a few base points in the ranger tree could still summon a pet it would have a max level based upon the amount of points you had in the tree, basically you needed to max it out to have a high damage max level pet, likewise you had to go far in the marksman tree to enhance your ranged damage skills and so on, some adaptation of this would be nice although I admit I don’t quite see how it would ever be possible given how diffrent the systems are you could only ever max out in one tree there to start with but I liked it anyhow cause it meant you could more precisely spec to what you wanted melee dps, stealth rogue dps, melee tank, support healer, marksman, ranger with pet etc.

Interesting, a little similar to my trait idea, but this one seems to be more focused on stats per point than trait slots. This would be excellent to add to it though, one tree that solely gives pets stats while one that gives solely to ranger, while the other three could be for either or, depending on what you want.

Nah it didn’t actually give any stats to you or pet directly unless specifically stated so in the part of the tree you placed your points it was more percentage increases to for example certain ranged skills, in the pets section it balanced itself since there was no point in bringing a low level pet to high level content unless you put points in it since you also needed hitrating and so did pets so even assuming they could live they wouldn’t be able to do any damage high above their level.

If we weren’t able to max out more than one traitline in GW2 a similar system for pets could actually be used that’s where it falls here but it would be cool to be able to spec into a higher personal damage if you wanted to than you currently can, of course then you’d have to forsake the pet and vice verca.

In that case, I don’t see it working, so I agree. That is a little bit out of possible solutions. Still, very smart how the system balanced itself out.

Ranger, needs moar range!

in Ranger

Posted by: Glitchfull.5826

Glitchfull.5826

This thread was created through the eyes of sPvP/WvW, but I am glad that you have brought up a stand point from a PvE aspect. While I will agree that there could be modifications for such, I think it’s more of a minor issue. Since the game tends to lean more towards PvP, but that does not mean it should go ignored. Not wanting to cut anything out, PvP or PvE

understood…. but if you’re really serious about PvP, then you have to Parlay to the more competitive mentality which is basically the opposite direction you went in. IE: We’d need instead for the mechanics of Ranged-fire on this class to be changed themselves. …To manual aiming & prediction like the most handicapped Snipers in any game that bothers to “simulate projectiles”. Introducing crosswinds and arrow-drop, etc. …stuff that the casual players tends to throw their hands up at and say “I can’t hit anything!!”. Which is basically where we’re already at right now except that even the better players can’t hit anything at a “gamechanging” distance or angle from what everyone else can already hit things at. :\

Also this conundrum with “Pets dealing too much spike damage in PvP” was actually a carry-over from GW1 after they buffed pets there. (I was a major contributor to those discussion with Lindsey at the time and so was Auron <—who’s a lot better know in most GW communities than I am of course).

Point is: you have to cater this towards your RAWRs, your Aurons, even the Elitist PVP’ers among Anet’s own dev team to expect any passage in PvP in spite of the ironic fact that all that does is make PvP even more niche and less appealing to the casual player. That’s just the direction they’ve always gone in. Their catering is selective. They are the Anti-LeagueofLegends team basically… Doing their best to divert as many PvE resources as they can sneak out of NC’s coffers towards the Tourney PvP ideal. No viable auto-attack builds, no “smarter pets” playing the game FOR YOU, no Buffs for Stowing, no DMG buff wellfare for Baddies, Definitely no 2000 range auto-sniping, no QQ’ing, FINAL DESTINATION.

If your wanting “FPS” style fighting, you came to the wrong game. The idea that faster paced combat is more “skilled” compared to rpg style combat is a very controversial argument, which has no right or wrong. My opinion on the matter is that centering your screen on someone is not a very skillful thing, just my opinion.

I never said anything about pets in the aspect of damage, other than part of your total damage does rely on your pet in some cases. Also, Anet sounds like they are wanting to reduce pet damage, so that wouldn’t be an issue even if it was.

I would also disagree with their “selective catering” and I have a feeling they would too. They have made strides to improve the game for all players, spectator for the hardcore. Making that huge leap for a true competitive scene. Living story, for the casuals who want new things to it. We have our opinions on both, but is irrelevant to that fact that they have added things for both.

Also, if you are thinking that I was implying a gameplay option around auto attacking, you are wrong. I suggested one ability for the rifle, never did I say that you would be able to destroy with an auto attack.

(edited by Glitchfull.5826)

Ranger, needs moar range!

in Ranger

Posted by: Glitchfull.5826

Glitchfull.5826

Now we can go on on how to change these, but this isn’t a thread about changing ranger so that their old self isn’t possible. This is about adding things that can work with what is already there.

3a. With the stated, we need another ranged option. My suggestion? Rifle.

4. They need more team orientated skills. Now this can be very touchy, for that it can change how fights are played. Honestly, I think that is a good thing. The game needs more options to make it more strategic, more dynamic, and just have more plain ol’ good fun.

3a. very very very bad idea – in the list of reasons there are climatic thing – rifle does not match to ranger! we(rangers) are warrior of the wilderness, silent fighters using powers of nature to defeat aur oponents – noisy mechanical industrial rifles are just oposite way.
4. with this one I agree

Would you rather keep a concept that has no bearing on the game itself, besides stopping things from being added, a concept that can be easily changed, or would you want new things added to the class to make it more diverse and interesting, thus making the game more diverse and interesting?

Ranger, needs moar range!

in Ranger

Posted by: Glitchfull.5826

Glitchfull.5826

One thing I really liked in rift was the way pets worked in scaling, the system is totally diffrent in GW2 so I don’t have a clear vision of how it could work out but I’ll just briefly explain it anyway.

In Rift you would pick talents (traits) from 3 diffrent classes in the same family (Rogue family) there the Ranger was the one focused on pets and while all that had only a few base points in the ranger tree could still summon a pet it would have a max level based upon the amount of points you had in the tree, basically you needed to max it out to have a high damage max level pet, likewise you had to go far in the marksman tree to enhance your ranged damage skills and so on, some adaptation of this would be nice although I admit I don’t quite see how it would ever be possible given how diffrent the systems are you could only ever max out in one tree there to start with but I liked it anyhow cause it meant you could more precisely spec to what you wanted melee dps, stealth rogue dps, melee tank, support healer, marksman, ranger with pet etc.

Interesting, a little similar to my trait idea, but this one seems to be more focused on stats per point than trait slots. This would be excellent to add to it though, one tree that solely gives pets stats while one that gives solely to ranger, while the other three could be for either or, depending on what you want.

Ranger, needs moar range!

in Ranger

Posted by: Glitchfull.5826

Glitchfull.5826

More range wouldn’t help us in Dungeons where we really need the most help.

Some things that would help:

  • Pet regains attack of opportunity / opening strike anytime you recall it out of the radius of a telegraphed attack. (cannot trigger more than once ever 5 seconds).
  • While near you in Passive mode, your pet grants your weapon bar up to a 66% cooldown reduction. This bonus resets back to 15% every time your pet receives damage, and it takes 15 seconds to fully scale back up.
  • Spirit Evolution: When your pet is defeated, all Party members gain 10 seconds of Stability, and 20 seconds of Vigor.

This thread was created through the eyes of sPvP/WvW, but I am glad that you have brought up a stand point from a PvE aspect. While I will agree that there could be modifications for such, I think it’s more of a minor issue. Since the game tends to lean more towards PvP, but that does not mean it should go ignored. Not wanting to cut anything out, PvP or PvE

Ranger, needs moar range!

in Ranger

Posted by: Glitchfull.5826

Glitchfull.5826

Reserved for updates

Ranger, needs moar range!

in Ranger

Posted by: Glitchfull.5826

Glitchfull.5826

These ideas are not perfect and I won’t act as if they are. I want as much constructive criticism to forge this into very well developed ideas from multiple individuals. I also don’t want this to just fade into the crypt of dead threads, so I will try to keep the discussion as active as possible. There needs to be more development on classes, not just ranger, but this is an excellent place to start some hardcore additions. Heck, I would work for anet just for this type of thing if they needed/wanted it.

Keep this civil gentlemen and gentlewomen

Ranger, needs moar range!

in Ranger

Posted by: Glitchfull.5826

Glitchfull.5826

Now we can go on on how to change these, but this isn’t a thread about changing ranger so that their old self isn’t possible. This is about adding things that can work with what is already there.

3a. With the stated, we need another ranged option. My suggestion? Rifle.

There has been interesting ideas for how they could work, but most have been about more medium to short range. They need another long range option, not medium or short. Plus, engineer already does short range rifle and warrior does medium range rifle.

Now, the one ability I recommend for the rifle is a charged long range “Snipe”, much like the slingshot “Sniper shot” ability during Wintersday snowball mayhem. There are two ways that this could be used

First, auto attack. The longer you charge, the more damage it will do. If hit while channeling, will automatically fire. This would make it so you could not abuse it in close range, but not make it completely useless in close range. Channeling wold have you rooted to where you are, similar to “Kill Shot”, but you can also hit it quickly to simulate are regular attack while moving to be able to still fight while being wailed on, but not be immobile. Just the damage will be low since you did not charge it.

Second, this one I don’t recommend, since it would be less fun and ruin the long range aspect, but it would be better than nothing. Directly implement “Sniper Shot”. Same CD, same damage, same mechanic. I recommend the first suggestion highly over this one.

This would also be a 1900 range weapon.

4. They need more team orientated skills. Now this can be very touchy, for that it can change how fights are played. Honestly, I think that is a good thing. The game needs more options to make it more strategic, more dynamic, and just have more plain ol’ good fun.

This would have to undergo more view from all class perspectives than just looking at ranger, but I would say that they need these skills to be used without their pets involvement.


https://forum-en.gw2archive.eu/forum/professions/ranger/New-ranger-skill-to-make-us-special-in-WvW

That link is a great place to talk for this, since this thread is more built on just ranger, more than other class involvement.

To sum up, ranger range is very lackluster and needs something new to revive that gameplay without alienating current rangers, but still having something new to choose from. They also need more independent setups that don’t have to rely on pets for some kind of resource. They also need more team oriented abilities too that don’t include their pets.

Ranger, needs moar range!

in Ranger

Posted by: Glitchfull.5826

Glitchfull.5826

Alright, this has been made countless times, but it seems that they have either died or just had terrible ideas on implementation. I want to revive the topic once again to show that there are still want for such additions to this somewhat lackluster class.

We need a couple changes/additions:

Pets:

Alright, we have covered this before, but it seems to go ignored in terms of innovation.
“But I don’t want my BM build to be changed, I like the way it is now!”

Well, this is not to change how pets work across the board, just add options to change how they act.

1. There should be a definite improvement on how well controlled these pets are. The easiest solution? Add a “Assist” option for pet AI, attacking only what you attack. I’m honestly surprised this was not in the game from the start.

2. An option to turn off pets all together! Now this is the controversial one, but there are ways to not affect the original design.

2a. Have it so you can turn off your pet and the damage lost for not having a pet is instead just added to you. You would not be able to change this option during combat and your pet dieing would not give you the damage boost.

2b. This one connects to 2a, but is another way to go about it. Add a trait somewhere that makes it so you gain a flat damage boost, but lose the ability to summon any pets/spirits. This would also change how some utilities work, like the ones that are specific for pets. The utilities could also just be ignored, if you didn’t want to put too much effort in.

Ranger itself:

Independent ranger would be a definite revive to this otherwise stale class. Give them the ability to be the ultimate woodsman as they should. They need abilities to run as an efficient lone wolf, without their wolf. This connects more to 2, but this is a bit more expanded on the ranger more than the pet with this setup. They are rangers.

3. Lets face it, our range blows. Long bow, opposed to popular/uneducated belief, is not good. The auto attack just doesn’t work with how combat works in game and is way too slow to be even considered efficient. The barrage is near suicidal against a group with retaliation. The only “eh” thing about it is the rapid fire, which rely heavily on quickness, which has been nerfed. The skill is also easily avoidable.

Short bow? What, you mean that mid range weapon? Yeah, the one that also is meant for conditions and is more used till you can get up close and sword mixer the enemy.

Axe? Mid range that dabbles more in condition than solid damage.

Level 2 are the Legends Among Us

in WvW

Posted by: Glitchfull.5826

Glitchfull.5826

This just in! A level 2 just entered WvW and gained guild keep bonuses! What’s so special about this? Their stats are up scaled to that of an 80 with same setup of stats. These guild keep bonuses are applied to your level 2 status, not level 80 comparison. Which having 40 in everything gives you ridiculous scaling!

Here is a comparison of a level 80 Guardian with a P/T/V setup and 0/0/30/30/10 trait line to a level 2 Thief with nothing setup and 0/0/0/0/0 trait line.

As of this point on, level 2s are the dedicated gods of keep defense. You’ve been warned!

Attachments:

Arrow Carts HOOOOO!

in WvW

Posted by: Glitchfull.5826

Glitchfull.5826

Who worries about trebs and catas when you have a huge amount of supply to build your own and take them out?! Plus, with a small payment of 5 WvW points, even your arrow carts can end the life of a cata!

(edited by Glitchfull.5826)

Arrow Carts HOOOOO!

in WvW

Posted by: Glitchfull.5826

Glitchfull.5826

Have you ever been in WvW and had to actually defend one of your towers and/or keep? Tired of those pesky enemies having you to use some of your force to defend?

Well I have the answer to all your WvW defense troubles!

ARROW CARTS HOOOOOOOO!

Go to any of your local siege merchants and buy yourself some arrow carts for the cheapest price around. Then, go flip any nearby camps and choose the tower or keep that you wish to defend with minimum effort. Next, grab an extra 20 supply from that tower/keep and place 4 arrow carts behind the gate of said tower. Build those suckers and now you just made your keep defend-able with ONLY 4 SOLDIERS! Yes, it is true! Only 4 men can spam arrows on the gate and make it impossible for that gate to be rammed ever again!

Let’s just hope that they don’t make it so you can’t do damage with arrow carts through gates! Why should we have to defend?

(edited by Glitchfull.5826)

Things to improve

in Super Adventure Box

Posted by: Glitchfull.5826

Glitchfull.5826

Ok, I’m going to try my best to answer everything you have stated.’

The waterfall secret cave jump is fine. There is a trick called “Dodge Jump”, hit your jump key with your dodge key and you will do a mid air dodge which propels you farther than a normal jump. They even stated in the release notes that the trick exists, use it. Also, it’s not suppose to be easy. Hell, they had a hard mode before and want to re-add it in, at least from what it sounds like they want to.

It has already been agreed that keyboard turning (Using keys to turn your character) is an ineffective usage of the camera. Use the mouse to turn the camera. Don’t want the camera to reset after moving? There is an option in the settings to disable that too. Camera is fine, it is the user that is not learning it.

The object collision isn’t fixable. The one way is to make them phase through the object, which would result in using the camera to get unwanted angles on the are and get an advantage that isn’t needed. Also, user issue.

Honestly, the frog boss is easy to me and many others. Sit up on the waterfall and watch him and learn what he does. All three slams are avoidable by non-dodge methods and the tongue you can dodge with the right timing. Use that creativity to beat him.

Targeting is fine, you don’t need to target the necklace to hit it and it can’t be hit during certain phases, learn them. The mouth isn’t hard to target either, user issues. It’s not broken.

Agreed, cinematic are a bit long and un-needed.

The fruit isn’t meant to be dodged from what I am aware of. Just move to the side, not that hard.

Never had the pitfall death bug. If this is true, then it might need some attention.

I have died from no lives twice. Both on getting to the void run secret room. So can’t say much about that.

The queen bee isn’t suppose to be too hard. Though it is odd when you go from “Make this easy” to “This is too easy” rather it be too hard than too easy. It’s also meant to be more of a jumping puzzle thing, not a mob killing one.

The digger is odd, I only found one spot for baubles treasure. There is rumor to be bubbles hidden too. no idea where, but it makes it a bit epic when you find it by yourself. Why make the secrets obvious? Isn’t epic anymore, no story to go tell. (Though I’m one of the few that think the “Legendaries” in the game are not anything special. It should truly be that, one of legends. One that when I tell the story of getting it, people will respect or envy your skills, not the free time you had. I should feel like a boss when I get one, not like I just played farmville. Off topic tough)

I think they should just add more dialog that we can read and have an option to skip them. Would make things skip-able, but re-playable.

You can stick hit them and it’s not to hard. Just takes practice, making things easy won’t make you a better player and they shouldn’t care bear any aspects of the game that have a skill factor. Tutorials are fine, but don’t make the content easy.

The pot “Issue” even if you could call it that, isn’t really anything that needs a fix. -Looks to LoZ-

The missing is your issue, just get better. No care bear.

The animation speed is on purpose, why make it easier? So it is boring ? No, just get better at timing.

Don’t know what “catapult” your talking about.

Bauble pick up? Come on, now your just being lazy. Well, even more.

To sum it all up, you just need to practice. There is no reason beyond “I’m too lazy” for them to make it easier. I think it should be way harder than it is.


What I think they should do?

1. Much more difficulty levels that range to insane (May be working on it)

2. More levels (Working on it)

3. Leader boards for each separate difficulty.

4. In-game timer to tie into it with a point system for high scores. Damage taken/Done, time, bauble collection being factors.

5. Special items soley for only the few that can master the most difficult and do it with the most points.