Sic Em needs to be redesigned anyway. It’s a terrible skill only used for gimmicks. I always wanted something that would cause your pet to charge towards your foe and skip the inevitably slow chase they do currently, whether that ability be inherent to the pet are within a utility skill.
This simply is not true. A lot of the pets were very good before the massive pet damage nerf patch. Pretty much every spike ability got reduced by 50% damage, cat maul, birds f2 and so on and so forth.
This will probably get the same treatment
It’s not even about how much damage the skills do but rather the skills doing damage at all. The Smokescale has a very reliable source of dealing damage to enemy targets while other pets struggle to even get within range of an attack. Second, the smokefield creates a beautiful synergy between the pet and the ranger which is also something other pets lack. Every pet in the game should have something that can synergize with the ranger. It would give them so much more purpose.
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The Smokescale is legitimately the first good pet in the entire game. It’s so well designed and useful in multiple ways. If any other pet was nearly as good, Rangers might actually stop hating pets for once.
I don’t know how people aren’t putting Herald up there with Chrono and Scrapper. Herald has been the most blatantly overpowered during this BWE. I’ve seen very few good Scrappers but of the good ones they are crazy tanky, Chronos are just straight up stronger versions of mesmers, and Heralds are broken.
but pack gives fury as well.
I’m concerned about my keys as well which is a major reason for this suggestion. I honestly stopped playing engineer as much solely because nade kit and mortar kit are destroying my keys. It’s also just really annoying to have to spam a skill the way Cosmic Ray demands of the player.
Can it please become toggleable? If you use skill 1 it will automatically use skill 1 over and over at the mouses current position. If pressed again or another skill is used the autocast is disabled.
This skill is really annoying. Similar to nade kit but worse since it’s much more important to the druid. Engineer nade kits could also benefit from this as well.
Druid is already better in condi builds than in power builds. They don’t need to push it even further into condi.
I only want to comment on druids position… you’re crazy.
Six Second Daze.
5 Second Cooldown.
GG.
Yeah, I’m actually using that build. It’s still an underwhelming specialization. Fun but not nearly as powerful as some people think.
I only want to comment on druids position… you’re crazy.
Staff
- Skill 1 could use more interesting SFX and animation.
- Skill 2 has a long cast time , a slow travel time, and low damage. One or two of these needs to be buffed.
- Skill 3 has bugs. Doesn’t travel it’s full distance, keeps players trapped in it’s animation if they use it to go smaller distances, and if canceled with weapon swap steals effects from Ride the Lightning.
- Skill 4 could benefit from a damage boost.
- Skill 5 could use an additional effect (knowing it’s a water field).
Celestial Form
- Skill 1 is a hassle to use. Small radius with a delay and heavily spammable makes for a really annoying skill to get the most potential out of. Really takes a lot of the fun away from Celestial form.
- Skill 2 is also annoying but less so than skill 1.
- Skill 3 is boss.
- Skill 4 is boss.
- Skill 5 is ok. First tick should be on cast rather than a second after cast.
- Celestial Form in general really needs a more offensive side to it. Being that a player is encouraged to stay in Celestial form due to the fact that all astral force is depleted upon leaving it, it really needs to have more options for players when healing isn’t necessary.
Glyphs
- Rejuvenation is ok.
- Alignment – N/A
- Empowerment is boring as sin.
- Equality – non celestial form is much better than celestial form. Celestial form could use a buff. Maybe add stability. Non celestial form could also be a blast finisher.
- Tides – both forms could use an additional effect. Maybe cripple.
- Unity needs an extended leash. Maybe 600 before it breaks.
Traits
- I’m not going to go over all the traits but I do feel that the traits needs to help with power builds as trying to include healing power into a build weakens power builds much more than condi builds. A trait that allows daze to deal damage sounds cool. Similar to necro’s Terror trait but scaled off power.
Additional: Druid is pretty fun but…
- Let me use weapon swap to leave Celestial Form. ‘F5’ isn’t such an easy button to press (even if rebound, generally a players new ‘F5’ is going to be harder to press than their new ‘F1’).
- My staff isn’t a hammer. :P
- Can Celestial form skill 1 become toggleable? If you use skill 1 it will automatically use skill 1 over and over at the mouses current position. If pressed again or another skill is used the autocast is disabled.
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Yes, I came to the necro forums to talk about chronomancer…
Astral force generation seems almost non-existent. Also… shortbow? …
My feedback; Let me use weapon swap to leave Celestial form, please. I think Necros should also be given the same functionality but it’s even more crucial on Druids because ‘F5’ is much more difficult to press than ‘F1’.
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How did anyone even equip a new pet in sPvP? I can’t get any of the new ones and nobody in HotM is using one either.
I don’t get why we’re punished for leaving Celestial form early.
Cause that would really suck. Power Reaper feels really well balanced atm.
This skill is incredibly boring and needs to be redone completely regardless of balance, in my opinion. I wouldn’t take this even if it was good.
Who’s singing Brotherman Bill and Sandstorm?
Their sustain still broken as hell. Dont lie to yourselves.
Who cares about balance. The new heal as one is 10x more interesting. That’s so much more important.
I’d rather they have it undertuned than overtuned for the sake of the druid feedback. If druid were to seem really good because of something like an overpowered heal as one then that’d be terrible.
Just verifying that this thread is being read by the developers. I know it’s long, and there’s a lot of detail here, but thank you for participating!
You’re a boss, Gaile.
How about just 50% duration of what’s copied? Honestly, I haven’t seen many scary rangers since patch.
They must have patched a previous version of the Druid into live by mistake. Kappa
While you’re at it Irenio, I noticed White Moa uses it’s F2 right away rather then getting in range of the target first. Can this also be fixed? Not sure how many pets have this problem.
It’s clearly time based.
Not everyone has the coordination to blast water fields. Second, Druid can heal groups of people mid fight without the need to restack and blast.
I don’t have much to say about this game mode. I feel it’s too easy to stall. Often times many enemy players will be on defense and in this case there’s nothing that can really be done. The game is halted until they realize they need to put some pressure.
Trebs also respawn too fast.
If you can’t handle the hate then don’t play something so outrageously broken. It’s as simple as that.
I think Celestial form weapon skills could be much more interesting in my opinion. Something I noticed about Druid in general is that they don’t have much that combos with itself. Celestial weapon skills for example, a heal, a heal and condi cleanse, a heal and daze, a heal and water field, massive damage and CC while rooted. Even skill 3 with a blast finisher can’t be used with skill 4’s water field. There is no order you could use any two or more skills to cause them to become more effective. Same is true of staff. One thing I can think of is using the AoE pull from a glyph utility into skill 5 of celestial form but like, what else?
Maybe taking the blast finisher off skill 3 and putting it on skill 2? Or adding a combo field to skill 2 to combo with skill 3? More should be done, however.
Staff 5 is also too situational in my opinion. Should be given a few more effects.
Edit: I know I’m going to want this as well. A radius increase on staff 1’s beam and staff 2’s wisp.
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Ok. First, OP is crazy and completely out of line. Second, I think a lot of the hate towards Druid has a lot to do with the fact that people don’t really believe Anet when they say the zerker meta is going away. I myself find it hard to believe. Even if HoT demands healer specs what about the rest of the game? How long will it take them to make Druids useful anywhere else if they plan on doing so at all?
I’m still looking forwards to it at least for use in HoT and PvP but yeah.
I think Anet doesn’t want to kill d/d ele just yet since this is the first time the fire line has been viable since launch
Wave 2 is when Guild Wars 5 comes out, bro.
Why is my Druid shooting laser beams?
I think Celestial form weapon skills could be much more interesting in my opinion. Something I noticed about Druid in general is that they don’t have much that combos with itself. Celestial weapon skills for example, a heal, a heal and condi cleanse, a heal and daze, a heal and water field, massive damage and CC while rooted. Even skill 3 with a blast finisher can’t be used with skill 4’s water field. There is no order you could use any two or more skills to cause them to become more effective. Same is true of staff. One thing I can think of is using the AoE pull from a glyph utility into skill 5 of celestial form but like, what else?
EDIT: Maybe taking the blast finisher off skill 3 and putting it on skill 2? More could be, however.
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Doubtful. Will probably function like Guardian Torch 5 or Engineer Elixir Gun 3.
What are incentives?
Ranked or unranked?
I started doing meth ever since I broke my Alt-Tab keys.
I want to lose so I’ll play a fun build.
I want to lose so I’ll solo queue.
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“They never beat AG but they’re too good to enter AG.”
That’s some good laughs right there.
“destroy” he says.
It does reveal them if you hit them before they get two stacks. It’s fairly balanced as is.
I rarely vote for Courtyard but I’m still able to enjoy when I get it. There’s nothing wrong with the map. The color palette is slightly overdone but that’s it.
Rocket Charge has nothing to do with Healing Turret being OP…
It’s a half second cast time AoE heal and condi cleanse with regen that can be boosted even further with blast/leap finishers on a 20 second cooldown. It even has the versatility to drop down to a 15 sec cooldown at the cost of a bit less potency.
Trying to stop an engineer from healing let alone healing a massive amount is extremely difficult.
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People don’t want to admit it because engineer’s state is less than desirable but yes, Healing Turret is absolutely overpowered.
I got accused of the same thing on a HGH power engi. The build was even terrible and people still called me aids. People just honestly need to learn how to play against condi builds. They’re really not as scary as people think they are (if you know anything about anything).
If the current forms of reveal weren’t placed on such terrible skills, they wouldn’t be.
Like really? But honestly, part of the reason this skill is so terrible is because pets themselves are terrible. If pets didn’t have a movement speed cap for one, this would suddenly become pretty good. They’d still suffer from terribly sluggish animations but it’s a step in the right direction.
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Yo, I recently played condi ranger and I wouldn’t be surprised if they have the highest DPS in the game. I’ve been sacrificing DPS constantly to gain more survivability and they still manage to do crazy deeps. But that has nothing to do with anything…
Who wants to bake some cookies with me and think about all the good times we had? I really like chocolate chip cookies but I’m willing to compromise.
What you expected and what you got is nobody else’s fault but your own, ReaperJr. Nobody owes you anything and that includes a “fair show”, in which this tourney was.