You brought up a comparison, I refuted the comparison. As soon as the comparison no longer met your needs you threw it aside.
That’s called an argument. You lost.
wat? lol ok, I never compared and I never used it as an statement for any point so I hardly see any argument. I just made a comment of how whiners warlocks were (this is not to argue, it is a fact. Go back to the forums and read from 2005 to 2009, can’t tell after that). So… ehmmm…. yeah you win (O.o)! there are cookies on that table, take one; you clearly deserve it (?)
You compared this forums to the warlock forums.
Maybe there was a miscommunication.
I would still call the Ranger the best range class (even thought it still has room for improvement).
The fact we are even entertaining this question shows there is indeed a very big problem with the state of Rangers at the moment.
Yes, you are right. Can’t disagree on this one.
I recall WoW Warlocks forum and the eternal whines no matter how OP they were, it was an habit they get used to. I’m afraid this might happen to the rangers, some blindly put more focus on what others do than what they are capable of doing.
Nope, Warlocks were complaining for a similar reason rangers are complaining now.
See Rangers? even if the reasons are the same, look how it goes after… years after and the hurt remains lol complaining about the class in another game forum.
Didn’t you bring up Warlocks? Wow….you need a bit more insight before you try and write something.
You are just starting to sound like a fool now.
No, I’m sorry. I did not bring warlocks problems to the forums. I bring the horrible warlock habit that is getting started here as well. I compared both communities but I didn’t start a discussion on warlock issues on wow. I thought it didn’t needed an explanation but there is always someone zpezial.
You brought up a comparison, I refuted the comparison. As soon as the comparison no longer met your needs you threw it aside.
That’s called an argument. You lost.
Rangers can use some help. Are they the broken in half class some people claim? Depends. Are you willing to change how you want to play in order to meet the meta? In this case no. If you want to play how you WANT to play, like this game was marketed, than yes.
Good luck Devs. Show the under performing portions of this class some love, and you will have a loyal customer out of me.
I would still call the Ranger the best range class (even thought it still has room for improvement).
The fact we are even entertaining this question shows there is indeed a very big problem with the state of Rangers at the moment.
Yes, you are right. Can’t disagree on this one.
I recall WoW Warlocks forum and the eternal whines no matter how OP they were, it was an habit they get used to. I’m afraid this might happen to the rangers, some blindly put more focus on what others do than what they are capable of doing.
Nope, Warlocks were complaining for a similar reason rangers are complaining now. Affliction warlocks were extremely strong. Destruction, and demonology warlocks were not. Its the lack of viability for different builds that many people are upset about. Rangers are perfectly viable with a ranged pet, while using Sword/Horn/X in PvE, they are perfectly viable in PvP with Spirit Bunker build. But, not everyone wants to play Sword/Horn/X. Some of us want to play with a longbow and be viable. Some of us want to use the Great sword for sustained damage.
Your comparison was spot on, but not for the reason you think.
Source : Level 85 destruction warlock that never felt loved…. (don’t know about this recent expansion… quit)
I will also add, warlock pets had very strong survivability, and there was not the giant AOE presence in WoW (besides Wrath, but that was player based not boss based).
For Gods sake, my imp could survive a warrior for like 10 seconds.
Another Edit: I wanted my Fel Hound to devour, he devoured. Right away. He was a loyal minion. Not like Cassablanca….s*** head jungle stalker.
(edited by Hedgehog in the fog.1053)
A common complaint among the PVP community is the lack of viable builds..
No on in their right mind gives a kitten about build diversity.
There are already a over a dozen top tier builds to pick from, that’s EASILY enough to sustain a population.The issue is that the vast majority of top tier builds suck balls to play.
Anet hasn’t shown a lick of interest in making builds more engaging to play (or maps more fun!!)… they only balance… balance out crappy gameplay…
That’s driven GW2 into the ground.
Id like a non-spirit build…
The best way to increase viability is to improve the aspects that are lacking.
I know rangers best so…
Best way to increase viability would be to buff up currently lacking weapon types/traits. For example, Power Rangers. The GS is a great defensive weapon, has decent burst, but some terrible sustained. Buffing GS1 by 10% would work towards making the sustained damage better. The range damage modifiers on long bow if removed would also work quite well to increasing power ranger viability. Outside of that, moving traits around/ Condensing Traits.
Beast Master builds could be increased by making Shouts the beast master thing and buffing them accordingly. They could also make it so pets scaled off gear (really should happen) and beast masters simply had a higher percentage of their stats attributed.
Now, it doesn’t take much to overbuff and create the “power creep”, so thats best avoided. However some little changes can increase viability by a lot.
1) Do you feel that the current pet system is functioning where you want it? If not, are there any plans on allowing more customization/more control over your pet?
2) How do you feel on the current strength of all classes range options? The current meta is highly melee heavy. For those of us who enjoy the archer ideal, is there any hope?
3) I like the ranger utilities, however they do lack a certain “aiding team members” portion that really devalues a ranger. Is there any likelihood of a utility update?
Thank you!
I never said it was great. It’s surely not broken. And I’m not a cheerleader. You ever ran beastmaster, bro? Didn’t think so. I have. Half of what you do is give the pet commands, especially if you run shouts.
Which is great. Should just make shouts…better and better from beast master tree.
It’s a combination of both – please feel free to roll one and try it out.
i did, and it feels ridiculous to play like the worst coward á la attack-hide-regen-reattack-hide…
so i never liked the play style and really hate those cowards – i still don’t think thieves should go because obviously many like it – but at the “s/d turning point” with all the evades it started to get disgusting.thieves – like many others – got overlook because of the warrior QQs and as usual hide in their shadows ;p
i think the this change to evasion would be a good one
Thats…how…they are designed…?
Finally some people who actually know how to play the class.
Sorry people want to play a class a way they want, you know how the game was marketed.
Ill go shoot some bandits now….
I would love if spirits could be activated one at a time and were activated of your pet. So, your pet has a red mist, blue mist, etc depending on spirit.
I think the whole ranger/pet thing should be explored. Allow buffs that effect ranger, effect pet, but more importantly, vice versa. That way rangers get those buff from melee range.
I know rangers are fine in PvE with melee, but kitten Id love to use a bow.
Nerf spirits, but buff something else.
The spirit build is one of the only specs rangers have.
BM roam is still viable. Even if not best for team fight. Counter roam and far assault with strong contest.
That being said power ranger needs a buff, but only if it’s squishy and reactive play like every other glass cannon
Based on how the ranger traits are set up, unless you go 30/30/10/0/0, and play a signet build, you will always invest in some utility (traps, spirits, etc) So, a power build would just be a viable LB/GS.
Rangers need some tweaks for PvE and PvP. Pets being first and foremost, some of their traits and weapons being seconds.
The tabbing is quite annoying.
Another reason people don’t like it is due to passive damage. It is perceived as easy. Yes, it is pretty easy…but unless you are playing…. scepter mesmer or some other terrible combination the game is pretty easy.Honestly, if they changed spirits I’d be quite happy. I’d love it if power builds were more viable (LB1 kinda screws that….)
Tabbing is already a non issue, the game prioritizes players > minions. If you mess up, a. it’s your own fault for being trigger happy, and b. just deselect and re-tab once. Pretty easy (since last patch). And the other thing, you brought up the exact point I always make. Nothing in this game is “hard”, its all burst build or bunker builds with a few easy to pull off combos… The only thing that’s hard is a non-evade/stealth spamming thief. Other than that, the game is LOADED with passive effects. At least those passive effects have to be summoned, have they looked at traits recently? 90% of those are PASSIVE. o.O
O I know. I love my ranger. I play a spirit build. Its not too dissimilar to guardians, except we have to invest heavily. Thats why I hated the “PETS TOO STRONG”, it is a single target condition. Thats it.
The only time I have issue with tabing is necro minions with Asura….there faces are pretty similar to their minions.
As I said, I’d love more viable builds. I was playing a beast master kind of build the other day and it was a blast. Not nearly as viable…but hey…life…
Nerf spirits, but buff something else.
The spirit build is one of the only specs rangers have.
The tabbing is quite annoying.
Another reason people don’t like it is due to passive damage. It is perceived as easy. Yes, it is pretty easy…but unless you are playing…. scepter mesmer or some other terrible combination the game is pretty easy.
Honestly, if they changed spirits I’d be quite happy. I’d love it if power builds were more viable (LB1 kinda screws that….)
You should play Aion…
Fix pets on rangers.
Yeah…Id rather have more pet control than no pet. I understand its an option, but the ranger mechanic that makes it a ranger is the pet. Otherwise we’re just a thief with a broadsword.
Now, for example could we lower the pet stats and up the ranger damage? Make it so the pet is a utility. Yeah, Id be about that. Make it so the beast master tree really makes you a beast master. All about it.
Make it so the pet scales off your gear, and that the beast master points increase the percentage of your stats it takes as its own. Make Shouts a beast master utility, and make it so the shouts are more useful. Done.
Remove it entirely? Sounds like a balance nightmare.
Once again, to me its not even about the cultural armor. Just being able to do the quests.
Im a terrible person, I only like the Norn, Humans and Sylvari…. because I can kind of think “Hey, this is me”
So if I could make a human and level it though the sylvari quests (w/o a guild mate) that would be great fun
Yeah I agree with you on your last point, you are absolutely right, it’s just lazy design that plagues not just this game but other games as well, I can actually imagine the junior Dev trying to tell his bosses that he wants to add dynamic and unique abilities to bosses and then the guy who’s been there for 15 years saying, nah screw that, just give them melee AoE/cleaves….
Hmmhmm. It may be WoW base, but have it so there is an announcement “BOSS is Targeting Bastien!” You have 1-2 seconds to dodge, and your team has 1-2 seconds to get away from you.
Kind of like Whack-a-mole. =D
I don’t think taking breaks from Living Story would be necessary, though I’d like to see Warriors left in the dark for a bit so that the attention can be given—
Let me rephrase that. FORGET COMPLETELY about tinkering with Warriors for now and focus on buffing up Eles, Thieves, and Rangers, the 3 classes that have seen nerfs come like day and night with no end.
Yeah warriors, guardians and mesmers are in a good place. Could they be better? Sure could. But, there are professions which need some serious mechanics updates.
I understand the teams are separate. But, if you put the teams together it should speed the process up. Not even from a decision making standpoint. From a QC, coding, getting it done way.
I don’t want to sound ungrateful, its a great game. But, I think Anet is getting too caught up in “Content Release every 2 weeks!”
It’s not a Ranger problem. Ranged is significantly weaker then Melee in this game as it should be since ranged play has almost no risk compared to melee.
You can say that about any class, highest DPS:
Warrior: Axe /GS
Mesmer: S/S or S/F
Thief: D/D or S/P
Ele: D/D
Guardian: S/x /GS
Necro: D/xSo it’s not a “ranger” problem, all classes have highest DPS in melee. Stop taking things so personally, the grass isn’t greener on the other side.
Pretty sure Ele highest damage is Conjured weapons and staff build….
That being said, a lot people play the ranger to use a bow. Mostly because its right in the description… and its a fun archetype…
The risk, benefit analysis of why melee should do higher damage is just silly. Also, seeing as melee weapons all have more defensive capabilities than ranged counterpart also lowers that “risk”. Only thing I might condede is that melee should have a higher burst potential to make up for time they have to get out of combat.
I chose ranger to play a specific way. The way the description stated it. Use bow, and dispatch enemies up close. Not stay close all the time.
So you want to do as much damage as a Thief/Ele who will get 1 shotted if he makes a mistake in range of a Boss from 1200 range away. Got it.
Yeah that definitely seems fair.I would say over a 20second span of fight, yes, the damage should be equal. I think melee should have higher burst potential to make up for time they have to avoid a fight, but the damage should overall be equal.
The game is about playing how you want to play. You can make as many arguments as you want, but at the end of the day, you should be competitive how you want to play.
I agree with your last statement however it wouldn’t be fair if ranged did more dmg than melee since there is a considerably higher risk involved in melee range. Coming from WoW it always kinda kitten ed me off when Rogues weren’t the #1 dps class in the game and Mages/Warlocks standing in the back with 1 hand on their mouse the other hand eating a sandwich did more DPS considering in the last 2 years 90% of fights have been designed with lots of anti-melee measures and it’s very similar in Guild Wars.
Maybe so, but those melee classes also tend to have the utility and defensive cooldowns to make it. Not to mention, you shouldn’t have to play a style to have the DPS you want. Some people like melee, others don’t. I used to love playing WoW warrior, or WoW feral, or WoW DK. They were fun, and I hated range. However, because of my kittenty computer, I had to level a Spriest (I enjoyed it, but still) so that I could raid with a ranged character ( not a fan of being a chicken beast). Even though I didn’t like range, I had to in order to play. That sucked.
Now in this game, I don’t want to be forced into any one role in order to be competitive.
Im not saying they should do more. Im saying it should be even. Some people prefer melee, some don’t.
On my ranger I want to use a bow, my pet, and get in close to finish them off with a sword.
On my warrior, I prefer to smash them with a 2h sword.
That being said, Anet should remove a lot of the AoE kitten with bosses. That anti melee is also anti pet.
It’s not a Ranger problem. Ranged is significantly weaker then Melee in this game as it should be since ranged play has almost no risk compared to melee.
You can say that about any class, highest DPS:
Warrior: Axe /GS
Mesmer: S/S or S/F
Thief: D/D or S/P
Ele: D/D
Guardian: S/x /GS
Necro: D/xSo it’s not a “ranger” problem, all classes have highest DPS in melee. Stop taking things so personally, the grass isn’t greener on the other side.
Pretty sure Ele highest damage is Conjured weapons and staff build….
That being said, a lot people play the ranger to use a bow. Mostly because its right in the description… and its a fun archetype…
The risk, benefit analysis of why melee should do higher damage is just silly. Also, seeing as melee weapons all have more defensive capabilities than ranged counterpart also lowers that “risk”. Only thing I might condede is that melee should have a higher burst potential to make up for time they have to get out of combat.
I chose ranger to play a specific way. The way the description stated it. Use bow, and dispatch enemies up close. Not stay close all the time.
So you want to do as much damage as a Thief/Ele who will get 1 shotted if he makes a mistake in range of a Boss from 1200 range away. Got it.
Yeah that definitely seems fair.
I would say over a 20second span of fight, yes, the damage should be equal. I think melee should have higher burst potential to make up for time they have to avoid a fight, but the damage should overall be equal.
The game is about playing how you want to play. You can make as many arguments as you want, but at the end of the day, you should be competitive how you want to play.
I have started to think that a great move on Anets part would be to make Shouts a big part of Beastmaster builds. I know they are now, but make them stronger for beast masters and move the healing trait to beast mastery.
Make it so Sic’ Ems a 20 second CD for beast masters.
Make it so Search and Rescue applies group toughness and rejuvenation
Make Guard replace Protect Me, so that the pet takes the damage of all people in a target area. (~30%)
Turn Protect me into a move like “Rampage”, where the pet grants buffs and conditions depending on the pet.
It’s not a Ranger problem. Ranged is significantly weaker then Melee in this game as it should be since ranged play has almost no risk compared to melee.
You can say that about any class, highest DPS:
Warrior: Axe /GS
Mesmer: S/S or S/F
Thief: D/D or S/P
Ele: D/D
Guardian: S/x /GS
Necro: D/xSo it’s not a “ranger” problem, all classes have highest DPS in melee. Stop taking things so personally, the grass isn’t greener on the other side.
Pretty sure Ele highest damage is Conjured weapons and staff build….
That being said, a lot people play the ranger to use a bow. Mostly because its right in the description… and its a fun archetype…
The risk, benefit analysis of why melee should do higher damage is just silly. Also, seeing as melee weapons all have more defensive capabilities than ranged counterpart also lowers that “risk”. Only thing I might condede is that melee should have a higher burst potential to make up for time they have to get out of combat.
I chose ranger to play a specific way. The way the description stated it. Use bow, and dispatch enemies up close. Not stay close all the time.
Not the same people working on balance and on Living Story though.
So it most likely wouldn’t make any difference.And I don’t think all people would be happier with balance instead of new content tbh.
Here’s my priority list
1. Balance/Bug Updates
2. New Class Options (New Skills, Traits, Weapons, etc)
3. New WvW stuff (Siege options, WvW skill options)
4. Living StoryObviously I speak for myself only. No idea what the playerbase “majority” wants.
That would be my list as well.
I think they need to give the warrior attention to rangers, thiefs and eles, (maybe necros and engis…don’t play them…). And no, not buffing their one viable build, but making it so multiple builds are viable.
Take two weeks off from producing new content and focus on balancing classes and improving the general gameplay.
People will be happier with a balanced game then a content update.
You can already do that hedge. Party with some who hasn’t done any story and go with them
I can see the dialogue and such too?
Now I just need to find someone to level with….
I would work on making all the classes having multiple viable builds.
Increased reward for difficulty. (I.E. you solo a world boss, you get a lot more than if you zerg a boss)
I just enjoy theory crafting… sorry if it annoys you!
Longbow:
LB1:
Hunters Shot: 3/4 sec cast time. 300 base damage.
Stalkers Shot: 1/2 sec cast time. 176 base damage. Causes 1/2 second cripple.
Shot of Opportunity: 3/4 sec cast time. 225 base damage.
0-500- 10% chance to proc Shot of Opportunity
500-1000- 20% chance to proc shot of Opportunity
1000-1500- 30% chance to proc shot of Opportunity
Shot of Opportunity: A second arrow is sent almost instantly after your previous shot. Base damage of 200.
(<25% uptime of cripple when use of other attacks is included)
LB2: Fire multiple arrows at your foe. 4 second cast time
LB3: Fire an arrow that grants you stealth when it hits an enemy.
When stealth:
Camouflaged shot: Grants group swiftness and causes 1 second of immobilize on target
LB4: Push back your foe with a point-blank shot. The closer they are, the farther it pushes them back. 1/2 second cast time
LB5: Masters Mark: Impale the target, your pets attacks cause 100% increased damage to the target for 5 seconds. 1/2 second cast time. 25 second cool down
Shortbow
SB1: Quick Fire: Fire an arrow, ½ second cast time, 150 base damage
Spreading Shot:_ Fire an arrow that has a (20%) chance of transferring poison, 10% chance of transferring bleeding to nearby enemies. ½ second cast time. 138 base damage. Spreaded shot causes NO damage_
Cross Fire: Fire an arrow that causes bleeding. 3s of bleeding if hit from front. 6s of bleeding if from rear or flank. 138 base damage.
Everything else remains the same
Great Sword:
GS1: Slash: Slash your foe. Base damage 225 (from 203)
Slice: Slash your foe. Base damage 225( from 203)
Power Stab: Stab your foe and evade attacks. Base damage 230(from 225)
GS3: Run and Leap at your foe, hitting them and nearby foes, causing blindness.
Traps:
Traps now have an “activated” ability similar to thief’s shadow traps. Traps now also have a 600 range.
Flame Trap Activated: You and nearby allies (maximum 5) next attack cause burning.
Frost Trap Activated: You and nearby allies (maximum 5) next 3 are critical hits
Snake Trap activated : Remove 5 conditions from you and nearby allies
Barrage is now a survival skill, and replaces spike trap.
New Trap: Root Trap- When activated causes immobilize (roots form ground)
Activated: Causes rejuvination
Spirits:
Change activated ability.
Stone Spirit: Grants group toughness (or Aegis)
Sun Spirit: Grants group might
Frost Spirit: Grants group fury
Pets:
-Ability to select F2 move (Fern hound gives option of “Leap” or Rejuvination, etc)
-F2 move is activated outside of Q system and activated instantly.
-F3 when hit once causes pet to leap backwards for 5 seconds and to jump back causing a large damage hit (to make up for 5 seconds of downtime)
——-F3 when hit twice causes pet to return to you.
I’d agree….except the number of busty norn women running around would stop me from letting my girlfriend watch me play. “WHAT ARE YOU PLAYING?”
Honestly, I think just the option to play through another cultures quests in general would be great. Ill admit it, Im one of those terrible people that doesn’t want to play Charr or Asura because of how they look. Those are two story arcs I will NEVER know.
If I could play a Norn, Human or even Sylvari and be some stranger who has to help a culture…. Id be a happy little camper
Judge me if you will….
Longbow:
LB1:
Hunters Shot: 1/2 sec cast time. 317 base damage.
Stalkers Shot: 1/2 sec cast time. 176 base damage. Causes 1 second cripple.
Shot of Opportunity: 1/2 sec cast time. 229 base damage.
0-500- 10% chance to proc Shot of Opportunity
500-1000- 20% chance to proc shot of Opportunity
1000-1500- 30% chance to proc shot of OpportunityShot of Opportunity: A second arrow is sent almost instantly after your previous shot. Base damage of 229.
Although I personally would enjoy changes to the auto-attack… did you crunch the numbers? Assuming that the Shot of Opportunity would be cast “instant” or does not keep you from auto-attacking (because anything else would not make any sense) you basically ask for:
- 119% damage increase at low range
- 33% damage increase at max range
- perma-cripple on auto-attack
Especially perma-cripple on AA at the range of the LB makes me feel uneasy…
Maybe a little over tuned. However, the main point was the Shots of Opportunity. It could be a fun little mechanic. It would also be as simple as taking the code from LB2 and putting it in. That being said, the 100+% increase is a reflection on the low damage at short distances more than anything else.
Yeah…the cripple may be much. Half a second? Enough to slow the target down.
Id be happy with a support staff on my ranger. Not a damage staff.
Longbow:
LB1:
Hunters Shot: 1/2 sec cast time. 317 base damage.
Stalkers Shot: 1/2 sec cast time. 176 base damage. Causes 1 second cripple.
Shot of Opportunity: 1/2 sec cast time. 229 base damage.
0-500- 10% chance to proc Shot of Opportunity
500-1000- 20% chance to proc shot of Opportunity
1000-1500- 30% chance to proc shot of Opportunity
Shot of Opportunity: A second arrow is sent almost instantly after your previous shot. Base damage of 229.
LB2: Fire multiple arrows at your foe. 4 second cast time
LB3: Fire an arrow that grants you stealth when it hits an enemy.
When stealth:
Camouflaged shot: Grants group swiftness and causes 1 second of immobilize on target
LB4: Push back your foe with a point-blank shot. The closer they are, the farther it pushes them back. 1/2 second cast time
LB5: Masters Mark: Impale the target, your pets attacks cause 100% increased damage to the target for 5 seconds. 1/2 second cast time. 25 second cool down.
Spike Trap is replaced by Barrage.
Just a thought
Not a direct scaling. About 10% of your stats from gear. So you have 200 precision? Pet gets 20. That way you scale somewhat of ascended gear.
Everything else you like?
I have made a decision to make suggestions in line with other classes moves.
Suggestion 1: Improvement of GS
-Increase in damage of GS1 (about 5-10%)
-GS3 now causes blind (In line with Guardians)
Suggestion 2: Improvements of Long Bow
-Remove Range restrictions (In line with everything but mesmers)
-Add “Stealth Shot”- Shoot from the shadows causing X damage and granting swiftness for 5 seconds. (In line with skill shots from stealth like thieves) X damage should be some type of burst move.
Suggestion 3: Improvement of Traps
-Once traps are laid down, all traps to be “activated”, giving them some type of group buff. For example Fire Trap when activated causes the next 2 moves of your group to cause burning. Etc. (This is inline with Thieves Shadow Trap.)
Suggestion 4: Improvement of Pet
Make F2 work, and make F2 selectable. Allow you to choose for example between fern hounds leap, and fern hounds rejuvination. The other skills are still auto cast. But F2 is priority. Allow pets stats to scale off of the masters stats.
I don’t know why they won’t let you perma stow your pet , in big fights all it does is insta – die. I also would love to see ranger’s be able to control there traps more so we could pop them ourselves instead of waiting for someone to set them off.
Or make them like thiefs shadow traps. When you activate theifs shadow trap before someone goes over it, it grants you regeneration. Maybe not exactly like that. But say you place fire trap, and you activate it, it makes your next 3 hits grant burning. You place frost trap, your next three grant freezing., etc.
“Pets need to be removed/perma-stowed/bound to BM”
“We need more control over the pet”
Go figure.
I don’t see the issue, or the irony.
Improve pet – Attacks while moving, better AoE resistance, removed delay from F2 skills, pet health bar by the Rangers, and more variety of pet personalization (colors, armors, things that make it look unique).
Perma stow pet – While pet is stowed the Ranger get a small percentage of stats from the pet, a small increase in dps power, maybe a new F2 skill to compensate from not having a pet out.
Make it so you cant stow pet in combat, and can stow pet if both are on cooldown.
I don’t see why these two ideas can co-exist. They compliment each other, as well as open doors to more builds.
The whole skill tree would need to be redesigned. That being said, I think people would be less against pets if they worked a little better. I for one love the pets. I just wish there was more control over them. For example F2 working. Also, being able to choose my F2. If I could have my fern hound auto cast its heal, and give me control over the leap…I would be so happy.
The other issue is pets should scale off the masters stats. That way you could solve this ascended crisis.
Its not overly complicated.
I can understand how people want to remove the pet….but thats not likely.
Axe auto: remove one bounce increase dmg on first bounce. reduce dmg on 2nd bounce. allow axe to return to ranger and grant one stack of might. syncs well with the boon sharing trait in nature magic trait line.
split blade: reduce the cast time. have it shoot out in the same arc and return back to the ranger in the same path. reduce the return dmg on the return applying another stack of bleed. the return should also be fast.
long bow auto: this may sound odd but i think the dmg based on distance should be kept. the catch would be that is now a chain atk like most auto atks. dmg increasing with each part of the chain. last part of the chain should apply a 2 sec cripple. this will help the ranger kite and give the a bit more burst even in close range situations. for kittens and giggles add a sort of charge animation and different arrow animation for the 3rd atk. keeps with the theme of the long bow being a powerful ranged weapon that takes advantage of its range and power.
and just for eye candy the animations on long bow and axes should use animations similar to sword dagger and great sword. let the LB: 5 rain down shadow crows with matching sound effect. or the knock back shoot out the head of a boar.
axes should use some kind of wolf animation for the split blade and swirling claws of a cat on the number 5.
I like the idea of a weapon chain on LB1. However the range restrictions aren’t good because of melee buffs and stacking requirements. Now, there should be some benefit to going far out, but doubling damage makes it a necessity.
Oooo, so kind of like ghostly rangers appear around you and start firing into the sky? Yeah…I want that….
I was thinking more like a signal flare or you whistle and wave your arm and then the aoe starts. Your idea is pretty cool visually but it’s a huge sign to the opponent telling him whats about to happen.
Kind of like this but the Barrage aoe rather than a single target attack.
Hmmm, yeah that sounds cool too…. Id still like ghostly rangers…. sigh
Although, Ive been using the longbow more and we really do need another skill shot in our rotation. You don’t want use LB4, you want to save LB3. I am a big supporter of the burst move on 5 now. Or, a type of stealth shot on 3.
We really should be focusing on ways to improve the other classes vs nerfing warriors.
Oooo, so kind of like ghostly rangers appear around you and start firing into the sky? Yeah…I want that….
…Memories of Zelda…
Barrage as instant cast with a reduced length and a reduced CD would be nice too?
Only problem with making it utility would be how to explain it when the person has melee weapons and such.
I still think LB4 should be a move that causes higher damage the closer you are, and causes a root that lasts longer the closer you are. So…
900-1200- 1 second (X damage)
600-900- 1.5 second (1.5X damage)
0-600- 2 second (2X damage)
That way you could LB4, LB3, and get away. Kind of makes it interesting. Once again if opening strikes caused quickness… and specced right, would make it even better. Use the stealth to run? Or use it to get a rapid LB2?
I like the idea of lining moves up though…. Makes it more interactive with combos…
Well, longbow can be well played in a dungeon in certain instances, I believe. But I don’t consider longbow being unused in pve an issue. It’s not a problem because no one really goes ranged for a primary weapon in pve. Ranged is antithesis to nearly the entirety of the dungeon experience in gw2. So I don’t mind ranged weapons not being used there. Do you see longbow warriors in pve? How about staff ele’s? I don’t see that stuff.
In pvp however, longbow builds are just lacking relative to other ranger builds out there.
Yes longbow is lacking. However I think there are changes that can make long bow more viable in both PvE and PvP.
I know its against the trend and that the game is melee centric now. However that doesn’t mean we can make changes to make the ranger a viable range option in PvE.
Ill admit it, I chose ranger for the archetype of a guy with a bow, with a pet. I want to play that way. I want it to be viable. Im fine with melee options as well, but if I can have bow/melee, and be viable I am a happy camper.
The best way to move people away from spirit builds is to make the other builds more viable. If you make it so power builds are more viable, people will move away from spirit builds.
I would love a longbow/GS build thats comparable to spirits. (GS is decent, damage is pretty meh, and long bow is general is pretty….blah)
Once again follow the warriors. They’re so good because they’re so balanced. They can run so many different types of playstyle.
Don’t nerf spirits, buff the other playstyles to comparable levels (This goes with necros, mesmers, guardians etc.)
The problem with LB isn’t so much PvP as it is PvE. If you at that maximum range, you aren’t getting the buffs from your party. However if you are in range to get the buffs, you are limiting your damage.
Thats the big design flaw. The LB is great is solo play. However when you are in a dungeon it is sub-par. The whole “LOLBEARBOW” are just people who are attempting to play the way they think they’re supposed to “Distance pew pew”
I think ranger with a staff, or offhand shield would work better then rifle.
Staff would open up some spirit utility places with the ranger, whereas shield could open a more defensive option so that GS could be more offensive.
Staff 1- Sharp Leaf- Release a gust of leaves that causes cripple (1s) (2 second CD)(500 range)
Staff 2- Spear of the Wild- Leap forward and strike your enemy causing damage and immobilize for X second.
Staff 3- Spirit of the Fern- A cool mist surrounds you which causes regeneration on allies and poison on enemies.
Staff 4- Spirit of the Bear- A wave of energy that causes protection on allies and causes damage to foes.
Staff 5- Spirit Wolves- Summon a pack of spirit wolves that cause damage and grants frenzy to allies. (45 seconds CD)(Lasts 10 seconds)
Shield 4- Natures Fury- Smash the enemy with your shield causing immobilize and increasing the next attack by your pet by 40%
Shield 5- Natures Wrath- Spin with your shield causing damage and dazing your target. Stuns if hit from behind.
(edited by Hedgehog in the fog.1053)