Please, just change opening strikes! I feel like a traitline being based around a weakness is silly.
I play for a few week, then I quit.
I will probably quit soon.
I still think opening strikes should grant quickness. So when you trait properly, it reset on LB3. This gives you a choice. Run using the 50% increased run time, or use a quick LB2.
[Quote]The whole package is just less thrilling than the warrior longbow, it just lacks something… feelwise. But the second point is more me.[/Quote]
Nope, I feel the same way. It isn’t interactive, and you don’t line moves up. There is a lack of synergy. I think opening strikes should be 4 seconds of swiftness. I think LB1 should increase critical hit chance the further away you are, or, should simply have a decreased cast timer for closer distance. I think LB4 should be removed with a move that causes higher damage the closer you are(with an immobilize lasting longer the closer you are). I think barrage should have a shorter time, but be instant cast.
The rest of his complaints are pretty decent. Wouldn’t you like more ranger builds to be viable? I would.
I feel like pet damage is pretty good….
I mean, Id like it to be stronger, but Id also like to be unkillable god of war.
I just wish the weapons also felt like it was more interactive.
I want there to be a reason for me to stealth with the long bow. I want my GS to make me feel powerful. Make it CC based, or make it damage based, something.
Warriors are a model by which all classes should be held. They are viable through different specs. Most of their utility is good, most of their weapons are good.
They shouldn’t just nerf warriors. They should buff the other classes.
That being said: If you think warriors are not currently the best class in the game, you are delusional.
I feel like the only clunky part about our melee weapons is the root on long sword.
However, I think most of our weapons could use a change. Longbow doesn’t feel interactive. GS feels pretty weak. Axes are iffy. They need some slight tweaks.
1. Pet Fix
F1 replaces F2 in function. The pet now attacks what ever target you are targeting. All pets gain a passive function, and manual function. The passive function will be buffs( Fern Hound grants regeneration when nearby ally gets to 75% health, Jungle stalkers grants 3 stacks of mights, Jungle spider increases condition damage, etc), while the manual function will be a utility/CC ability(Fern hound knockdown leap, bear throwback, etc). F1 now has priority in q.
F2 will be a stance option. Defensive stance will give protection and stability(for the first 5 seconds of switch) and cause the pet to seek out the front of the target, while offensive stance will give Fury and swiftness and cause the pet to seek out the rear or flank of the target. No cool down between switching stances.
F3 will now have a dual function, on a single hit, the pet will dodge back, and after 3 seconds leap back and cause a burst hit (to make up for damage lost when dodging), if you hit F3 again within that 3 seconds, the pet will return to you.
-Likewise, on pet death, cooldown is reduced to 20 seconds. You should be punished, but not for a minute.
2. Weapons abilities/numbers
-Great sword- GS2 causes knockdown, GS3 causes blind
-Long Bow- Damage from all distances cause same damage on LB1, increased critical -chance for longer range. Decrease cast time for LB1 by 0.2 seconds.
-Long Sword- No longer roots on LS1
3. Traits
-Spotter becomes an adept skill (in line with warriors and thieves)
-Opening Strikes now causes quickness for 3 seconds.
-Spirits unbound becomes a master level skill
-Masters Bond causes stats to increase every 5 seconds for 45 seconds. Resets when exiting combat
-Fortifying bond is made baseline. Replaced with condition removal activated when you heal.
The problem with warriors, and the misinformation comes from the fact that they have multiple builds available to them. Most people are used to only having 1-2 builds for class, so the mix of warriors kind of meld together. In a single match you are going to face a mace/shield, hammer warrior, and a bunker warrior, and a GS warrior, and a warrior with massive healing, and a warrior with massive damage.
That being said, I think the warrior is the model for which we should strive to take all classes. Right now, they are the strongest profession. There is little doubt to that. There is a reason people are rolling new warriors daily. But instead of nerfing them, model after them.
-We q attacks, so do pets. An easy fix would be to change the coding so that pets F2 has priority (Skips q)
-Pets die due to AOE splurge, easy fix would be 50% damage reduction to AOE moves in PvE
Any other fix would simply be to increase viability of builds and…well fun.
1. Pet Fix
F1 replaces F2 in function. The pet now attacks what ever target you are targeting. All pets gain a passive function, and manual function. The passive function will be buffs( Fern Hound grants regeneration when nearby ally gets to 75% health, Jungle stalkers grants 3 stacks of mights, Jungle spider increases condition damage, etc), while the manual function will be a utility/CC ability(Fern hound knockdown leap, bear throwback, etc). F1 now has priority in q.
F2 will be a stance option. Defensive stance will give protection and stability(for the first 5 seconds of switch) and cause the pet to seek out the front of the target, while offensive stance will give Fury and swiftness and cause the pet to seek out the rear or flank of the target. No cool down between switching stances.
F3 will now have a dual function, on a single hit, the pet will dodge back, and after 3 seconds leap back and cause a burst hit (to make up for damage lost when dodging), if you hit F3 again within that 3 seconds, the pet will return to you.
-Likewise, on pet death cooldown is reduced to 20 seconds. You should be punished, but not for a minute.
2. Weapons abilities/numbers
-Great sword- GS2 causes knockdown, GS3 causes blind
-Long Bow- Damage from all distances cause same damage on LB1, increased critical -chance for longer range. Decrease cast time for LB1 by 0.2 seconds.
-Long Sword- No longer roots on LS1
3. Traits
-Spotter becomes an adept skill (in line with warriors and thieves)
-Opening Strikes now causes quickness for 3-4 seconds.
-Spirits unbound becomes a master level skill
-Masters Bond causes stats to increase every 5 seconds for 45 seconds. Resets when exiting combat
-Fortifying bond is made baseline. Replaced with condition removal activated when you heal.
(edited by Hedgehog in the fog.1053)
^ I had a similar idea, but a little easier for new players.
F1 replaces F2 in function. The pet now attacks what ever target you are targeting. All pets gain a passive function, and manual function. The passive function will be buffs( Fern Hound grants regeneration when nearby ally gets to 75% health, Jungle stalkers grants 3 stacks of mights, Jungle spider increases condition damage, etc), while the manual function will be a utility/CC ability(Fern hound knockdown leap, bear throwback, etc). F1 now has priority in q.
F2 will be a stance option. Defensive stance will give protection and stability(for the first 5 seconds of switch) and cause the pet to seek out the front of the target, while offensive stance will give Fury and swiftness and cause the pet to seek out the rear or flank of the target. No cool down between switching stances.
F3 will now have a dual function, on a single hit, the pet will dodge back, and after 3 seconds leap back and cause a burst hit (to make up for damage lost when dodging), if you hit F3 again within that 3 seconds, the pet will return to you.
(edited by Hedgehog in the fog.1053)
Ranger- Change pet targeting to what you’re targeting, and remove F1. Make the current F2 slot F1. Make F2 a dodge back with a single hit, and return on double hit. Make F3 a stance option, being defensive, or offensive stance. Defensive stance would grant toughness and cause the pet to seek out the front of the target, and offensive stance would grant fury and cause the pet to seek out the rear or flank of the target.
Double bonus- Pets that currently give buffs on command give passive buffs, and their manual attack is replaced with utility. I.E. Fern hound grants regeneration when near ally gets to 75% health, and you now have manual control over the leap ability. Jungle stalker grants 3 stacks of might (constantly), and gains a knock down ability.
(edited by Hedgehog in the fog.1053)
Mine got removed…
1) Class build variety
2)Equal attention on all classes
3) The current power of certain metas and classes (I.E. DoT classes, and warriors. I think warriors are were ALL classes should be, you’ve got them to a good point, now the rest of the classes!)
But those evades are incorporated into your general DPS routine. It works similar to D/D thief with blossom. I think in general there could be a lower cooldown on some of those moves, and yes we should be able to move with skill 1. But, we are not defenseless. As for longbow, I agree that the stealth should matter. I think the best way would be to change opening strikes to granting 3-4 seconds of quickness. You would have to invest in marksman, but it would give the longbow a big escape and burst ability (LB3, LB2 while running away). It would also make the opening strikes….well useful…. GS, yes GS2 should have a throwback, and GS3 should have a blind. We have a decent amount of immobilizes, they just aren’t connected to skills.
Well, they kind of are. ^ Short sword/dagger gives you access to 3 evades. Great Sword gives you access to an evade (though kind of random), and a block. Short bow gives an evade, and long bow gives a stealth. We have it, its just lower damage. I’d agree we could use some more defensive cool downs though. I also agree the bows needs an upgrade. I know “Playing ranger doesn’t mean playing range”, but there is a solid majority of people that started a ranger with the idea of using a bow.
As stated. Right now, most of my damage is condition based, that is from my pet. I’ve had a goodly amount of success with it. Basic goal is to play defensive and not worry to much about your damage output, but give your pet as much time as possible to lay out conditions and attack. Of course, you still do a decent amount of damage. Use the sword and dagger for the godly amounts of evades.
Anyway, anything you guys would suggest? Try it out, its pretty decent. (If your okay with not seeing big numbers)
Replace opening shot vulnerability with Quickness.
Increase in damage, and gives long bow more viability (as it gets rebooted with stealth)
They’re fine at roaming. Most complaints are PvE oriented. (Dungeons, etc)
^ And increase the viability of some weapons/builds, and make some of the utility more useful, and make the F2 priority.
There isn’t much needed. Some number changes (The long bow 1 ability), some change in location of traits (Making spotter adept[As the equal traits are on warrior and thief]), and some change in coding (I.E. get rid of Queing on the pets,), and some QoL things to make more builds viable (Moving Spirit Unbound down in tree, making masters bond not reset upon pet switching (reset upon death would still happen)
Just a few, relatively easy changes.
Just wanted to jump in and say thanks for keeping things constructive!
The idea right now is to see how the current changes impact the meta, and then do another set of balance in an upcoming patch.
The trait facts were a lot of work, but the clarity they give you guys is VERY good for you. So we wanted to see if that would shake up trait builds at all in order to see how you guys adjusted. Once THAT settles, we want to make balance changes based off the meta at that time. We didn’t want to change all the trait facts and also add in a lot of balance changes on top of it.
We still did a lot of balance stuff, but we were careful not to go overboard with this patch. Just like we learned w/ the Warrior a few updates back, sometimes the meta can undergo drastic changes even if we do VERY little to impact the balance.
We’re planning on doing another round of updates to traits for every class (either changing #‘s, shifting tiers around to make more builds viable, or doing trait reworks), and we also have our eye on a few “apex” builds. But, again we don’t want to shave those too much.
Thanks again for the thoughts and feedback!
Chap + the balance tam
Just keep trying man. They’re still looking to do updates once the dusts settles. They apparently want to see what the current changes make to the game, so to rangers…none.
Keep up the visibility!
Nice. What about spirits? I personally love the idea of them, just the way they are implemented is rough. What I was thinking the other day was:
Frost Spirit: The rangers beast channels the spirit of frost, giving allies a 35% chance of causing 15% bonus damage.
etc.
So, increase the effectiveness slightly, but only allow one spirit to be channeled at a time.
This would work of your suggestions of making pets more survivable, also making spirits more so as well.
This is good stuff, I have put everything up at the top. Keep it coming. Likewise, if you have reasons to refute any solution/ a better solution let me know so that I can update. The goal would be 1 solution to each problem.
I like your initiative, but honestly why waste it here? You should be able to tell after that last couple patches that nothing is going to come from your work. Why not put that time and effort into something more productive? Like school/work? Hell even another game would be worth more.
It doesn’t take that much effort. Also, a more organized approach may be appreciated. What’s the worst that could happen? We theory craft and hope, best case scenario, we post our compilation list, and they take SOME of the suggestions. Its a low risk, high gain (possible) scenario.
Also, we can sit around, and complain or we can still push forward! A lot of people will look at this and go…“What a waste of time”, but, at the end of the day, whats more productive, complaining on a forum, or making suggestions?
(edited by Hedgehog in the fog.1053)
My suggestions:
Change Opening Strikes to increase attack speed by x%.
Change the LBs #1, by making the damage standard regardless of distance, but increasing critical chance for further distance.
——-Alternatively——
Would be to decrease cast time the closer you are, but keep the damage change the same.
Make spotter an adept skill.
Change F3, so that a single tap is a dodge back for the pet, while a double tap is a return to master.
———Alternatively——-
Introduce stances for pet, defensive and offensive stance. Defensive stance would be a X% increase in toughness, with a Y% decrease in damage. Offensive stance would be a D% decrease in toughness, and a F% increase in damage. 5sec ICD between stances.
Instead of numerous threads scattered through the forums, perhaps it would be best suited to create a single thread with all the suggestions. I will post the most agreed upon suggestions here (up top) for the viewing pleasure of anyone. This way, there can be a general community consensus.
Please have specifics in suggestion, I.E. nothing like “Fix pet AI!”, instead something along the lines of “Make attack priority of pets to attack rear/flank as to avoid frontal AoE”
___________________________________________________________________
Weapons:
Issue: Lack of Viability of Long Bow
Solution1 : Decrease cast timer for closer shots
Solution 2: Standard damage, but higher critical chance for longer range shots
Issue: Rooted when using 1h Sword
Solution1: Make animations similar to great sword, so that character has total control during.
Pets:
Issue: Survivability of Pet
Solution 1: Aegis upon evade w/ internal cooldown (~4s)
Solution 2: Manual Control Dodge (On F3)
Solution 3: Cooldown reset if both pets have died.
Issue: Responsiveness of Pet/ Pet Utility
-> Including “Sic’ Em” overriding pet utility
Solution 1: Make F2 priority (I.E. Cancel current attack, use F2 skill)
QoL:
->Toolbars
Issue: Sword tooltip incorrect (does not appear to remove bleed)
Issue: Sharpened edges tooltip incorrect
Issue: Furious grip tooltip incorrect
Solution: Put at correct values
Utility (spirits, trap, etc):
Pet Utility
Issue: When no target is selected, ranger needs to stop moving to cast
Solution: Allow ranger to cast pet utility move when no target is selected
Traits:
Issue: Only profession where +stat is at master level
Solution: Put on adept level like thief and warrior
Issue: Vigorous Training is Broken
Solution: Apparent bug.
General Damage:
Issue: Lack of True Burst Move
Solution 1: Replace Spike Trap w/ Barrage. Barrage will now immobilize upon first wave, and cause bleeds upon following waves. Barrage will be replaced w/ aimed shot type of move.
(edited by Hedgehog in the fog.1053)