Showing Posts For Holland.9351:

Opening Strikes fixed

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Holland.9351

It’s far from useless. and I’m getting annoyed with people being stuck in hate on Jon mode.

What pet do you want to get for Wintersday?

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Holland.9351

I’d be amazed if we got another new pet. We got the reef drake last time. I don’t dare to expect another one this month.

But if there is a new pet, then maybe one which gives a passive damage buff (bit like a signet), so you can put him on passive and not lose too much dps. Maybe a wind rider.

Or a pet with retaliation, considering it’s the only boon pets can’t get (except asura with fortifying bond). With the reef drake we got a condition we couldn’t get before (confusion), so it could be retaliation next. It should probably be a bear.

Or a pet that instantly teleports to their target and instantly hits, much like a thief with shadowstep. It could be a skelk.

Opening Strikes fixed

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Posted by: Holland.9351

Holland.9351

This made me very happy. This is all I wanted to see, bugs getting fixed. Now these are quality of life improvements. It’s basically a 5-10% buff to longbow damage + 100% crit on first hit, which yes, we should have had access to from the start.

Game Update Notes – December 3, 2012

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Holland.9351

It is true. Just found it when i posted it first, then have been trying it on players, mobs, and guards all over to make sure it didnt go away.

It even applies it at extreme max range (where you have to keep pressing “1” to fire)

Yes I’ve just tested it myself and it now works as expected. Someone should probably make a new topic about it so it catches people’s eyes.

Game Update Notes – December 3, 2012

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Holland.9351

HOLD ON!!!!!

They actually stealth fixed “Opening Strikes”

It works at all ranges now AND works with all long bow abilities.

Thats actually a really really nice fix for longbow. Starting a fight with 20% vulnerability on people, I’ve been blowing them up!

Check for more stealth fixes imo

Awesome! if this is true, this sure is great news and they should add it as a bulletpoint to the patchnotes. It was perhaps the biggest trait bug we had and it ruined the marksmanship traitline.

Stuff like this is what I want to see in patchnotes, bug fixes.

spiders ruined by their own skill

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Holland.9351

The skill “Poison Gas” on spiders makes them almost worthless. Spiders often use it to initate combat with, causing them to stand still for 1.5 seconds and then missing their target by a longshot, simply because the target was moving. And that while spiders have a great 3 second immobilize skill and a trait to cause cripple on their F2 attack. Instead of making the target less mobile, poison gas causes the spider to become immobile and useless.

Please allow me to disable the skill completely from the pet menu.

Saving Pet Names

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Posted by: Holland.9351

Holland.9351

I’ve given up on it since beta.

[thought] New Elite Skill: Reveal

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Holland.9351

I just had an idea in another thread:
Why not let combo fields reveal stealth? Stealthed players would see them, so they can avoid them. It would also give the ability to reveal stealth to all classes.

Rangers there weakness destroys class balance

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Holland.9351

I propose to have stealth be revealed inside enemy combo fields. This would require minimal change to the current game and instantly give all classes the ability to reveal stealthed enemies. Combo fields also last for a limited time and are visible to stealthed players, so they can avoid them. Of course, this will require some testing, but I think it would be worth the try for the devs to play around with it.

Stealth does need a counter. A lack of a counter is simply making it too powerful/useful.

Also, making someone completely lose their target is annoying. The game should automatically re-target the enemy after he comes back out of stealth. That is, only if the player hasn’t selected another target in the meantime.

I oppose the idea of giving a counter to stealth to anything less than all classes in the game (yes, also thieves and mesmers should be able to reveal stealth in some way). I also don’t agree with the statement that rangers have always been stealth-revealers in mmo’s in general.

- a ranger

Lick Wounds Never Works

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Holland.9351

It does seem to work quite a bit better when you actually revive the animal.

It should always make your pet instantly respawn at your body and start reviving. It should also heal the pet back to 100%. I’ve had many pets die on its way back to my body, simply because it was at 10% health when I used the skill. I would have been better off if the pet had been dead, because then I get it for 100% health and instantly next to my body.

[There is so much room for improvement of the ranger class. So many tiny annoyances and bugs and clunky mechanics. But there sure is so much potential in the class too. This class could be a lot more fun if they simply spent time on fixing all the small inconsistencies.]

pet skill priority

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Holland.9351

I want to have more control over which skills my pet uses and when, but not with buttons like the F2 skill currently is. I was thinking the pet window should allow me to set a priority to each skill (maybe give each skill a number from 1 – 4) and even allow me to completely disable certain skills (0 could be disabled).

So, for example, I want to set my spider to always do the immobilize skill first and after that I want it to do the poison aoe (and some people might like it to act differently still). With a priority setting, I would have that control and I could improve the AI of my pet to have it behave how I want it to. If multiple skills have the same priority number, then it will pick one of those randomly.

I would also like to give the AI control over the F2 skill in some builds and give it a priority number, so the AI treats it like any of its other skills. In this way a cave spider could be set to always use his F2 skill first when it attacks.

While talking about F2 skills, maybe allow us to choose which of the 4 pet skills we want to be the F2 skill and let the rest be automatic (but allow all 4 skills become automatic too!), so you could put the invulnerability of the bear under his F2 button and time it manually.

Because right now I have no idea what my spider is going to do when I sent him to attack. He will either try his basic attack, or his aoe poison, or his immobilize. If he does his aoe poison skill first, he’s completely worthless to me and could get me killed.

Longbow fix idea

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Holland.9351

I mostly use the longbow and I like it, but my main problems with the longbow are:
- high chance of missing shots on moving targets.
- slow auto attack. It feels too slow, like walking through mud.
- barrage has much less range if you are on the high ground.
- opening strike doesn’t work for it because of the 900 range restiction bug.

Missing moving targets is the biggest annoyance. Shots should only miss if they are blocked, obstructed, dodged(the skill that uses stamina) or out of range and not simply by side stepping or running. The range of potential damage a longbow deals is too big. It can go from almost no damage to a good amount of damage, depending on how many shots actually hit. The longbow also doesn’t have any skills to immobilize a target to counter sidestepping. Maybe hunter’s shot should immobilize and the auto attack should cause invulnerability. Barrage cripple doesn’t help much with this, considering you have to be immobile yourself and it has a very long casting time.

I’m hoping the longbow will get a fix that either lets it hit moving targets or it getting an immobilize skill. Maybe Rapid Fire should cause a cripple on each hit. Anything like that. Pet’s aren’t reliable enough to provide the cripple/immobilize, because often there isn’t even pathing for them to get to their target and they also can’t hit moving targets most of the time.

Also, the Opening Strike minor traits should be fixed to 1500 range instead of 900. If it’s working as intended, then why are they in the same line as our bow traits. So if working as intended, we need other minor traits that affect bows in that line.

The teams that work on PvP/WvW/Balance:

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Holland.9351

Please please please have people working on fixing bugs. Especially in skills and traits. They’re not balance issue, nor WvW, nor PvP. But they’re the most important issues in the game which cause people the most grief.

If bug fixing is the job of the balance team, then they will surely need more than 2 people doing the actual work. We’ve been waiting since beta for certain bugs to be fixed and there hasn’t even been a word on it. We rarely get bug fixes.

For example, the ranger has a trait line designed for bows with 3 minor traits which are all about “opening strike”, but this skill is bugged because it will only work if you’re within 900 range from your target. Bows have a range of 1200 and the trait to give the longbow 1500 range is in the same trait line as these minor traits. All 3 minor traits are rendered completely useless because of this seemingly simple bug.

If people are leaving it’s because bugs aren’t getting fixed. Put everyone on fixing all the skills/trait bugs for a month.

Open World PvP video with a level 80 Ranger

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Holland.9351

What type of armor / armor signets / weapon sigil do you use?

AoE Targetting Option

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Holland.9351

I completely agree and this is the third topic I’ve seen on this in the last two days, which all ask the exact same thing. One of those threads was written by me. I’m quite sure there must have been many more threads.

This is not a small issue, but rather something very important to many people and I hope the dev team will follow up on it sooner rather than later. A first person view option for PVE zones would also be nice (screenshots/immersion/scenery/jumping puzzles).

Make ground target AoEs a little easier to manage.

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Holland.9351

I made the same suggestion yesterday So yes, I completely agree and I don’t think you are in the minority at all.

It’s strange that I have to aim my mouse where I want it to go, while I already have a target selected (where I want it to go). It’s annoying to me. I understand the usefulness of being able to aim ahead or behind a target (or between targets), but I personally don’t care enough. I would find it more useful to have it go on my selected target most of the time. An addition to the option menu would be great.

Can we get a permanent pet stow?

in Ranger

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Holland.9351

I agree, but it only bothers me in jumping puzzles.

Ranger update

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Holland.9351

This is indeed great news.

But I’m still skeptical. I still remember spirits’ health being halved on a whim (instead of removing the double health trait – thus now requiring a trait to get the same amount of health as the previous untraited version) and spirits receiving an internal cooldown on top of it. Back then I already didn’t care to use spirits because of having to manually recast them every minute and requiring a 30 point trait to make them mobile. I also remember the long wait for our shouts, only to have the old ones return.

So no, I’m going to have to wait and see. Words mean very little right now and these problems were created by their own accord a long time ago and didn’t receive any attention since.

I don’t want to be pessimistic, but I’m going to have to be.

Edit: I’m still waiting for the update

(edited by Holland.9351)

Fast-Cast Ground Targeting on selected target

in Suggestions

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Holland.9351

I want another option for Ground targetted skills in the option menu:

Fast-Cast Ground Targeting 2 — Skills that target the ground activate immediately, centered at the currently selected target.

Please add this. The option to have it target at the mouse cursor is good, but this would be way more useful to me.

Ranger Bug List

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Holland.9351

“Longbow/Harpoon Gun don’t auto attack at max range (1500) with Eagle Eye.”

I’ve been using this trait for the last couple of days again and it seems to be working properly for me. Can someone else confirm this too?