That’s kittened up.
My enthusiasm for this game has been slowly waning. I went from an avid fan and day one pre-purchaser to a complete skeptic, disillusioned about the path ANet’s chosen.
Ugh, same here. I also played GW1 for years and years, but GW2 is quickly becoming a grindy, repetitive, just non-fun game. It’s sad, really.
From ignoring major class issues time and again, being force fed (usually broken) new content, in which most of it is just ‘meh’ anyways…not sure how much I will be logging in anymore.
Hmm since this should work with our pets and it is anet I am going to go out on a limb and place the safe bet of saying no it does not. Or if they intended it to they buggered it and it does not work properly.
qft lol
12char
This class will always be kitten until they decide that the pet is no longer the class gimmick.
Nerf the unliving stupid bajeeezus out of all the pets, put the power into the ranger(the player!), and tweak some “f” skills around the dumb critter that is out. Hate it, love it, I don’t really care anymore, it’s the only way ranger will ever become interesting for me.
+1, and hey guess what? This is what the Guild Wars 1 Ranger was! Pet was an option (used a skill slot), and your character retained 100% damage.
WTB my GW1 Ranger back.
P.S. Please don’t tell me to disable auto-targeting. That is not a solution. Proper fixing of the skill is. I’m not going to disable auto-targeting just to make 1 skill work properly.
The Greatsword is clearly not your weapon of choice
Auto-targeting causes significant problems with various skills in the game, for multiple professions. I strongly suggest you turn this feature off. A perfect example for Rangers is GS3 (Swoop), one of the best escape skills in the game that DOES NOT WORK with auto-target enabled. I don’t use Sword due to the annoying root bug, but I believe the same holds true for the Monarch’s Leap escape on Sword2 (dash back with Hornet Sting, cancel target, rotate 180, dash again with Monarch’s Leap).
EDIT: Wrong choice of wording. It isn’t that auto-target causes problems, it’s just that turning it off is a clever way of turning gap closers into excellent escape skills. You can choose a direction of escape without being drawn to the closest target.
Haha, I’d love to use GS more actually, but the relatively low damage even in full (or close to) glass cannon gear just turns me off. Also, though not of ridiculous importance, the damage tooltips are off on the GS – it states that #3 hits much harder than #2, which is just bogus. Though I always keep a GS in my bag for those annoying mounds and other objects that my arrows or axe just can’t seem to hit…somehow obstructed..lol. This could have been fixed in today’s patch, I think I read something about melee weapon targeting against objects was tweaked, though I don’t know if that will affect my bow or axe since they clearly aren’t melee. Hopefully I won’t have to circle-strafe with my Hammer Warrior to hit mounds and stuff though. :P
The arguments go both ways for Ranger Sword #1 and how auto-attack messes up dodging, etc. (that is actually only part of the reason, the other being uninterruptible animations/“animation-lock”). I don’t use Sword because of this, though I probably would if it worked “better.”
All in all, I don’t actually think the root cause of these types of issues is the actual auto-attack function. It’s the way they programmed some of these skills and how they interact (in which some shouldn’t, but do) with enemies, npcs, objects, etc. This Call of the Wild bug is a really good example of that – there is absolutely no reason it should target any mobs because it is a “party buff,” yet it does. Changing the actual skill mechanic to not target enemy mobs would be a much more valid fix than simply disabling the auto-attack. Will it ever happen? Who knows.
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Necromancer
-Flesh of the Master: This trait now properly affects Jagged Horrors.
Fixed as of 2/26 update? Can anyone confirm?
To the issue at hand though, why do you not have your pet on passive when traveling anyway? I’m sorry, but that’s “Ranger-101”. Its way too easy for your pet to get pegged with an attack and go off retaliating, officially screwing yourself and your team. You’ve gotta keep that pet on the leash, and complaining about it being a “hassle” is not a valid excuse. If I forgot to swap him to passive and he goes off after the nearest enemy after a single arrow was fired my way or after I use a “weapon skill”, its my fault, not the game’s.
Regardless of my pet, my CHARACTER will attack said target as well. And to anyone that’s wondering, yes in dungeons I keep the pet on passive, and usually agressive in the open world, besides Orr. It still does not keep my character from tossing an axe at the closest enemy when I use Call of the Wild.
I honestly don’t see how this matters. At worst, you cast this and just hit your hotkey to have your pet to come back to you immediately afterwards. Considering the other bugs in this game, this is probably near dead last in priority.
Because it’s not just the pet that attacks – it’s your character. Like I said in the OP, the pet will attack the closest target, as will I (when auto-attack is enabled).
I guess what I don’t understand is why these “buffing” type skills can’t just be programmed to not target anything…half the time I use CotW it’s just for myself anyways (running around). Disabling auto-attack is a complete band-aid fix for these types of gameplay issues – and I see it recommended all the time on this forum regarding getting poorly-programmed skills to function somewhat appropriately.
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World Polish – Other
General
Fixed a bug that could cause chain skills to sometimes interrupt dodge rolls.
ENJOY~
No Knights…No Clerics…no ascended gear with Healing Power at all AFAIK.
A.Net sez, “we wants you all to be berzerker glass cannons or condition damage builds!”
For Gods sake, they even have god-kitten Magic Find ascended gear.
/wrist
How A.Net can go from the 100% customizable UI of Guild Wars 1 (move anything, resize anything, disable anything) into this borderline-atrocious and completely uncustomizable UI in GW2 is completely beyond me.
To all of you complaining – just be glad you didn’t witness the glory that was the GW1 UI.
Yeah, I want my GW1 UI (options, at least) back.
You cant solo dailies now either. You have to have combo kills, also have to have underwater kills and craft 10 items each day. Pretty lame changes
WOW that is LAME. I avoid crafting in this game like the plague (I have 4 toons are 3 of them are 0/0…) yet I still would always complete my daily.
Way to screw me over yet again A.Net…getting old…
I’d show you my sexy new healing ascended items but… -sigh- ArenaNet still hasn’t added them in yet. Guess they want everyone go Zerker. T_T
Yeah…wtf is up with this? No ascended gear without healing power AT ALL?
You have to be kidding me. There are ENOUGH glass cannons ALREADY! I run a support Warrior with my friend (party heal/protection Guardian), and we are being pigeonholed into crappy DPS glass cannon (or equally worthless condition dmg) ascended stats, or junk with magic find – or both.
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5% of toughness = power should be changed and renamed, it should be 5% of toughness = Condition Damage, Power Necromancers benefit from Daggers, and the Toughness tree mostly benefits staffs (condition damage weapon.)
+100000000000000000000000000000000000000
Here’s my suggestion for at least one of them. How about… (prepare to be amazed)
Convert 5% of Toughness to Condition Damage.
Where is our 5% as condition damage trait?!
Oh it’s in the freakin’ Mesmer’s traitlines…smh.
This would be a perfect fit considering the Death Magic trait is the toughness line…I realize the 25 pt is 5% of toughness = power, but come on. How many necros really go 25+ points into toughness and are running ‘Power’ builds vs. ‘Condition?’ Where is the condition dmg love?
Rune of the Undead (6) = Convert 5% toughness to cond. dmg.
…Undead…
So why the kitten does Mesmer get this traitline…and not a necro? I’d be fine sharing but that seems like a load of crap.
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- Epidemic – Recharge increased to 25 seconds
25s recharge for Epidimic…? You have to be kidding. The skill doesn’t even do damage by itself, and is completely worthless already for solo encounters. It does not need to be nerfed (and it already has been, fyi).
Agree 100% with OP; have been saying the same thing since release!
Though I did hear they are finally toning down mob density in Orr…this is a start, for sure, but it’s more of a widespread problem than that. Orr is just the worst purely because mob density there is borderline kitteno.
It’s not fun getting locked in an animation (spammable no less) regardless of how effective it is, the sword chain locking you out of your crucial dodge botton is not fine either. I think it requires a higher amount of timing and reflexes with dodges and movement between strikes than it’s actually intended, it can even become ineffective with autoattack on.
Could the sword chain 1 be improved in any way? Definetly.
+1. Also, note that you cannot dodge or move while either Kick or Pounce is happening (66% of the chain), i.e. if there is a cast bar on-screen whether it’s Kick OR Pounce, you cannot interrupt the animation to dodge or even move. You must wait for the rest of the animation to finish in it’s entirety before you have a chance to dodge or move. And furthermore, if it’s left on auto-attack, you must wait for BOTH Kick AND Pounce to finish before you can dodge, or re-position yourself, because you can only interrupt Slash to dodge/move, and the skill queue system doesn’t give you enough time to do either between Kick and Pounce (try it; even if you spam the dodge button between Kick and Pounce, it won’t take if it’s left on auto-attack). So, you see, the sword has more issues than people like to admit – not only does the leap make it impossible to dodge, but you cannot even interrupt the second strike to dodge, either. Or move.
Please don’t change sword at all on ranger especially sword1. As long as you don’t leave it on auto attack and time your attacks its one of the best melee weapon attacks in the game. Its great for sticking to a target, possibly op and you can also do some neat things in among a big group of enemy players by constantly cycling targets as you use 1. Please leave it the way it is
Disabling auto-attack fixes nothing besides actually allowing you to dodge between Kick and Pounce if you time your attacks carefully…which, by the way, results in a loss of DPS vs. leaving it on auto-attack (may as well use a Greatsword at this point). These kinds of pleas are the only thing I’ve seen advocators of the current mechanic use – “it’s good how it is, L2Play / you stick to all targets, and can catch anyone / best melee attack in game / etc.” Like I said earlier – you’re relying on a crutch mechanic that no other class/weapon combo in the game can do. It should be fixed (and by fixed, I simply mean balanced), and arguing against that, no matter the reason, is arguing to maintain an unfair advantage against other players. I can deal with that reasoning if the person arguing for the current mechanic can actually admit to it vs. posting a bunch of unfounded garbage. :P
But it should still be fixed.
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Both classes can get lots of fury and might. Ranger has better condition removal if traited for it.
I’d disagree there. In fact, of the 6 classes I’ve played (I don’t have a Mes or Engi), I’d venture to say that Ranger has the worst availability of condition removal skills in the game. The following, for comparison, is just some Warrior skills and a commonly used rune. I didn’t include any traits.
Warrior
—————
Heal: Mending – Heal yourself and cure two conditions.
Utility: “Shake It Off!” – Cure a condition on yourself and nearby allies. Also breaks stuns.
Utility: Signet of Stamina Passive: Grants faster endurance regeneration. Active: Cure all conditions.
Runes: Superior Rune of the Soldier (6): Shouts remove a condition.
List does not include things like Pray to Kormir (removes 3 conditions), etc. because they are racial skills and any class can have access to them with the proper race selection. It should also be noted that the Warrior skills for condition removal have a much shorter cooldown then the Ranger ones. Signet of Renewal comes to mind in regards to the Ranger: 60s CD (untraited) on Active use and relies on pet being alive to draw the conditions in the first place. The Warrior equivalent, Signet of Stamina, will cure all conditions with a 45s CD (untraited), and does not rely on external factors (pet).
I love my Warrior -and- my Ranger. One of my biggest gripes with the Ranger, compared to other classes, is the lack of on-demand conditional removal (or the ones they do have, are gimped compared to other classes).
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Rifle is better for damage now for suvavility ranger is the way to go, warrior lack of defensive skills, heals, boons and condition removal so, a ranger will win a warrior using rifle anytime on 1 vs 1
Yeah…I’d take this ^ advice with a grain of salt, having both a Warrior and a Ranger level 80. Warrior has heavy armor and the highest HP pool in the game. Please explain how a Ranger (using a LB) will “win every time” vs. a Warrior with a Rifle. Even my heal-spec support Warrior gets off 4-8k+ Kill Shots, no problem. He also has 3100 armor, 25k HP, a 10k self-heal, 2k+ healing shouts (x3), condition removal, fury, lots of might stacks…etc.
Ursan is pretty spot-on with his comment.
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Glad to know there are a few of us who see the value in the Sword.
Yeah, there are a few. Mostly those who primarily PvP and enjoy the fact that you can stick to a target constantly for zero opportunity cost…rolls eyes.
This issue has been discussed, and argued, many times over. The advocates of keeping it the way it is – most of these guys fall into the category above, of “want to keep it the same so I can stick to targets like glue in PvP/WvW rather than moving my character manually/using an actual gap closer/because I fail at chasing targets.” You do realize Ranger Sword #1 is the only skill in the game with zero opportunity cost (and zero cooldown) that allows you to constantly stick/leap to a target? You guys are lucky it hasn’t been nerfed already.
The other side of the argument (people who want it changed) comes from those who actually prefer to dodge when required in order to mitigate damage. You know, the one core mechanic all classes share, and is basically required for surviving high level content/encounters? This includes PvE’ers, and also PvP’ers and WvW’ers. I would say this is most likely the majority of players.
Following these particular threads since the games launch is how I draw my conclusions on this. Also, by talking to my other Ranger friends, and Guildies (btw, none of them will use 1-handed sword purely because of the inability to dodge properly on #1 – other than that, no issues).
There are a few easy ways to fix this.
1. Make the #1 only have a leap in PvP/WvWvW play, and make the cast bars in the chain easily interruptible by either moving or dodging. Seperate the skills for PvE and PvP use. It was done in GW1, it has been done in GW2 for certain skills as well. This ‘fix’ would keep everyone (mostly) happy.
2. Get rid of the leap completely. You are now balanced with other classes as they do not have a zero-opportunity cost constant gap closer with a built in cripple. Learn to track targets and use actual closers like everybody else in the game must.
Until you play a class without that lunge, you don’t know how bloody good it actually is.
I’d be super POed if they removed it from Sword.
I and my Ranger friends and Guildies would like to call your BS on that, sir. I have four level 80s, and most of those guys have several alts as well. None of us have issues manually tracking/chasing/gap closing targets, on any character. And you shouldn’t either, but if you do, it’s a L2Play issue. That ‘lunge’ that you’re so obsessed with can also leap you off of a cliff, or into another mob/zerg that you haven’t yet engaged. Using the sword, you just CANNOT dodge properly – argue all you want, but turning off auto attack does NOT solve this issue as you still cannot dodge while striking/leaping during the #1 (also, you cannot interrupt the cast bars by moving, or even using the #2 or #3 evades). Dodging is an important core mechanic shared by all professions, and even having the dodge roll delayed by .5 seconds or less can easily mean the difference between life and death – and often does.
It should be fixed. One way or another.
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Bump. Real issue. Any ETA on fix?
About time…seriously. I mean, this is a bugged core mechanic that negatively affects all classes (some more than others), and diminishes QoL when you would have slickly dodged that AoE and yet you eat it, and die.
I guess 4+ months is A.Nets timetable for fixing game-breaking bugs…? You guys really need to get on the ball with this stuff, IMO. This thread alone is over 4 months old, and I have posted in multiple threads about this (about the same age), made my own, and even submitted CS tickets. Forever ago.
Glad it’s getting fixed, but yeah…priorities, people.
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Issue still exists.
Any update a.net? Big patch around the corner.
Any update on this issue? Big patch around the corner…
The quality loot (drop rate) in this game is just terrible; I cannot fathom how A.Net doesn’t realize this and instead nerfs it repeatedly.
I can say this even with getting some exotic drops (and plenty of rares) in my playtime (since Beta). I have 4 level 80s in full exotic and working (slowly) on my 5th. Still; this is probably the worst loot system from any game in recent memory (dare I say it’s even worse than Diablo 3) and that is just sad ESPECIALLY considering some of the high-level mats required for skins that you can unlock super easy for PvP use…oh, but you want to use that cool sword or shield in PvE/WvWvW? Gonna be 250-350 Charged Lodestones, please! Lets not mention the tens or hundreds of skillpoints also required, or the ectos, or other mats required besides the stupid amount of lodestones.
FYI: Charged Lodestones are averaging 3.5-4.5g EACH and I’m not BS’ing about the amount required for some “skins.” Skins meaning an exotic crafted Mystic Toilet weapon, etc.
Utter garbage. I joke with my friend daily who has been trying for a sword requiring 250 Charged Lodestones. If he buys one a day for 4g, it would take him the majority of a YEAR to obtain. He farms for them whenever possible, but even just farming the junk requires stupid prerequisites (Altar uncontested, etc.), oh and THEN there is diminishing returns on your farming. So usually he ends up with ZERO lodestones (a core, if he’s lucky!) after farming, and that’s when conditions are ideal. Oh, but you say, you can run a certain dungeon 3000x! Problem of course, you get hit with diminishing returns there as well if you attempt to make more than 3 runs per day (can probably do a few more if you have alts and wait several hours between runs – but still?).
It’s just generally ROFL bad.
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As opposed to dreaming something other than a dream?
I breathed a breath.
Deep stuff.
I lol’d.
But for more than one reason.
Ways to avoid it – search for friendly groups. Even state so when LFGing. Add all people that you haven’t ran with before to your friends list, delete them after the run if it goes well, report them if they do something so douchy again.
This is actually good advice and something I occasionally do when I think someone is going to flake.
Though it wouldn’t really be necessary (in most cases) if the kicking system was actually fair to begin with and required at least >=51% of the attending players to choose ‘KICK’ to actually get rid of someone from the party. You know, like every other game ever released since the beginning of time, requires.
The kick system is atrocious, I agree; requiring only 2 votes to kick someone is just wrong. It’s not even 51% of the attending players in any group setting, and then cases like this happen where one raging person has his buddy back him on a completely out-of-line kick.
Your actions were just, IMO. I would have immediately kicked him and his buddy from my group; I know it sucks making it that far (and one day they will actually fix Fracs to allow re-joining, so they say) and have that happen. All you can do is kick back.
He probably raged even more after you kicked him. His fault for not realizing there were 3 guildies in the group, though (and funnily enough, it only takes 2!).
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If they nerf condition removals, so conditions are useful again, they can nerf Epidemic to the ground for all I care. I rather lost one skill than having the whole necromancer class hold hostage because of its “potential”.
Skills are not balanced around WvWvW.
Besides, if they nerfed Epidimic, it would screw over nearly every condition necro out there that uses it…making them way less effective in dungeons, group events, solo play, etc. I don’t think A.Net is going to screw over that many builds across all game modes because you are tired of re-applying conditions or something.
When conditions gets removed this fast, Epidimic is useless no matter what.
Think about it. In a 20 vs 20 zerg fight, you would expect at least 6 guys with 5+ stack/different conditions. But nope. Nearly everyone is clean because conditions drops off them super fast.
Think you missed my point entirely. Nerfing epidemic would affect more than just certain WvWvW situations, a lot more. Not every fight in the game is a 20v20 zerg. You’re being awfully single-minded.
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Have had this happen on my Necro, using Scepter/Dagger and Staff. Believe I got stuck with the Staff out and couldn’t change to S/D, the button was also greyed out. My Guardian buddy (who, coincidentally, has had this happen to him as well a few times) said to go to Hero Panel and click the button there; which worked – and I was in combat.
However, this is a pretty bad bug and I also have no idea how to repro it. In probably hundreds of hours on my necro it only happened that ONE time. I was in AC explorable btw.
So I guess this would lead to Reanimator being an all-around minor, being equally useful to all builds :P
Okay, well now I’m nearly convinced they have broken Jagged Horrors/Reanimator further, because I swear I tested them with the +20 toughness/minion trait (Protection of the Horde) a while back and they worked properly together…wtf. You’re right that the JH’s don’t give the +20 toughness anymore.
Further testing showed me that you do actually get the +20 toughness from the JH if you have Protection of the Horde. The bonus toughness just doesn’t (usually?) disappear from your stats when the JH dies. You can test this by comparing your toughness stat when you first enter a zone/instance vs. after killing an enemy/summoning a JH for the first time.
That actually further proves the Jagged Horrors “count” as a minion and should be benefiting from Flesh of the Master, which they’re not.
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Seemed to work with all minion skills.
Could you elaborate? I assume you are talking about actual utility-slot minion skills?
Does anyone have any conclusive proof that the FotM trait is working? Especially for Flesh Golem (elite).
FotM is definitely is not affecting Jagged Horrors as far as I can tell, which is wrong and a bug IMO. Trait description reads: “Minions have 50% more health.” I’m pretty sure that encompasses Jagged Horrors. Or it should anyways, since it’s not noted, and they are a minion.
Could the recent patch that changed the degen rate on the Jagged Horrors have bugged this trait out? Does anyone even know if it worked properly before the patch? Lol.
From Dec. 14 patch notes:
Necromancer
Reanimator: Decreased the degeneration rate of Jagged Horrors.
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Race: Charr
Sex: Male
Class: Necromancer
Item with issue: Eye of Rodgort
The Mystic Forge crafted Scepter, Eye of Rodgort, really needs a couple of very important tweaks; at least for Charr characters (and possibly other races, too). While ‘holstered’ the animated Eye is looking down/forward, instead of being visible from the back (the only real visible angle while holstered). Also, while in combat pose, the eye looks around at the ground and cannot even be seen.
This is a VERY expensive Mystic Forge crafted Scepter, requiring easily in excess of 100 gold in materials, the base Scepter, etc. It is very disheartening to [not] see the animation and the way it is currently held both in combat pose and while holstered, especially considering the cost of this Scepter. Please see screenshot #1 for these issues.
I humbly request that while in ‘holstered’ mode, the animated eye face upwards so it is highly visible, like other Scepters. Same could be done with the combat pose, just turn the eye upwards…
Please fix. :_(
Edit/Addition – While holstered, Eye of Rodgort should act like “Pirate Cane” (Pirate Karma Scepter) does currently; it has the skull facing upwards while holstered and highly visible. Please see screenshot #2 for a direct comparison of how the Pirate Cane is holstered vs. the Eye of Rodgort, with the Pirate Cane being correct and the Eye of Rodgort being incorrect.
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The Master trait, Flesh of the Master (Minions have 50% more health), which is 20 points deep into Death Magic, does not seem to be working.
At least, it does not work at all in conjunction with Reanimator (5 pt. Minor trait in Death Magic) and the summoned Jagged Horror.
I tested this in Cursed Shores at level 80, counting the ticks without the trait:
Health degen @ -328 hp/sec, once summoned. JH dies @ 28th tick.
Then I re-zoned, re-logged, and re-entered Cursed Shores, this time with the trait:
Health degen @ -328 hp/sec, once summoned. JH dies at 28th tick.
Logically, one can conclude by using basic multiplication, that the Jagged Horrors have a base HP pool of around 9184, with or without Flesh of the Master.
As you can see, this trait does absolutely nothing for the Jagged Horrors. If it did, the HP pool of the JH’s would be around 13776. That means 42 ticks of health degen @ -328/sec, or that the JH would remain alive for 42 seconds if it received no damage and died only of degen. It also means that you could potentially have 2 JH’s summoned at once, albeit only for a few seconds. I am unsure of a way to test this with the Flesh Golem or other minions to see if it even works for those, either. Anyone know a good way to test? I use Flesh Golem a lot with this GM Trait and I would like to confirm it’s actually working…also, if anyone has any conflicting results with what I’ve found, I’d love to hear it.
A.Net, please fix this trait to work correctly with all minions, including Reanimator’s Jagged Horror minions. If this is intended to NOT work in conjunction with each other, then it should definitely state this on the Flesh of the Master tooltip, as a Jagged Horror is a minion, after all…
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Lolz, I deleted the OP and it just removed it instead of the thread…this forum is -_-
Mods, please delete this thread~
It’s only 20pts deep. A Master trait
You’re right; I had it slotted in my 30 pt. slot and forgot it was a Master trait. Wish I could edit the thread title but I put a note at the top of the OP.
Why is dagger the “worst” melee choice?
its.. not? its like, the best bro.
its.. not? its like, the best bro.it just doesn’t cleave, like every other dagger.
Nah bro, Thieves daggers dont cleave either.
If they nerf condition removals, so conditions are useful again, they can nerf Epidemic to the ground for all I care. I rather lost one skill than having the whole necromancer class hold hostage because of its “potential”.
Skills are not balanced around WvWvW.
Besides, if they nerfed Epidimic, it would screw over nearly every condition necro out there that uses it…making them way less effective in dungeons, group events, solo play, etc. I don’t think A.Net is going to screw over that many builds across all game modes because you are tired of re-applying conditions or something.
I harvest my unfathomable depth of dark sorcery to bring forth a legion of spectral kittens to smite my enemies.
That would make for a sick azz elite and I would take that over my Golem fosho. A pack of undead (dead?) kittens…sign me up.
Though they’d need an equally sick active ability; I’d be satisfied with ‘Explode Kitten’ or something similar. >:D
Nerf wells and marks? That would be a perfect example of how a game shouldn’t and can’t successfully be balanced around only one mode (sPVP). I bored of team pvp quickly and mostly do WvW, and I already feel wells have little purpose there, esp for any non wells build. Most fights are large ranging affairs and people have plenty of room to get out of the way of larger marks and wells.
But in sPVP everything is centered around holding these tiny capture points hardly larger than some of the AOE in the game, so everyone makes builds to excel within the circle, but nerfing there might makes them doubly crappy in the other game modes, which is unacceptable for a profession that only has a few avenues that excels in as it is, and one is in large size team vs team fights and sieges.
Instead of balancing with such narrowmindedness, they should try to be a little creative, and think outside the box. One way would be increase tPVP capture points to the size of WvW camp capture points. This would make wells and larger marks less powerful and more easily avoidable without actually reducing our DPS farther in a hard sense, and nerfing the class everywhere else in the game.
This, this, 100x this. If they blanket nerf the staff because of some tPvP whiners then I’ll be extremely kitten – the staff isn’t OP in the slightest, and the enlarged Greater Marks radius makes up for it’s comparatively weak (vs. other classes) hitting skills and the fact that Marks require an enemy to trigger vs. other classes AoEs which are fire-and-forget (and often times, tick for several seconds of damage). The skills aren’t very spammable, even traited – it only makes skill 2 semi-spammable, which is a couple bleeds and a local regen (big whoop), and this is perfectly fine. If the skills on the staff actually hit like a truck instead of basically just applying some conditions, I’d be fine with them ‘bringing it in line,’ but the actual direct damage is completely abysmal.
If they are having issues with AoEs or whatever in tPvP then they need to make skill adjustments that are confined to tPvP instead of doing some blanket nerf that ruins the game for everyone playing a particular class. IMO, they should just rework how stealthing interacts with AoEs or whatever their actual issue is (like previously mentioned, it would be better just to make the capture points bigger rather than nerfing classes). Seriously, there are better ‘fixes’ than nerf this class, nerf that class…
Necro needs anything BESIDES a nerf, it does need bug fixes though, and the Staff really is not something that should be changed, unless it actually improves it. If they want to start nerfing AoEs they should probably start with Ele then, as they have access to even more AoEs and theirs actually inflict considerable direct damage instead of a few ticking conditions or a condition transfer…just sayin’. (I have an Ele, too).
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another work around is to set your pet on passive and use f1 to send the pet after targets you actually want.
This does work. It’s just a hassle to either keep switching the pet from passive/aggressive or to leave him on passive and spam F1.
I think all horn-using dungeon-runners out there would appreciate a fix since I’m sure it couldn’t be a hard issue to sort out..?
Signets in general are way too focused on pets. I think Anet thought pets would be far more valuable than they turned out to be.
<snip>
In conclusion, the passive effects of ranger signets are far too weak to even be worth the slot because pets take the majority of the benefit. Raising the player’s benefits would fix this, which could possibly be tied to Signet of the Beastmaster, even though I think the raise should be traitless. Like most Ranger problems, they generally have to do with one thing.
“Pets are the Ranger’s Weakness”
Keep saying it until Anet fixes it.
Quoted for truth. I really miss how GW1 made pets optional (requiring a skill be placed on the skillbar to have a pet available, this was the only trade-off). Having one didn’t affect the Ranger’s actual DPS. Kinda like…how it should be.
Makes me wonder why they even steered away from the old system. It really was so much better.
Call of the Wild still acts like an offensive spell instead of something like a shout (for ex., “For Great Justice” since it is basically a version of FGJ minus a few might stacks), or simply a non-targeted spell.
Meaning, if you have auto-targeting enabled, and cast Call of the Wild (even without a target selected), it will select one automatically, your pet will engage and you will start attacking said target as well, if in range.
Call of the Wild should not behave like this. It’s a party buff, why on earth is it auto-targeting an enemy and engaging my pet when I use it…? It does no damage, it doesn’t apply conditions or effects…it simply buffs the party with boons. And it needs to be fixed. It can cause all sorts of [agro] issues in dungeons and other group content if you aren’t aware of it’s bugged behavior.
This issue exists whether you spec Off-Hand Training or not.
P.S. Please don’t tell me to disable auto-targeting. That is not a solution. Proper fixing of the skill is. I’m not going to disable auto-targeting just to make 1 skill work properly.
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Is this ever going to be addressed?
Call of the Wild still acts like an offensive spell instead of something like a shout (for ex., “For Great Justice” since it is basically a version of FGJ minus a few might stacks), or any other defensive spell/buff.
Meaning, if you have auto-targeting enabled, and cast it (even without a target), it will select one automatically and your pet will engage and you will start attacking it as well, if in range.
Call of the Wild should not behave like that. It’s a party buff, why on earth is it auto-targeting and engaging my pet when I use it..?
P.S. Don’t tell me to disable auto-targeting. That is not a solution. Proper fixing of the skill is.
Bring it back, also it is about time to implement TP previewing also.
confirmed with torch, I thought my might have been bugged because I muted it to a lower level. I guess not..
using this weapon requires proficient usage of the ability queue system, targeting system & camera system simultaneously. all issues raised in this thread pertain to one of these 3 issues.
if you spam the 1 key, you will run into ability queue problems ( & apparently get CTS ).
if you play with autotargeting, you will lose most of the positional advantages.
if you do not have great camera control, positional strikes will not place you where you want to be.imo, every weapon in the game should follow the example of the 1h sword, not the other way around. this weapon causes the player to learn more about how the game works in order to use it to its maximum effect. every weapon should provide such an enriching gameplay experience.
the idea that the sword does not allow you to dodge is quite absurd.
msg me in-game if you would like to discuss it any further or go over anything with you. i’m always happy to help.
No…just, no. What this means is that if I “want to use 1h sword effectively” (according to you) that I need to change all of my targeting options. This affects all of my other weapons and characters. That is not a solution. At all. This just further proves that the sword has issues and should be changed. In fact, your entire post serves as reasons why it should be changed. Let me clarify by breaking it down a bit:
“all issues raised in this thread pertain to one of these 3 issues.”
“if you spam the 1 key, you will run into ability queue problems ( & apparently get CTS ).”
“if you play with autotargeting, you will lose most of the positional advantages.”
“if you do not have great camera control, positional strikes will not place you where you want to be.”
“this weapon causes the player to learn more about how the game works in order to use it to its maximum effect.” (This is laughable, really, as I’m pretty sure we know how the game works. Disagreeing with mechanics does not equal “we need to learn how to play.”)
“the idea that the sword does not allow you to dodge is quite absurd.”
The sword should act like every other weapon in the game. Not the other way around. Why am I still having this discussion…lol…smh.
By the way, even if I was okay with changing all of my targeting options, which I’m not – it STILL would not solve the underlying issue of 1h Sword preventing you from moving or dodging while attacking using #1. Regardless of how you set up things – once that cast bar starts moving, you won’t be. End of story. Do not pass Go. Do not collect $200. Do not dodge that AoE – because you can’t. It’s impossible.
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1h sword is my main weapon. Sry but i think is just amazing, my whole build would probably not work without it. I don’t say this to look “leet” or something, that’s just my honest opinion. 1h sword is an evasive weapon, and does that very well. Depends on your playstyle ofc. The ranger has still lots of problems but IMO 1h sword aa is defo not one of them.
You do realize this thread is about improving the 1h sword, right?
…or does your build somehow revolve around you being rooted during your auto-attack sequence?
Some of you guys really need to read before posting.
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People who are happy with something don’t tend to come to the forums much let alone post, hence why most dev teams take the forums with a healthy dose of salt.
I am curious why this is such a passionate issue for you, what about ranger 1h sword is so awesome other than the animations that you’d feel the need to change the one part of it that drew myself and many other rangers I know to it?
I stated clearly above that I’m fine if they want to make leaps interruptible (which since you seem to have a misunderstanding about it, means that they would be breakable by either dodges, movement or both, not that you can be CCed out of it, you can be CCed out of pretty much anything). What I’m not ok with is people wanting to turn ranger 1h sword auto attack into warrior, thief, mesmer or guardian 1h sword auto attack just because they don’t like it in its current form.
If you want to play melee with that attack style there are plenty of options out there, if I want to jump around like a crazy ninja in combat and they take away ranger 1h sword’s current mechanics, I have no other option, I’ve tried them all repeatedly. So yes I’m a bit defensive about people suggesting they take away the one thing I really enjoy in this game. I would think given your obvious passion you could respect that and maybe push for changes that don’t ruin other peoples fun.
Please read better, man. If you don’t know why I’m asking for 1h Sword changes (I have listed reasons repeatedly) than I cannot help you.
I really don’t care about your boo-hoo’ing over animations. Big deal. I can’t imagine anybody else does either. People care more about gameplay. I don’t care if YOU realize that or not. Forcing people to deal with crappy mechanics to have “ninja animations” is extremely dumb. Ranger is not a ninja, go play a Thief if you want that gameplay (Don’t like this recommendation? Then stop telling others there are “other options” out there. Thanks). Don’t push for changes that ruin peoples (yours? – haven’t seen any others) fun? Lulz, there is maybe 5% of people that are happy with how the sword is, so how about you stop defending the poor state of it (because you like ninja animations) and let everyone else have some fun, instead? Quit telling people there are “other options” out there, especially considering there is a grand total of one other melee option for a ranger. I don’t want to hear it, extremely tired of it, and that isn’t a solution. If Sword is so mechanically broken in it’s current state then it effectively pigeonholes me into using Greatsword if I want to melee, which I do not want to use. This is against Arena.Net’s philosophy about playing what you want, how you want.
I’m not “confused” about leaps being or not being interruptible, either. Reading comprehension, please. I said that you could get knocked down during a leap so they are in SOME PART, ALREADY INTERRUPTIBLE. I didn’t say you could interrupt them yourself, just that the function is already there.
I find it quite absurd if anyone cares more about freakin’ animations over gameplay balance. I mean, I figured there would be 1 or 2 people who obsess over things like that, but fighting gameplay balance to retain junky mechanics? Laughable. I was trying not to be an kitten about this, but some of you guys are just absolutely ridiculous with your “ninja animations” and crap…god…that is so dumb. You do realize how you probably sound to others, right?
“Ughhhh…I don’t care about BALANCE or FAIRNESS, I just want my NINJA JUMPS BRO! I’m SO STOKED about how cool my freakin’ NINJA JUMPS are! Wooooo!! Forget all the people out there who refuse to use sword because it sucks. No other classes have weird rooting/undodgeable mechanics while melee’ing? OH WELL, NINJA JUMPS BRO!!”
Gameplay > Fluffy animations.
Please.
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