(edited by Indoles.1467)
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I don’t allow rangers in my groups, especially if I am playing on mine. Too much of a liability. You’re better off picking up a terrible warrior that just smashes 1 in terms of just about everything of value for PvE.
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I really hope the ranger devs look at responses like these and really take them to heart. I posted this topic in hopes of showcasing the real ugliness of the community when it comes to rangers. Mission accomplished.
When you really think about the longbow, its the best vulnerability stacker in the game and raises the group’s damage by a significant margin. Additionally if you are running points in BM, a significant subset of damage comes from the pet (which is still within group buffs).
Of course, none of these points are mentioned at all. While I think there is a problem with the ranger class in groups, I don’t think that it is just the class that is broken. Moreover, its the people who play this game that are equally broken as well.
Anet can fix the game at some point, but I don’t know about fixing the poisonous community and this seeded idea they have of the ranger class.
You mention some of the very reasons I avoid them. Bearbow rangers think they are helpful way back there dealing minuscule dps but applying vulnerability. I’d much rather have a warrior that can pump out twice the damage. Pets are nearly worthless because the only real ways to use them in PvE are sitting way back (spiders and devourers) or constantly swapping, which reduces the damage output. Pets won’t get most buffs because of the 5 man cap anyway.
Now if Anet buffs the longbow as stated in the Dec 10 preview, they would be up to a level I would consider tolerable. I still wouldn’t search for them but if they joined I wouldn’t kick them after I ask what build they are using and I deem it worthwhile. Elitist? Yeah, and I don’t like my time wasted either. Why spend an hour doing something that can be done in 20 minutes? I don’t know about you guys, but I stay busy enough so that when I play Guild Wars 2, I want to get the most content done as quickly as possible.
I don’t allow rangers in my groups, especially if I am playing on mine. Too much of a liability. You’re better off picking up a terrible warrior that just smashes 1 in terms of just about everything of value for PvE.
Very good video. I’m a little surprised. Has it always functioned like this because I feel that I remember a time when entangle was cast while invisible enemies were nearby that the vines still appeared and could catch them and the vines pulsed every second regardless of targets. Then again, I’ve probably casted entangle less than a handful of time in all my playtime as ranger because it is just that pathetic.
If I’m not mistaken, it isn’t the stealth that causes them to escape the vines. It is the trait that removes a condition every 3s while in stealth that allows them to escape (or one of their several evade skills). In fact, the only profession that struggles to escape the vines is necromancer if you already forced out their heal.
I don’t understand the point of this thread. Op wants ranger to be deleted but won’t reroll? What? I assume it is just a rant thread, in which case you are right, they won’t read it.
If OP was to proposed to reroll, would that make any difference?
-just asking-
I interpret this as: If OP proposed to reroll, would that make any difference (in terms of devs reading this)?
No, still a rant. If the thread offered some kind of constructive criticism I’m sure they would read it (they read much more than most people think), but I’m doubtful that they will respond. They rarely respond on any profession subforum.
I don’t understand the point of this thread. Op wants ranger to be deleted but won’t reroll? What? I assume it is just a rant thread, in which case you are right, they won’t read it.
Two main reasons I don’t use it, boring and weak (for how I like to play). I don’t enjoy battles of attrition.
To every responder except Serraphin Storm, please read the op before you answer. He/she is asking whether ascended/legendary weapons are worth the grind not what weapon sets you think are the best.
And to answer, I only really play wvw anymore and don’t have ascended or legendary weapons. I don’t think they are worth the grind. When you find nothing more to do, then of course work towards them.
It isn’t too big of an issue for me since I run Healing Spring and Empathetic Bond. A quick rating of easiest to hardest professions to kill for me are:
Guardian<Ranger<Necromancer<Elementalist<Engineer<Mesmer<Thief<Warrior
The first 5 can practically be defeated the same way. Simply dump conditions, evade at proper times, and dump more conditions. The only problem with Engineer is that they can easily do this to you as well so you have to be very careful. Necormancer is simple if you watch animations and dodge some of his application while keeping constant pressure. The last 3 require significantly more work to defeat. Mesmer and thief both have stealth while warrior currently has insanely high regeneration, damage, and control (if you don’t keep constant pressure in these fights you will lose). I imagine for those of you running power builds that you won’t agree with me, but that’s part of the reason I rate rangers so low as I rarely see another ranger in WvW who isn’t using a power build and those fights are insanely easy.
What I’m getting at is that conditions are a problem for rangers, but with the proper build, you shouldn’t be struggling against them as much as they struggle with you. Lately I’ve been watching a new GW2 streamer running a power ranger build in pvp and it disgusts me. He runs absolutely no condition removal and gets immediately stomped by any fight that is greater than a 1v1 or where his opponent uses conditions as the main means of damage. I’m not saying that rangers can’t run power builds at the moment (although I believe that), but that if you do, you will need to sacrifice some damage for condition removal or fail against many builds.
As for perplexity madness and confusion. You will need to be able to kite until your passive condition cleansing kicks in. I’ve fought several duels where I’ve hit 18-21 stacks of confusion and I’ve won every one of them because I keep my conditions in check and counterattack when clear. Confusion is actually a bit of a l2p issue. You just need to be able to focus on both the fight and your current situation at the same time and make decisions accordingly.
Yeah, I thought we decided long ago that Empathic Bond our only source of viable condition removal is the biggest thing that is killing build diversity.
I wish Karl would come back and comment on whether or not there is an internal discussion happening about this very problem (or perceived problem).
I agree it is. Without it, you rely on not taking any focus in a fight and that simply won’t happen. There are some decent changes here, but the only one I see that promotes any build diversity is the spirits unbound and nature’s vengeance swap. Otherwise, rangers are still stuck 30 deep in wilderness survival with 40 points to pick from for their respective build.
My personal preview of what these changes would cause in a PvP perspective:
Long Range Shot. Increased the damage at 500 range by 20%.
Long Range Shot. Increased the damage at 500-1000 range by 15%.
A well played player may be able to use longbow to some degree of effectiveness now. Mainly due to the 20% buff at the middle damage interval.
Marksmanship V – Predator’s Instinct. Increased the threshold from 25% to 50%. Increased the Cripple Duration from 2s to 10s. Increased the cooldown from 15s to 30s.
Conceptually good, but practically you will rarely ever see more than 5s of that cripple affect a player, much less a good player. Still, it may see some use now.
Marksmanship VI – Beastmaster’s Bond. Decreased the cooldown from 90s to 60s.
Better, but I doubt it will see much use still considering the poor up time and requirement for it to occur.
Skirmishing XII – Moment of Clarity. Stun Duration increased from 50% to 100%.
Hmm. Very hard to say how much this will affect the ranger. It will surely help those that bring this trait, but picking this trait up means 30 deep into a line that is pretty poor and we will still need to go 30 deep into wilderness survival for the condition removal.
Wilderness 5 Natural Vigor. Reduced the increased endurance regeneration from 50% to 25%.
A blow to the passive endurance regenertion no doubt. I’ll have to trait back into vigor for sure if I want to maintain my dodges.
Wilderness XII – Bark Skin Increased the damage reduction from 30% to 50%.
Fairly worthless. A ranger needs empathetic bond to stand a chance in almost any fight these days.
Nature Magic IX – Two Handed Training. Added the following functionality to this trait. Greatsword and Spear attacks have a chance to grant Fury on hit. 50% chance. 3s Fury. 10s cooldown.
Very interesting. I’m not sure. I see the benefits, but the rng makes this remind me of glacial heart. When you need it most, it seems to never occur. Then again, it is an added bonus to the trait that was never bad.
Nature Magic X – Enlargement. This trait now uses Signet of the Wild to trigger. This reduces the cooldown to 60 seconds and allow it to interact with the Signet of the Beastmaster and Signet Mastery traits.
Potentially a life saver. But has limited uses due to reactive bonus. Requires 50 trait points to have it affect you, which means you can’t bring empathetic bond. In other words, I would never use it in the current state of the game and the ranger profession.
Nature Magic VII – Nature’s Vengeance. Moved to Grandmaster Tier.
Nature Magic XI – Spirits Unbound. Moved to Master Tier.
An excellent change. I always felt that Nature’s Vengeance was very powerful and Spirits unbound was needed earlier. I haven’t considered the available builds for those willing to place 10 trait points elsewhere now.
Sun Spirit. Reduced the passive burning from 3s to 2s.
Storm Spirit. Reduced the damage from the Call Lightning skill by 33%
Really hurts the spirits to a point that I consider near worthless. Players will notice a severe lack in damage output with a spirit build now (which was needed, but I feel this is a bit harsh).
I’m left wondering if this is a stunt to try and show some love for the adopted child (ranger profession) due to the fairly obvious and severe neglect that has left a majority that still play this profession distraught.
I guess I can’t complain. Just do me a favor in the live stream and tell us that you think this profession is working as intended so that we can all move on.
It’s funny because I’m pretty they have changed it since launch in an earlier patch so that it obstructs when out of los , it wasn’t always like that. Nobody really understood why considering it is already a kitten near worthless skill. It deserves to tick 3 blinds for 1s duration throughout the damage, but I doubt we will see that.
Gotta think about the condi spread though … This would add one more condition to the line to get cleared as opposed to 3 being added to the bleed stack. It’s not just about dmg but manipulating your enemy’s condi clear. That’s what I would use it for atleast, but yea, i can see it definitely being weaker than geo in an offensive/dmg side of things. Also keep in mind its a on crit so you could actually pair it with geomancy anyway.
In the sense of condition masking, I totally understand. From personal experience though, I’ve found that players either lack enough condition cleansing or have so much that one more condition (especially one like this that will be relatively weak since our profession can’t apply it in other means) won’t make a difference. With the introduction of the new healing skill, I don’t see this as being as good as it could be.
Weak imo. I’d much rather use geomancy.
So I did a little WvW on my ranger today (I won’t go into detail about that experience. Let’s just say it won’t happen again for some time.) and I noticed in one particular situation that my burn actually ticked for 1660 on one person (unsure if multiple people, I just noticed the one) multiple times. At least, that was the displayed value. Some math tells me that to tick for 1660, I would need 5328 condition damage, which isn’t possible as far as I know. However, if you do 1660/2, you see the number 830, which is very likely what my burns were ticking for at the time with 2008 condition damage.
The skills I used that can cause burning are Torch off-hand (both 4 and 5) and Flame trap. I was wondering if anyone can reproduce this or if it was just a server fluke/display bug that arose during the insane lag in WvW. Sorry no screenshots, I wasn’t recording at the time, but I know what I saw because it occurred several times during this isolated instance.
If some combination of these skills does cause burning to stack, I think that would be interesting until it gets fixed. If it is just some display bug with the new floaters or lag issue, I’m not surprised. I’m just curious as to why this occurred.
Yeah, worst skill lag I’ve ever seen in the past few days than ever before. Honestly, it sickens me. I can’t stand playing when nobody can cast anything. It isn’t fun just watching everyone run circles around each other pressing “1” and rolling because everything else doesn’t work or is on a 4-20s delay depending on the situation.
While I’m pretty sure everyone knows this by now, I just want to point out that it isn’t our internet connections. I have an extremely stable ping at 1gbps down and up and still get insane skill lag.
I’m not sure they have a necromancer balance team, I thought it was just a couple guys doing all the balance.
I get the feeling Anet wants lb and gs to be power weapons, they just have no idea how to make them viable. They thinking nerfing our other weapons will make them stronger, hilarious.
Dat shortbow though. It’s so good.
I disagree, we just think it is good because it is our only weapon with the entire package (hard cc, soft cc, evade, condition application) and because it is mindbogglingly easy to use. If we had some weapons that were actually worth using other than in niche builds, I think we would all see how bland and normal the shortbow really is. As it stands now, it is our most basic option that works, so it appears strong.
What’s depressing is if LB was given an aimed shot skill it would probably be a complete and viable weapon.
I have a feeling the devs think a skill like that would be too hard for most players to use. That’s something that I think drags this profession down very much.
I wasn’t implying we hold down the button and the longer we hold it the more damage we do. I was saying we should just get an identical spell to the Warrior’s rifle burst skill. It can do the typical 25% less damage simply because we’re Rangers and ANet has a kitten for making us deal with a useless pet.
Yes, but then they would have to remove one of our other bad skills and that would be whack-a-mole balancing.
Don’t take me too seriously.
I get the feeling Anet wants lb and gs to be power weapons, they just have no idea how to make them viable. They thinking nerfing our other weapons will make them stronger, hilarious.
Dat shortbow though. It’s so good.
I disagree, we just think it is good because it is our only weapon with the entire package (hard cc, soft cc, evade, condition application) and because it is mindbogglingly easy to use. If we had some weapons that were actually worth using other than in niche builds, I think we would all see how bland and normal the shortbow really is. As it stands now, it is our most basic option that works, so it appears strong.
What’s depressing is if LB was given an aimed shot skill it would probably be a complete and viable weapon.
I have a feeling the devs think a skill like that would be too hard for most players to use. That’s something that I think drags this profession down very much.
I get the feeling Anet wants lb and gs to be power weapons, they just have no idea how to make them viable. They thinking nerfing our other weapons will make them stronger, hilarious.
Dat shortbow though. It’s so good.
I disagree, we just think it is good because it is our only weapon with the entire package (hard cc, soft cc, evade, condition application) and because it is mindbogglingly easy to use. If we had some weapons that were actually worth using other than in niche builds, I think we would all see how bland and normal the shortbow really is. As it stands now, it is our most basic option that works, so it appears strong.
I will not PvE. I use Lion’s Arch as a portal for WvW and PvP. I will not participate in PvE no matter what you say or do to cajole me into it. I simply refuse.
This means I cannot get World Completion and cannot craft Legendaries. It also means that my income is at best 30% of what it could be if I played PvE. Too bad.
The more you try to force people into doing things they don’t want to do, the more they will resent it – and leave without telling you why.
I am doing you the courtesy of telling you why.
Well said.
I get the feeling Anet wants lb and gs to be power weapons, they just have no idea how to make them viable. They thinking nerfing our other weapons will make them stronger, hilarious.
It isn’t bugged, people just don’t understand the mechanics of it.
1) It is a pulsing aoe. It pulses about once per second, if you miss the pulse, you get nothing.
2) It adds 1s to your current swiftness buff (plus boon duration) if you already have it.
3) It doesn’t trigger as you enter or leave, only on the above mentioned set intervals.
4) It has an aoe limit of 5. So, when following a zerg, you may not get the swiftness buff at all. This is fairly common.
If I’m not mistaken, I read that out of the patch notes the patch before this one. I didn’t say anything because I had already given up on ranger back then. I remember being a little surprised nobody brought it up on this forum though.
Guess I was wrong, but I definitely read it somewhere a while back.
Now this… is something I can agree with. A year and two months later and a change to WvW comes that I actually like. Maybe there is still hope for me.
Does anyone even know why they shafted the leash?
Shortbow should be traitable +300 like the longbow, then there is a cost for that range, a little thing we like to call ‘balance’. Then all those people who think it’s fine at 900 can carry on and enjoy the freedom trait points, and all those people that really want the range can have it.
If I remember correctly, there was one big reason. In sPvP, especially the map Battle of Kyhlo, the ranger could send his/her pet to attack a player going mid and then go to a far point and stay out of combat while the pet continued to fight. To them, this was enough reasoning to nerf it in PvE as well because they assumed this was also a problem in WvW. In fact it was an issue, with the Guard skill in particular allowing pets to climb inaccessible terrain, but I think that fix was implemented before the leash was put in (not sure), so the nerf in PvE was heavily unwarranted (in my opinion).
Fairly easily tested.
Dodge roll w/o natural vigor. Time how long it takes to recharge. (Control 10s)
Dodge w/ natural vigor. Time how long it takes to recharge. (7.5s)
Dodge w/ boon vigor. Time how long it takes to recharge. (5s)
Dodge w/ both natural vigor and boon vigor. Time how long it takes to recharge. (5s)
I haven’t tested it, but my experience tells me they don’t stack and the numbers I provide should be used for comparison to what you should get.
it didn’t get nerfed, just a tooltip error.
next update:
- Trap Potency now applies the proper amount of condition duration as implied by the tooltip.I’d bookmark this thread. There’s no reason for them to have touched the text on this tooltip. So the fact that it was changed probably means they’re at least considering nerfing it. It’d be a really odd thing to do though because the current meta (for most classes including ranger) is that power builds are better than condition builds. If anything they need to be making condition builds stronger to encourage build diversity.
First, if you think a power based ranger build is stronger than a condition based one, I don’t even know what to say (unless you are strictly talking about pve, in which case I didn’t even know this game has a pve meta). Second, the last time they tried to promote build diversity on ranger, they nerfed shortbow range to more people would try out longbow because they thought they buffed it enough that is was worthwhile. They were wrong and shortbow wasn’t rectified. I’d rather they just leave ranger alone at this point so that there is at least a couple viable weapons and builds left.
Can anyone explain WHY rangers are weaker than warriors? I keep reading it in these forums but never any explanation. I’m leveling one of each side by side, waiting to choose a main and (at L30 with limited wvw experience) the ranger seems way more survivable than the warrior. Similarly the only classes I ever really see in pve are rangers and guardians. Usually in mmo’s everyone gravitates to the strong classes, so again it would appear to suggest rangers are doing okay. Do they get worse at higher levels, or?…
Rangers pets don’t scale with your stats (static). Pets can’t avoid damage for the most part, they rely on high health pools and toughness. Rangers overall have very poor power coefficients on weapon skills, around 2/3 that of warrior, which equals significantly lower normal damage. Rangers lack condition removal heavily, especially if you neglect going 30 points in wilderness survival (this is more crucial in pvp). Rangers have no long duration cc outside of entangle, which is terrible in both pve and pvp. Rangers mainly lack escape and chasing tools, warriors don’t. Rangers can’t support very well (I would argue they can’t support at all), warriors can. Many ranger skills are worthless to slot. Ranger likely has the worst build diversity (if you want to play competitively in either pve or pvp). I could go on for quite some time, but I’m done.
Oh look… Anet nerfed our last unnerfed viable build…. What a surprise…. Looks like changing over to my ele wasn’t a bad idea after all…
I mean seriously, Trapper was probably THE LEAST broken thing we had as a viable build, and if they’re gonna nerf traps they should just nerf that meat grinder of a build they call Turret Engis because they’re much better at point defense than a trapper ranger is…
Look up a few replies, it didn’t get nerfed, just a tooltip error. Still, I’m playing other professions now anyway.
It’s funny you mention this because every time I think about purchasing gems (I have yet to do so), I look at the professions, gameplay (all types), mechanics, etc and then cringe and withhold my purchase. If the patches even showed a sign that they were going in a way I liked, I might actually make a purchase, but with each passing patch, I get more discouraged. For instance, 5 months or so ago I knew warrior was going to be op. I called it, everyone called it (that knew anything about pvp), yet nothing has been done(you could easily argue that it has been buffed at every corner). I was playing stunlock warrior before the meta moved to it and had to show people that warrior wasn’t weak, but they just kept getting buffed. So, I made a warrior and really played it, but you know what, I loathe playing the strongest professions because it just isn’t fun to me when you win by default. It amazed me that this game has moved from an active play style to a passive one and I’m not happy about it.
Now the real question is if Lightning Reflexes needs a buff or not. The obvious answer is yes.
What?! Skills working as you would expect?? On a ranger? Bwahahahaha. Anet says, “Nay! That skill is functioning properly (until we break it).”
Edit: I’m sorry, I just can’t do this anymore. As little time as I find to play these days, I’m not going to spend it dredging around in the most neglected profession any longer.
>with 50% condi duration + trait (+200% for trap conditions total)
You used 50% condition duration AND the trait, Indoles? Wait a second. You should be able to use 0% condition duration and the trait and get 200% total. Trap potency is supposed to double trap duration. Unless the tooltip has been wrong for the entirety of the game?
+200% on top of the base 100%, so 300% total. How that trait has always worked is as follows.
1s base burn (per pulse of flame trap) 100%
1.5s burn (per pulse with +50% condition duration) 150% total
2s base burn (per pulse of flame trap with trap potency) 200% total
3s burn (per pulse with +50% condition duration and trait) 300% total
So is it 50% or 100%, some claim one way, others the opposite. Guess I’ll test it when i get a chance to play.
It’s 50%. Using Vipers Nest is the best way to see this because of its duration. From 5 seconds one would expect to see 10 with the trait if it was double. But in practice (and on the tool tip) the poison is only applied for 7.5 seconds (actually 7).
The trait also states 50%.
Ok, i just tested it with every trap. I got my full duration of 3s (x3) burns, 3s (x6) chills, 9s (x3) poisons, 15s bleeds, and 6s cripples with 50% condi duration + trait (+200% for trap conditions total). I even watched chill trap proc 6 times on a single target, stacking 12s of chill (18s total, but 6s were used while the others were stacking).
It’s a tooltip typo.
So is it 50% or 100%, some claim one way, others the opposite. Guess I’ll test it when i get a chance to play.
Expected to be letdown. Expectations were easily met.
This.
•Glacial Heart- it doesn’t now chill enemies on every crit-hit with hammer.
I’d tell you but I feel like it would take the excitement out of logging in and looking.
So I just got back home, read the notes, and I’m sitting here laughing my kitten off. I’m so glad I expected this. I’ll be on my guardian and warrior in the meantime.
Looks fine to me.
Just want to point out that it costs 4 init, it can’t be spammed unless they want to waste all their init. It isn’t a big deal.
What’s funny is that all the traits were setup for the demo classes, except for the ranger. That pretty much tells you what you need to know right there.
I noticed this as well. Chance I log in tomorrow is dreadfully low considering I will be busy already. I’m not disappointed, I expected ranger to be skipped over. I’m excited for my guardian and warrior though.
The only other thing I saw was maul seemed to have a damage buff. He had fairly low power and way managing to hit 1600+ with it.
It’s not strictly a bug, but I definitely consider it an oversight. As far as I know, the behavior of SotW dates back to earlier times when you could not interact with objects (or stomp in PvP) when transformed. SotW active is considered a transformation.
I have been hoping this will be changed for quite some time. It seems bogus that our only non-elite source of stability cannot be used to stomp players in WvW or tPvP.
This.
Hmm, maybe this is a good opportunity to get your feedback on the issue.
Do we freeze everything or do we throw everyone back into their team spawns and keep the gates locked?
Do we add a time window for how long a game can remain paused?
Tournaments are often run on a schedule, do we keep the game clock running while the game is paused so the game will still end around the same time?
If the player comes back, do we just resume the action or do we restart the match?
What do we do when we have to give up on waiting for the player to reconnect?
How do we handle trolls that disconnect on purpose?
Do we count a disconnect as part of dishonor?
Do we disable progression and rewards for a game that doesn’t finish because of a disconnect?
Do custom arena owners want to be able to pause through a command?
Lets hear your ideas. Try to come at the problem from more than one angle.
I would implement a system similar to the way Valve handles it in Dota 2. The game does not automatically freeze when somebody disconnects, the team members have to actually hit a hotkey that pauses the game indefinietly. This pause freezes everything in it’s current state and when resumed, everything resumes exactly as it left off after a few second timer which is displayed on everyone’s screen. A player on either team can resume or pause the game at any time.
However, this system would need to be manipulated to make it more efficient for this game. For instance, pausing should have a longer cooldown than resuming to prevent people from permanently keeping the game in a paused state. For this game, I would place pausing on a 2 minute cooldown per player. Resuming should be around a 30 second cooldown (per player) and no player can resume within 3 seconds of a pause (but a player can pause immediately after a resume).
So if we analyze the worst case scenario of a team that is trolling a another team, they will achieve a total of ~15 seconds of pausing every 2 minutes. A single troll spam pausing won’t be an issue and a single troll spam resuming can only do it every 30 seconds, meaning the entire other team can continue to keep the game paused. Two players on the other team can overthrow the pause loop. A cap for maximum amount of pauses could also be implemented, giving each player 2-3 pauses per match to help alleviate the issue of spam pausing (very doubtful a team will ever need more than 10 pauses a match).
A team member can pause at any time, which leads to people wondering if tactical pauses are possible. Interestingly, it seems the morale of a tournament match tends to negate this almost entirely in most games, but it is still possible. However, this goes both ways, so in essence it is fair and the game can be quickly resumed anyway by either team.
Well, I’m on fall break for the 14th and 15th, so I guess I’m a little excited. Actually, I’m more excited for my guardian; I’m ready to be disappointed with the ranger. Then again I may not play much as I have a project and research paper due on Wednesday…
I really should level my Warrior.
I skipped class for this… Naw, I’m kidding. I would have skipping class anyway.
Skills like crippling talon aren’t affected by gravity, and therefore travel the exact 900 units before despawning. On the contrary, skills like Winter’s Bite fall after reaching their maximum range and despawn after either A ) when they hit an obstruction B ) they reach an unspecified length that is slightly farther than the listed value along the axis thrown (seems to be about 300 more units).
Or at least this is my understanding of it.
Doing it wrong, you should be able to find them naturally without having to trigger their spawn. I don’t know where they are and I’m sure you can look it up quickly while in game with a “/wiki juvenile arctodus”.
Back in the betas gs ranger was considered op as the damage was around double what it is now, so that’s why it got the nerf hammer so hard. I’d like to see it go up as well, but I just don’t see it happening.
