Showing Posts For Khunvyel.3972:
AgienIdk your post sounds like kissing butt to me and I am sure my post sounds like QQ to you.
Nono, on the contrary I am thanking you for pointing out the shallowness in my thread so let me try to elaborate it, in short.
Jon Peters said nothing about a change of damage or utility with weapons, but rather something about “Pace and feel.” And this is the thing that has me concerned, because what is clunky for some players, is actually bliss for other because they know how to work around it to suddenly shift a weapon to their liking. I am just afraid that Arenanet does the same mistake of “only checking the forums for feedback, and tailoring the game to it” like other companies did. I know that I have to play … “harder” to get up to par with other professions when I play, and I would be very thankful if we get those fixes that actually FIX things and do not make the ranger the new FotM.
Part of the reason why I am not sitting down and write pages of pages of suggestions and text, is 1) I have done this in beta already to see my concerns (and those of others) being unaddressed and 2) as long as the suggestion forum is broken as it is, I am not willing to post hours worth of my lifetime when it gets flooded away in 2 minutes tops. I am getting sick and tired of moderators removing a topic from a category where it BELONGS to.
Yes, I would love to see pets actually being able to attack on the move, like everyone else ( and many many npcs) can. It would be wonderful to no longer be forced to go with permacripple to make your pets hit things.
Yes, I would love to see more build variations possible with support skills. You can only make ONE spirit build that does not suck.
Yes, I would like to see a lot of traits being reworked, fixed and increased in viability. And if they are at that, giving more meaningful tooltips for ALL traits in the game.
Yes, I would be glad to be able to use ALL of my pets, and not only a few selected one because the rest outright lacks either utility, or survivability, or damage.
Yes, I would like to see my pet being able to think a wee bit more on its … paws… legs… wings… whathaveyou, and have me not being forced to dodgeroll AGAIN in order to have my pet take less damage (minor trait: protection on dodge roll) from an incoming blow. There are actually a few ways of doing this (give the pets attack chains too and have it like greatsword 1 having an autododge or defensive buff on their own, depending on pet family).
I do have to say that I have a lot of fun being one of the last people standing in mass fights due to my build, because things just do not hit me with sword+dagger and my pet and me regenerate a ton. This gives me a sense of power. I like how I can tailor a build around my pet and have it destroy anything, but it is hard to pull off due to pet AI problems. But more rewarding if it actually works.
I do not see much problem with longbow because of the way its 1 skill is designed. I actually have more problems with the shortbow. It just feels odd for someone like me who is actually bowcasting IRL, to see so many shots fired indefinitely. The longbow actually does more dps when you stand at 1000+ range compared to the shortbow, providing the arrows actually hits.
Which is another thing. I really want to see preparations get back into the game. I really want to see faster arrow flight back or something the like. It is a bit sad that I can dodge singletarget arrows from enemy rangers without actually using the dodgeroll.
It is the same thing like I give everyone who plays or starts ranger in my guild to disable the autoattack when using 1hand sword and weave in dodge rolls. You have no idea how many thanks I receive for that and how much more fun people having now with it. This is actually my biggest fear… that they will water down the sword because of people unable to adapt and thus cry out loud and say that the entire weapon is crap just because of skill 1.
TL;DR:
I also have to say, that it is not so bad for me (as a tinkerer, and hearty tester) to work with less right now and still be successful, even if it takes more effort. But I am going to be very happy once I have MORE to work with and be MORE successful.
This is what I am concerned about; that they take the effort out of the profession and take out all effort it takes to master it before they are trying to fix the bugs and errors the ranger profession has at the moment, primarily with traits and Pet AI. It is a game of skill, as they say, so then it should be playerskill and the ability to develop it in order to be successful with any profession. And not successfully whining in masses about Sword 1.
So please, Arenanet: first the bugs and the Pet. Then we can see how it works out, and then we will see if the weapons really do need that much of a rework.
JonPetersMany signets, a shout or two, and spirits are all a bit lackluster. That is the first place to expect improvements. Second is trying to improve the feel/ pacing on some weapons.
I like the first part. I don’t like the second part. I have the fear that Arenanet is going to water down the uniqueness and originality of some ranger weapons because they listen to the unable and lazy crowd. People see a weapon, think of a paradigm that they apply to this weapon, and then get angry because their world crumbles. I enjoyed the fact that I tailor builds around weapons. Giving this point of view, you can get out wonderful builds and amazing strategies with the Ranger.
This is the reason why the 1hand sword and twohanded sword really shines in the hands of skillful players. And people so often forget about their pet… the number 1 core mechanic and a big portion of the actual damage we are doing. I really hope that Arenanet takes this into consideration and is not going to water down the experience of the class just because of some whiners who can’t actually play it and want to enforce their playstyle on the profession instead of adapting to it properly.
And I really hope we get a ton of trait bugfixes too… because some traits do not work as intended, and few do not work at all and then there are those that are completely useless, even when they are being part of a complementing build.
Actually, the 1hand sword perfectly underlines the concept of the game. It allows for great mobility and flexibility across the entire battlefield.
I enjoy 1handed sword as my primary weapon, I love the two leaps in there and use them in abundance, enjoy the increased survivability this weapon gives me, especially when using a dagger as well.
Disable Autattack, trust me. Become aware of your enemy and know when you can hit what button. You can weave in dodges with the autoattack this way. 1,1 dodge 1. Or 1,dodge,1,dodge,1. And then you use the other skills that are giving you automatic evades, like 2, 3 and 4 with a dagger. I happen to never fall short of dodging an attack when I am out of endurance … because I always have one of the other attacks up. Offensive evading
Like any other weapon, it needs time to get used to, just in this case, it is more time. It is only NATURAL that you cannot dodge while you are POUNCING at the enemy, the same way as you cannot interrupt a charge with a dodge.
So to anyone dying due to #1 on sword: You really should look into the mechanic of it again and rather tailor your playstyle to the sword, than hoping to enforce a change that would water the weapon down in uniqueness and power. Trust me, it is extremely worth it.
Basically… if you do not want to use the sword… then don’t use it. There are other weapons you will find to your disposal and enjoyment, or you can roll a different profession. But that is not something i say, but that COULD be said by others.
Dear Arenanet Forum Administrators.
As it was in Beta, people are swarming your forum and so many threads have multiple instances because this is just a massive blob of entries. To make the life of everyone involved easier, I ask the community to agree to the following idea:
Split the suggestion forum. Make it either an entire category with the subforums of: PvE+story, pvp+wvw, Crafting, Interface. Just by all means avoid a “general” type of thing because then it will get rushed again with no sense and purpose.
OR
Give certain existing subforum another sub-forum that is seen on the main index in smaller font below the actual name of it where it matters. So Professions do not quite need a suggestion forum as they are already that. But the following forums could use a subforum of “suggestions”:
Forum & Website, Crafting, Dynamic Events, Lore, Personal Story, Dungeons, Structured PvP, World vs. World
If you are not agreeing with my propositions to change the suggestions forum, but if you still agree to the general idea that the “Suggestions” Forum itself needs a proper split so it becomes easier for people to use, and A-net staff to parse, I ask you to put your +1 or /signed or whatever to this.
In addition to that, a small plea from me; please do not stupidly enforce to move anything that HINTS to a suggestions (even the main topic is actually not) to be thrown into the big pot of the same-name forum. Thank you.
I don’t get where your numbers come from, since autoattack damage of Greatsword is always slightly higher than onehanded sword.
Ranger damage is ALWAYS low compared to other professions, because the pet is dedicated to be a core part of your damage. The pet is an essential part of your damage. I would like to know how many people remember that in Guild Wars1, the highest singletarget damage you can achieve as Ranger… is going full beastmaster and control your pet to do the damage.
And it is exactly that toolkit of the greatsword that enables it to have this much more usability within a fight.
The next thing that is forgotten is: wider arc of hitting and every hit counts as a conal AoE, and in addition to that, it has shorter cooldowns on 2 and 3 compared to 1hand sword.
But back to topic. I saw that my post above was apparently in the same minute than someone elses and might have been blotched out. Ah well, in short, I still hope Arenanet does not change the base attack of the 1hand sword. Partly because it seems to be the “weapon of advanced skill” choice.
I say:
Let them have some place for improvement for further expansions In Guild Wars 1 we got more skills with each chapter. I can totally see them bringing new skills for classes by allowing more weapons for them and by adding more weapons in general. Like… Two-handed Axes. Or Crossbows (twohanded and singlehanded. Could think of a Canthan improvement for that which is for the Thief)
It feels like Beta. This is mentioned every time and each time I read it, I sit here sighing and shake my head in lack of understanding. So again, let me pick up the banner for the Ranger Sword and defend it.
It is GOOD. It is WONDERFUL. It is AWESOME.
So basically, what the complainers talk about is something that they misunderstood. Mouseover your skill 1. Look at the range. That is right, you have TWO LEAPS in there. Show me one leap in the entire game that you can cancel midflight by dodging. There is none, as this is against the game mechanic. You can swap your weapon midflight, which cancels it, correct, but that is no dodge.
The Sword for the Ranger is a unique way to alter the profession skills for the same weapon. It has a great amount of mobility, especially with a dagger. You can even leap between two or three enemies, making you nigh-invulnerable because you are constantly on the move. Yes, this requires some skill and practice, but it is a rewarding weapon.
The game works best if you view a weapon of what it CAN do, not what it SHOULD do. And then you tailor your playstyle and traits and gear around it. Around the weapon.
So first, turn your autoattack off, as already suggested. It will massively help you. Especially once you get more endurance regeneration, the 50% from the passive, and then vigor. Since you already have several autoevade attacks in your weapon combination, you naturally need less endurance for dodge, and can use your dodging as a weaving combination of rolling back, and lunge at the enemy, rolling back, and lunge again. Wrapping my head around the concept of the weapon, instead of forcing my wants on the weapon skills, it made me the most durable and longlasting character in melee fights because things just simply do not hit me anymore and I can almost assure that I have always a way to dodge. If it is not endurance, it is firing off one of the skills in the right moment.
I have no idea why people complain about 2. It lacks responsiveness? Well maybe because it hits the enemy first before you evade back… however… in the hitting sequence I’ve observed that you already evade attacks BEFORE you start rolling back. The only alternative I could think about is removing the damage from Hornet sting for an instant roll back, only to make Monarch Leap hit harder than it already does.
The observed “dashing just right without hitting the enemy” with Serpent’s strike is an issue with targeting in the engine. If you have something else targeted than the enemy you want to hit, it dashes TOWARDS that target even if it is out of range. That is a bad thing, and that should be fixed.
If you observe, without a target, you do a rather big roll to the right already. Why it works against a single target in melee range is, that since you autoface the target, the roll sideways transforms to a roll around the enemy… due to the facing.
So let me sum it up:
SWORD 1: It is fine. The only thing that would like to see changed is to have the combo NOT reset when you press any other button before the 3 second reset is over. It works with Sword 2. You can roll back, use another skill, and jump in using 2 again in the time span of the reset.
SWORD 2: It is fine. Alternately removing damage from the roll to be more responsive and add the damage to the followup charge, but honestly, it is fine as it is.
SWORD 3: Please fix it so it prioritizes targets in range over those not in range so we do not awkwardly roll SOMEWHERE and miss.
Closing word: the ranger Sword is a wonderfully unique weapon that helps defining itself greatly. Any major change would only water it down.
I remember that this skill worked correctly in Beta. Whenever I was rooted, stunned, immobilized… anything that hindered me from getting away… I hit Lightning reflexes and got out. I am at a loss how this was changed on live.
The problem is the priority of a) for the pet ITSELF. Here, let me paint you a picture of my everday problem:
I send my White Raven… sorry, I meant my Eagle because I can’t use the White Raven due to lack of stats… into the fight by using F2. The enemy is far and wide, I do not attack, only put the target up and press F2. To make sure every tests runs the same I wait 30 seconds to have every cooldown of my pet reset:
Sometimes my Eagle does “Quickening screech” when I press F2. Sometimes it does not.
Sometimes it immediately starts to attack the Enemy with the F2 skill, in this case Lacerating Slash. I can see this because it applies Bleeding onto the enemy. But sometimes, instead of the anticipated bleed, I see a stack of Vulnerability from the skill “Swoop”, and THEN comes the hit from the F2 skill.
I know, sometimes a pet gets interrupted before it can execute its F2 skill. This is something people often forget. But since I know that, this is why I tried this against monsters that HAVE no interrupt to observe the lack of the execution from “Lacerating Slash”
So whatever goes bonkers here, is clearly that the pet does not get the top priority of doing things once the player hits F2. I am as far as to say that it should interrupt ANY action the pet currently does, and put it on the interrupt cooldown of 2 or 3 seconds of failed execution.
From my tests they actually are that bad and I already filed a bug report on day… 1? of headstart. Even now, especially after the pet update, I tried it again. Let your Raven attack something, a yellow not-so-bad enemy, and let your raven drop in health. Then pop in your heal (use Troll Unguent, not the straight heal) and look at the chunks of HP that regenerate.
The White Raven gets bigger chunks and thus faster hit points, meaning it has less vitality.
This forces me to not be able to use my White Raven. That makes me a sad Ranger
Disclaimer: I am a huge pet friend and I love the way how you have to watch out for them. So I am not flaming here and I know that a true ranger has a steep learning curve to get their pets done right. Still, there are a few problems here. Let me line them up:
Pets only attack from one direction… a straight line. We Rangers have a hard time to make sure the pet gets where it needs to, by having it avoid combat, get into position, and manually attack. But what for? The enemy turns randomly and the entire positioning is for naught. Due to this case, the following happens:
In larger fights / against strong single enemies pets die, even bears, like regular melees do. This leads to a situation where your pet just drops, and then you swap it. Now your swap is on 60 seconds instead of 20, your pet goes into fight (even after repositioning for a better angle) and boom… it is dead again. No, it does not help to play the jumping game of heel-attack-heel to avoid large attacks of the enemy, because due to the response times, it often dies while retreating anyway. Sometimes you cannot avoid your pet to die in these fights, not even bears. Also, being forced to use pets with a lot of vitality to make up for their nonexisting “awareness script” is kinda sad.
Now we sit at a 50+ second cooldown timer, assuming it dies between 3 and 10 seconds into the fight. Resurrecting your second pet would take less time than waiting for the 50+ seconds to count down.
Do I want to have it re-implemented that pets are able to be resurrected again? Yes and no. Only the RANGER who is the owner should be able to revive the pet, perhaps even at higher rates. This way others do not get punished for being locked into the resurrection animation if they do not want to.
The next problem is the pet being an unintelligent sitting duck. So many enemies have the ability to move around WHILE attacking while the majority of our pets do not. I talk about auto attacks here, just in case.
Another problem is, that thanks to this update, we are not allowed to swap our pets out of the fight without this 20 second cooldown. What is the sense of doing so? Trying to keep out of combat and cycle through different pet abilities? If so, why don’t you just prevent pet exchanging while it has its special skill on cooldown?
Next thing: I stow my pet away. Once I activate it, the swap cooldown is running off 20 seconds. What? Am I now punished for wanting to keep my pet away for a moment so it does not do crap or because I do not want to have it in the way right now because it is killing my immersion or perhaps the roleplay?
I know, double post, but this has already been read a few times.
I just logged into the game (I always browse my sites first before I do that) to see that I received two additional spam mails since I slept and I am actually amazed to find the older two RMT mailers still online. Given the nature of the handle system, it should be really easy to temp-ban the entire ACCOUNT for repeated gold seller mailing. So here we go, the support can check my ingame mail system, I have kept the spam mails for now to prove their identity. All spam mails come from pvpbanker.com
<Edit: Do not post the names of other players on the forums>I highly suggest we receive a “report gold seller” button in the right click menu for chat, as well as a button in the mail system, which would all be prioritized before any other report functions. Especially the mail would be an easy way. GM sees copy of the mail, sees gold seller click ban.
I copy this information into a support ticket as well.
(edited by Moderator)
I already received two gold seller mails in my inbox. I checked the Sender, added them to friendslist to see their name to report them. Sadly there is no real way to report such goldsellers other then “report for scamming AND spamming”.
But the main problem is; The person was level 1 in the “defense of shaemoor” human tutorial zone. There is no way said person could have rightclick and send me because I was once in Lion’s Arch and the other time in the Grove. There is no /who command, so I was wondering how they get my details. Someone walking around and rightclick everyone to friend for handle is unrealistic. Then I realized, that the ingame handle is the same as the forum handle. This data was apparently gathered by siphoning the beta forums. For them, it is a profit to prepurchase one game, to have access to the forums to gather a list of potential buyers.
This way you opened up every goldseller opportunity to just browse the forums for handles to send spam mails to them. By and large, it is nice to have a “responsible” way of a community forum where everyone can be reached ingame if one sees their forum handle… but you also realized that you have made this the easiest way to have RMTs spread their filthy trade.
I suggest you bring a solution soon, for example turning off the .xxxx suffix of the handle for people who have not put themselves mutually on their friendlist, which would have people to actively interact on the forum via private messages to exchange the handle digits.
If this continues, we will be drowning in RMT mails by the end of the month, blocking out the real important mails because we can only hold 10 player sent mails.
(edited by Khunvyel.3972)