Showing Posts For MeTx.6712:
As of right now, the rangers to pvp for srs bsns, the warhorn is the way to go. AoE and ranged fire may sound great, but fire is an incredibly week condition (and it’s removable, unlike Hunter’s Call). Dagger has cripple and poison, but the shortbow has cripple too, and the ranger’s melee is so bad, that you shouldn’t be in range for using the evade+poison skill.
The warhorn is good, reliable AoE buffs and decent single target, non-removable damage.
I would actually like to see this too. Or something similar to Sharpening Stone.
You could turn it around as ask in what game zerging (ie. basic teamwork) isn’t OP?
I’m not too sure if this has been discussed, and it’s frankly a very obvious topic, but I haven’t seen much mentioning of it.
It’s basicly why thiefs and mesmers are a pain in pvp. The game limits the targets.
Simply put:
For stealth: it’s an annoying mechanic because you lose your target, thus limiting the amount of damage you can do to the opponent. In FPS’ where stealth occur (TF2), it’s less frustrating because you don’t feel completely powerless when the opponent goes invisible.
For Clones: With FPS like controls, if would be easy to focus the player instead of tabbing through all the clones, Playing against mesmers is more enjoyable with combat mod, because you can tag the clones and quickly see if they were the player or not.
I’m not saying we should go with combat mod (I would sorta prefer the current system), I’mm just saying that in a game (and, dare I say, any game) where targeting is so important, the most frustrating classes are the ones that can avoid being targeted (stealth and clones).
“Oh well of course, Capt. Obvious!” you might say, but I just thought it should join the discussion directly instead of being underlying common knowledge. I don’t know what to do to fix it (revamp the system to make single targeting easier?), but I think Anet should put more focus on balancing around the target system instead of nerf-hammering classes with cool mechanics.
The 15k backstab dmg can be discussed elsewhere.
I don’t know why you all are so afraid to wear a unicorn bow? Are you afraid that your friends might think you’re gay?
I think it’s way better than some 420-noscope-XxX-flame-noobpwner-bow that would a 12-yo.
It’s a humorous skin, and you guys should grow up and try not to worry what strangers on the internet think about you (they’ll most likely be jealous that you have a fakkin legendary weapon).
balance purposes mate.
Also, I want a precision, crit dmg and power.
Yeah, that was not funny. It looks like a 12 year old made the thief one, and just raged the whole time through.
You have obviously never been to 4chan…
Sometimes pvp can get quite hectic when more people are involved on a point. I swap pets quite a lot (for 2 secs QZ), but each time I do, the pet I swapped to has a few seconds of idling.
This is not good for 2 reasons:
1. Pets are part of the overall ranger DPS, and in hectic battles is NOT when I need them to suddenly stop attacking.
2. pet-swap-QZ only lasts 2 secs, and I really need that for a quick F2 skill. If the pet is idling, it’s wasting the QZ (instead of F2’ing as it should). Valuable DPS is lost.
I reported this to the bug thread a while ago, but I can’t remember why the author didn’t add it in.
PvE: Murellow and Arctodus because of high vit.
PvP: Marsh Drake and Lashtail Dev. for high toughness.
I think it’s damage stacking, not actual damage. If you use the Longbow’s Rapid Fire, you’d see large numbers too, but the it’s only how much damage the skill has done, and not doing.
I’m building power on my ranger. The damage is consisitent (and good enough to not feel underpowered). Every point in power increases your damage, while precision only increases the -chance- of more damage.
Axes are viable for Orr farming in large groups, as the can loot-tag multiple enemies.
Too bad you can’t use sick em and protect me at the same time
The only non-high-recharge skills are our traps, so I feel, for the most part, that rangers are one-trick-ponies.
Some may argue that we’re made to harass, and not kill. But harassing doesn’t give you glory, now does it?
Yes, but atleast 1 player in group must have access to the explorable mode. He is the one that enters, then the rest of the party can enter afterwards.
This happens to me. Not sure why though.
• Legacy of the Foefire: Fixed an exploit that was allowing players to teleport past one of the gates.
Don’t worry guys!
They could atleast have gotten a guy with an ancent. Would love to hear some british/scottish/australien from the announcer.
well think about other modes:
- King of the Hill: One objectiv, very boring to watch.
- Capture the flag: Would only encourage speed.
- Escort and back-and-forth capture points: Would encourage heavy defensive skills.
- Team Deathmatch: Would be pretty good, but lacks depth and objectives.
The current format encourages speed, attack and defense, while shaking things up with 2 mini bosses (Niflhel).
I really like the current mode, but half the maps are just bad!
Earth. bleeding all over the place! +the trait Sharpened Edge (skirmishing II)
@ErikB: Try playing some hectic pvp with the sword. It’s mostly as bad as being stun locked.
Imma put this way too simple:
Use shortbow > longbow. It’s been tested. SB out dmgs longbow by TWICE as much. Only reason to go with is for AoE dmg and cripple.
Other than that I recommend Warhorn for +20% CRIT, MIGHT AND OP SPEED.
and sword or axe in mainhand.
Utilities: QZ+Sharp stone is OP for single targets. Traps are weak, but decent AoE.
pets: If you ever consider NOT using a pet that doesn’t have max vit, it’s your loss. Try roaming Orr with a weak kitty who gets one-shotted. high precision mykitten it’s useless when you’re DEAD. I suggest the uglykitten OP Murellow for AoE poison and tanking-like-kitten-boss. +bears.
Sources: over 200 hours on my ranger. No alts.
We get plenty of possible combo fields from all the traps (fire, frost, poison) and even health.
During events, there is always plenty of AoE going off that we can take advantage of. Sorry, but I just don’t see Rangers needing any more of this.
Poison trap doesn’t actually make a Combo field. However the Murellow, which already is a very powerful pet, can make a poison field.
Are ya’ll completely oblivious to all the other threads suggesting this? ANet said it’s coming.
/thread. And don’t repost it…
It’s quite the dilemma at the moment if you ask me.
However, let’s look at current format contra 5v5 and TF2:
Amount of player
The less players on a team, the more important each player gets. This means, that in games like TF2 where there’s over 20 players on a server, the individual player is not as important as they are in, say, 5v5. 12v11 is more balanced than 5v4.
The maps
Now, the maps are obviously not designed for 12 player-teams, but instead for 5. The current maps still feel clutched and zergy for 8v8 though.
Now, 8v8 is a “weird” amount of players, seeing as it’s neither a small nor large amount of players.
Joining a game
The current way of joining a game is imitating that of FPSs, where you choose from a list of servers. However, this is really only “viable” if you have, like in TF2, a large amount of players. Why? Because no matter how many people are on the server, someone’s gonna leave at some point, and when a game only allows 16 players per server, a player leaving can suddenly be a huge backlash.
The other way would be matchmaking or hubs (but hubs are terrible for quick games, since the wait is normally longer than the actual game, so let’s leave that out). While server lists are good for many players, matchmaking are good for few players. This is because eventually, the player base will go low, and if there’s only 15 players (for an 8v8), a match will never happen.
Also, server lists grants more freedom to the player (as he/she can leave and join whenever), while matchmaking are locking players in a match for 10 mins (but they are mostly guaranteed to stay).
In my opinion, the options:
1) If ANet decides to change from 8v8 to 5v5, the server list will suddenly become very inefficient. So with 5v5, a matchmaking system must be made.
2) Keep the current system, which leaves more freedom for the individual player, but the games are very clutched
3) Remove down-state from spvp to get rid of players quickly in case of zergs. But this would remove a core mechanic, and may or may not improve the situation.
4) Make 2 versions of future map. A big version for 8v8s and a version, where ex. an area is cut off to be the size of a current map.
5) introduce different modes. With different map sizes.
I hope this made sense. And please note, I’m not stating facts, only speculations.
Please post a picture.
WHERE’S MY HUMPBACK WHALE PET?
Use a pet with the most vitality and it will almost NEVER go down. Besides, pets do a kitten ton of damage.
So, as the dedicated ranger I am, trying to tweak my build, I wanted a pet that was perfect for my play style. However, trying a few of them out, I found out they were either bugged in some way, or information was lacking from the description.
So, as a good community member, I decided to test out all the pets’ F2 skill to see, if something was missing.
Land
Blue Moa:
Protection doesn’t last 10 secs
White Moa:
Icy screech says it causes chill, and it does, but the description has a regen icon for 10 secs on instead of chill for 1 sec.
River Drake:
Attack 6 times, but it’s not stated.
Salamander Drake:
Attacks 5 times.
Lynx:
Skill says the bleeding lasts 23 seconds. But it “only” lasts 10.
Snow Leopard:
Chill lasts longer than described. Also, the chill icon has an intensity number on it, but Chill stacks only in duration.
Raven:
Skill doesn’t say, it attacks twice.
Arctodus:
Seems like the bleeding only lasts 5 secs instead of 7. Description doesn’t say it attacks twice.
Lashtail Devourer:
I’m not totally sure, but it seems as the bleeding only lasts for 4 secs. Also, only 6 stings are fired, but the description says 7×.
Hyena:
No description, but the ally lasts about 10-15 secs.
Owl:
Description doesn’t say it attacks twice.
Eagle:
Description doesn’t say it attacks twice. Bleeding lasts 15 secs instead of 17.25.
White Raven:
Description doesn’t say it attacks twice.
Hawk:
Description doesn’t say it attacks twice. Again, the bleeding lasts 15 secs, not 17.25.
UNDERWATER
Red Jellyfish:
Attacks 4 times instead of twice as stated.
Rainbow Jellyfish:
Attacks 4 times instead of twice as stated. Chill has an intensity number of 2, but it stacks in duration.
Arctodus:
Bleeding lasts 5 secs instead of 7.
Blue Jellyfish:
Attacks 4 times instead of twice as stated.
Marsh Drake:
Poison Cloud has 5 pulses. But it’s unstated.
Ending notes
- Please say if I missed something, or if I misunderstood something for a bug.
- I undoubtedly missed something, so I encourage you to test a few out yourself.
- I didn’t post this to the big ranger bug post because of 2 reasons: awareness and seperation. The bug list is big enough as it is, might aswell have one for the player, and one for the pet.
- I learned quite a bit from testing these, so feel free to ask questions!
Absolutely nothing happens after trahearne and the pact members stops speaking.
Unlocking BL chests are awfuol because of the massive amount of useless tonics you get. You can’t sell or trade them, and you won’t destroy them in case a dress up party. Thus, they are space wasters in the already low-space storage we got…
Please make a vault only for tonics.
Hunter’s Call gets “obstructed” when target is out of view. This makes no sense considering its mechanic…
Still bugged after the patch…
10 USD is about 7 euros, so I don’t see the problem with just changing the prices…
It’s literally just integers in the code that need to be changed…