I would add Spirit of Nature to this list. Why do this spirit only have a radius of 240, when all other spirits have a radius of 1000 (untraited)? This is our elite spirit!
I don’t think I have explained this properly, and I apologize.
When I meant axing the stab animation, I did not mean the rollback animation as well. In other words, the new HS will behave like Ele’s Burning Retreat.
I for one fully understood that.
don’t think it’s meant to make the attacker walk towards the pet – it just makes them atk the pet.
Unless out of range I’d guess.
I’m not really sure taunt is meant to force the target of the taunt to actually run towards the taunter unless out of range for their attacks to hit? It’s a “force target to attack me”-type of ability, that’s at least how I have understood it.
I am of the opinion that in the case of Ranger something else is afoot. It is not a conspiracy or anything like that, it is just that no one really wants to bother fixing something that can not be fixed. And many things that really could be fixed are brushed off by the standard it is not in our design philosophy for class XYZ, and in this case Ranger
Prime examples:
We need more F abilities to better control the pet – Said it was to complicated for new players, but with the latest patch Thieves and Engineers got another F button. Mesmers will get a new one with the Chronomancer
Permanent stow – Said that the pet was meant to always be out even if it completely ruins the experience for an entire team, ex. skipping in TA and pets activating blossoms. Just having the ability to force stow it even if its at a damage loss for the ranger would go a long way in increasing the reliability of the mechanic.
Single target sustained damage – Anyone remember this golden sentence? How Ranger is designed to be a sustained single target damage class? In a game that absolutely does not support it, with very poor innate defenses and zero bunker busting capacity or boon removal.
Ranger + pet = total other class damage – Damage tied to an AI that even got nerfed a while back for doing too much damage, even though it simply can not hit moving targets.
Think of the whole situation like this, it has fallen to the Ranger to be that one piece of the game that no one actually bothers with. It is sad for us Ranger players but it is what it is.
Nice summary, and sadly all too true. +1.
ANet, I’m begging you do not change the sword.
Just make Dodging and skills #2,3 break the animation of the AA.
This.
Dunno if this has been suggested before, but here it goes:
I propose axing the stabbing animation on Hornet Sting (renaming the skill to Hornet’s Defense or something appropriate) and merging the associated damage into Monarch’s Leap.
Why: If I want that evade, I want it NOW, not .5s later. I can’t really count on Serpent’s Strike due to the length of CD.
Other benefits: It also improves sword mobility. I mean, I find that people with swiftness can still outrun you even if you use HS+turn around+ML, assuming you don’t have swiftness yourself. This also gives sword some burst aside from pairing it with offhand axe. I think this will also offer some counter-play and even improve skill ceiling. The evade serves as a tell for ML, but you can HS, then attempt to bait out your target’s dodge, and finally hit ’em hard with the improved ML.
Potential downside: The improved ML will probably make GS look worse, but that’s a separate topic altogether.
Thoughts?
I fully agree with this, and it has been brought up before. I want that evade NOW, and I’ll gladly get rid of the damage part if necessary.
All evades should be instant cast, and work instantaneously. They should be a mechanic to react to what your opponent is doing without some weird delays, and not only be useful in boring pve fights where you know what’s coming since you’ve learned the encounter(s).
This also carries over to the auto attack chain of sword #1 – evades and dodges should override the kitten chain, no excuses.
So yes, I’d give you a thousand +1 for this suggestion if possible.
To make all clear!
When you PLACE trap you get HEAL part!
When trap Trigger, it places Water Field, which give you regen and clean conditions.
It’s how it work and it’s how it have to work!What does not work:
When you stand in these trap with full health and get damage, trap will not trigger water field.
When you place trap, it have to heal your pet also, but it does not.PS! Trap don’t have to heal on trigger, it have to apply waterfield and regen on trigger.
Yeah that seems to be right, they’ve separated the heal part from the rest of the skill. If they cared to explain this a bit better to begin with, it would save many of us a lot of frustration.
(edited by OGDeadHead.8326)
The healing part of Healing Spring doesn’t work at all. Tested and confirmed. This skill only have regen + condicleanse now.
Give us back the old skill please. I can’t believe how they took a perfectly viable and working skill, reworks it to something noone asked for, and made it fubar.
Great work Anet. Really.
You are wrong at this one.
There were plenty of people who came to demand this pointless convert into a trap. Like a lot.
Of course that those of us who claimed it not necessary were sent away with words like “You know nothing Jon Snow” and now we all pay the price for it.And I always give my silent sincere words of appreciation to people like those. Believe me. I do.
I’m quite sure most that were in favor of HS = trap, didn’t think THIS would be how the kitten thing would work. Most were probably thinking of classifying it as a trap to grant it a shorter cd, and make it throwable.
-It won’t activate if you start loosing hp while standing on it after have casted it at full life. Instead you need to go out of its trigger radius and go back in.
-You can stack it
I’ve just tested it, so I’m not making things up. Try this:
1. Place a HS on the ground while having full health
2. Attack a random mob of your choosing, and let them damage you
3. Step in to the spring you just placed – you will only get the regen and condi cleanse. You will NOT get the healing part.
Is this intended? If so, I for one think it sucks and doesn’t make sense.
I both agree and don’t agree with the condition damage on pets. Without expertise training and might stacks, their condition damage is laughable. They are however able to reach 1050 condition damage with might stacking.
On the other hand, most pets have very limited access to conditions in the first place, so through that aspect, I can agree with the idea to buff expertise training. That, or give them some baseline condition damage if you spec BM, for example.
Possible bug: Please take a look to see if fury actually works on pets. With a 20% increase to crit chance, you think it would be noticable. From limited tests, it doesn’t seem to make much of a difference, if at all.
Correction to my post above: If you place it down before taking any damage, and then enter it, the heal won’t trigger at all, just regen.
If you activate it after you have taken damage, then the heal works.
The healing part of Healing Spring doesn’t work at all. Tested and confirmed. This skill only have regen + condicleanse now.
Give us back the old skill please. I can’t believe how they took a perfectly viable and working skill, reworks it to something noone asked for, and made it fubar.
Great work Anet. Really.
Profession balance forum has been removed for a reason.
Aye, the biggest thread there was the ranger one, so of course it got removed. When none of the balance devs seems to like this class to begin with, what can you expect?
Good list RevanCorana. Just the tip of the iceberg, but the issues, the bugs, the lack of synergy and the lack of thinking things through is just devastating to ones morale in this game. It’s just a game yes, but when it’s so easy to see issues with things, and the devs clearly don’t, it makes you wonder what the hell their problem is.
Below I have outlined the durations of all ranger traps.
( starting from the moment I activated the skills. +/- 1 second for user error, and 1 second for 1/2s activation + 1/2s arming time.)
Flame Trap: 1m33s
Healing Spring: 1m32s
Viper’s Nest: 1m02s
Frost Trap: 1m02s
Spike Trap: 5m02s .Can we please have all trap durations normalized to at least 5 min, like that of Spike Trap?
Lol, you think?
Their logic and ours aren’t quite the same.
Taunt is still strong. Pulling mesmers and thieves out of stealth to secure a kill is really satisfying.
Enjoy that until next week. That won’t be allowed either, trust me.
So, here comes the defenders of a “bug”-fix that wasn’t even a bug until just now. Classic.
I replied to this topic, but the kitten forums bugged out. Let’s just say there are lots of bugs that didn’t make your list.
Valderius Rex, true, and I didn’t even think about that. The devs really got to step up their game. Like, really, they have to.
Just posted about this in another thread. Lol, you know, things noone complains about or even brought up, that’s what they find. Anything that works in our favor must be fixed. The rest? Not so much.
I really liked being able to stow my pets after a fight, to instantly have access to Zephyr’s Speed upon entering combat, and by swapping pets having another 3 seconds.
Should’ve known that when it comes to fixing bugs for rangers, it’s not so important to actually fix bugs (Hello Healing Spring! Hello Natural healing! to name but a few), as it is to nerf something noone ever complained about.
Business as ususal with this company.
Reminder of where to report bugs:
https://forum-en.gw2archive.eu/forum/support/bugs/Ranger-bugs-9
Reminder of where to report bugs:
https://forum-en.gw2archive.eu/forum/support/bugs/Ranger-bugs-9
Hehe! Well, I didn’t have access to most of those skills at the time!
Original prophecies only!
Villany of Galrath solo as a BM ranger, ah the memories!
Edit: Oh, that was nine years ago, lol! http://goo.gl/W3LL2w (Acire)
(edited by OGDeadHead.8326)
Very nice vid! That immob mid air – hilarious! Great work!
It only works in combat. Also, you don’t get the benefit of the trait the first few seconds in combat. Why it works like this I have no idea, this is one of those traits that shouldn’t need the “combat only” requirement.
Probably to have the lingering effect as people move in and out of range. Ele AOE buffs operate the same way, as does they lingering attunment trait.
If you look at a lot of skills with buffs and boons, they all work on short pulses to simulate field effects, without having to do continuous checks to see if something is in the field. This has both advantages and disadvantages within traits… but Buffs (which is different from boons) don’t interrelate as heavily. Old Mesmer time warp was a good example. As are the new Stability fields after the stab change.
Ok. But imho, buffs like this should pulse out of combat as well. Not a big deal, but still…
It only works in combat. Also, you don’t get the benefit of the trait the first few seconds in combat. Why it works like this I have no idea, this is one of those traits that shouldn’t need the “combat only” requirement.
I’ll take a look, be back soon with my findings…
Imho, they could just as well remove the active part of spirits, and buff the passive effects of them.
They did improve this functionality quite a bit about a year or so ago, but it’s still an issue. I try to wait about half a second or so before using F2, if it’s a targeted ability.
I love when I hit a stun break and nothing happens… So I start mashing it until it responds.
This.
On my ranger, LR have been very unresponsive lately.
Don’t worry qq-ppl, rangers aren’t allowed good things. It will be nerfed soonish, trust me.
Nice vid!
/15 char
Until Anet says that skill canceling qualifies as bugs/exploits, which other classes can and do use/abuse – then no, this isn’t a bug.
Still though, since it seems things that benefits rangers gets fixed much sooner than any other issues/bugs in this game, across all classes, expect this one to be nerfed within the next seven days or so. Since everyone knows we’re the most op class out there.
What I’m pointing out is that as a stunbreak you have to “waste” that secondary effect on that pet just to stunbreak unlike any other stunbreak in this game. In my eyes that is unbalanced.
Having to deal with a ranger pet for once is unbalanced? Ok.
What it used to do is not relevant, the game has changed, currently it states:
“Create a spring that heals you, you pet, and your allies”
It’s always said that even pre patch, still, when it comes to allies, only regen and condi clear affects them.
A few corrections here:
“Easiest workaround is to get fortifying bond, since that means if one of you gets fury the other will too.”
No. Fortifying bond works in one direction only, and that is from player to the pet. It does NOT work the other way around.
Also, if you think you’ve found a bug, whatever it may be, PLEASE post it in this thread:
https://forum-en.gw2archive.eu/forum/support/bugs/Ranger-bugs-9
Edit: Also, from my testings, remorseless seems to work just fine. I would think the easiest way to test it, is grab a longbow, autoattack only and use “Strength of the pack!”, since it’s a skill that pulses fury. You should see the remorseless icon appear on every pulse of fury.
(edited by OGDeadHead.8326)
Retargeting can be just enough time to get urself killed
So, basically what you have to deal with vs mesmers and thieves?
I see.
Beastmastery grandmaster trait with taunt bypasses invulnerability, evasion, blocking, anything, plz fix
And you’re sure this is a bug, and not working as intended?
Also, a question to the devs – why is it that you’re so quick to fix ‘bugs’ that works to our advantage, like the clarion bond one, while things that are to our disadvantage seems to have a very low priority? To name but one example, healing spring doesn’t heal the pet. Shouldn’t this be a critical bug that needs to be fixed like, you know, yesterday?
I would also love if the devs would be a bit more talkative, and provide feedback a bit more in threads like this.
I’d like to see this trait synergize better with pet swaps, meaning I’d love to see the cd reduced to 15 seconds (traited BM pet swap). Reason for this is the fact that as a ranger, with very limited access to blast finishers, I really like this one. Hell, they could even nerf the actual effect of the trait for all I care – it’s them blast finishers I want!
I agree.
Suggestion: If you think this is OP, slightly increase the CD on pet-swap to balance the class and leave it in sync w/ Clarion Bond.
The trait was interesting and worked well w/ some of the new ranger mechanics and traits; the change seems like a knee jerk reaction and takes away our ability to use it as part of group and combo strategy. During a fight these two can get very out of sync.
Wow. This was probably the worst suggestion I’ve read in a long, long time in the ranger forums.
A big -1 for this.
This is what I would like to have:
http://wiki.guildwars.com/wiki/Whirling_Defense
And ofc being able to move!
Buff, yes, so what? Would a duration increase make rangers op or what? It’s a qol improvement more than a buff, but if you want to argue about it then sure, go ahead.
Tbh, they could get rid of that timer altogether, it’s not needed in any way. Let QD be active until you’ve used it up – solved.
That would ruin a lot. Or would be abused, depending on how would it be changed.
If it could be kept until the ability is used – ICD might not go down soon enough for the next weapon swap.
If the ICD started at the moment of gaining Quick Draw – I could see 3 bonfires in 20 seconds. And I wouldn’t find this abuse fun, trust me.It needs to stay the way it currently is, but needs to “accept the trigger” at the beginning of the cast. Not at the end of it. This is a Quality of Life change. Not a buff.
Or buff WD to less than 4 sec.
That wouldn’t be a buff.
Buff, yes, so what? Would a duration increase make rangers op or what? It’s a qol improvement more than a buff, but if you want to argue about it then sure, go ahead.
Tbh, they could get rid of that timer altogether, it’s not needed in any way. Let QD be active until you’ve used it up – solved.
That would ruin a lot. Or would be abused, depending on how would it be changed.
If it could be kept until the ability is used – ICD might not go down soon enough for the next weapon swap.
If the ICD started at the moment of gaining Quick Draw – I could see 3 bonfires in 20 seconds. And I wouldn’t find this abuse fun, trust me.It needs to stay the way it currently is, but needs to “accept the trigger” at the beginning of the cast. Not at the end of it. This is a Quality of Life change. Not a buff.
Well, that was of course NOT how I meant it. The trait should obviously need to reset on weapon swap, as well as reset when out of combat.
I sure hope it’s intentional, and that they keep it this way. The drawbacks are already in the skill – taunt forces enemies to attack the pet/person that taunted them. As such, it’s weaker than fear.
And up with this thread again.
Please post ranger bugs in this thread:
https://forum-en.gw2archive.eu/forum/support/bugs/Ranger-bugs-9