Just remove the enlargement transformation and be done with it. I see no reason at all to keep it.
/snip
I agree with what you said. Ranger themselves have NEVER been compensated for the numerous nerfs to our pets. Never.
Think about that for a bit. They’ve nerfed our pets time and time again, from damage dealt to leash range to functionality through skills like guard.
Never, ever, have we been compensated for the, in many cases, huge nerfs they did.
Maybe the day for ranger pets will come, but I’m pretty sure by then it will be to late.
Exactly what happened in GW1 – they buffed pets when 90% of the player base already had abandoned ship.
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I want Ring of Fire with meteor shower casting hydras.
This might have been brought up already, but anyway…
Pets needs incoming condition duration reduction baseline, with a trait that clears conditions on them, either x conditions/x seconds, or tied to F2 use or something.
Melee pets are often rooted and/or crippled in pvp, meaning their already low hit rate becomes a joke. If this is not a good idea, consider reducing petswap cd.
or have it always start at the center of the screen.
I like this suggestion. It could also flash/blink for a sec when you release mouse 2 (optional).
I saw this in the pvp forum. It beats my pvp druid on everything, lol!
A reboot fixed this issue, never seen anything like it. And apparently, noone else either. Weird.
Even chest animations (silverwastes chest that u get from events) seems to be running at double speed. In short, everything runs too fast.
What the hecks going on?
Logged on tonight to play, and when I start to game (pve/pvp), everythings runs so fast it looks like double speed, if not triple speed. Played a game of pvp, and everyone was running around all over the place, I got downed in under a second, and my skills wouldn’t go off when I clicked them.
Restarted the game client, but still in this superspeed in every gamemode I try. I have never experienced this before.
Lag related for sure (even though I got low ping from looking at the ingame ping), but how can it manifest itself like this??
Sharpening stone would be much more interesting if the next five attacks would each apply a different condition:
#1. Chilled
#2. Poison
#3. Bleed
#4. Torment
#5. Burning
Balance stacks a durations accordingly. Rename to toxic goo while you’re at it.
;)
GS4: Counter attack.
Can the auto activation of crippling throw be turned off for melee attacks (already works for ranged)
Except it doesn’t activate crippling throw in meele, but counterattack with knockback (should also be a knockdown).
I agree to some extent though at the same time I like the automatic nature of counterattack, especially vs a backstabbing thief.
This…
“Profession function F2(pet special ability) and F3 (return to me) change to a 2 different pet skills, so the player decide when to cast them.
- One of them will became the pet’s utility skill.
- The other the pet’s burst skill.”
…would be most welcome, and something thats been asked about many times. I would like to add the ability to set either F2 or F3 to autocast though (a toggle, like we can on one of our skills).
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On the topic of Boon Hate, I feel you could have Hunter’s Call on warhorn also rip boons off the target to give that weapon some more value. Warhorn needs a little more something to make it competitive with dagger and torch, and Hunter’s Call is pretty much universally considered a lackluster skill.
Yes please. It would also be nice if this skill was turned into an aoe skill.
EDIT I didn’t know that Winter’s bite dealt 3 stacks of bleeding now? I remember it was only chill. So Honed Axes trait makes this an 8 second chill/bleed AoE bomb. Kinda looks strong but too bad it’s not ground targeted. 240 Radius is still decent though.
If they ever turn this into another ground targeted skill I swear I’m gonna rage quit this game for good.
Imho, pets being able to land their attacks vs other players is of a higher priority than having FB baseline.
Balance by polls is the worst way to go about balance.
This.
I don’t know if the answer is in nerfing these two pets
That’s not the solution. Don’t repeat the shortbow/longbow logic – “in order to make core pets more attractive, we felt the need to nerf HoT pets even more” – yeah, that’s typical Anet logic, and I’m sick of it.
I don’t think EB should transfer conditions to pets in the first place, unless they also gain some benefits from each condition that get tossed on them.
1. Remove the ICD condi/boon applications
2. Actually make unique effects. Projectile speed/unblockable, incoming condi/stun duration, enemy boon duration reduction, etc. Ranger’s don’t need banners with health bars or applications that are impossible to balance even with ICD.
3. Increase their AoE range for their effects.
4. Adjust their actives and cooldowns to be a little more impactful.
5. Incorporate some defense such as stun breaking or cc or a combo field to make better combo effects from them.6. Adjust these until they are well adjusted for overall ranger builds.
I like these ideas, especially #2.
As for 3 & 4, the active of spirits have never felt good, especially now when they are stationary. Either remove them completly, or rework the mechanic. Also if actives remain, they should go off when the spirit dies even if you don’t manually choose to kill it.
Just curious would you still put this in WS where our 2 condition clears compete still?
I would still suggest EB remain in WS, yes. I know the majority is for EB to be in another traitline, so I’ll make the argument for it.
With EB still competing with WK, it can be an better alternative for builds that choose to not take Survival skills and have other means of conditions clears, yet still want other perks from selecting WS.
It may not be as direct as taking survival skills + WK (on paper), but it opens up options with Signet of Renewal (both the passive & active) and a peculiar play-style of making sure the player is cleansing the conditions off the pet as well in order for it to gain unique conditions again for buff up-keep.
With that particular change, EB could compete both offensively and defensively, as I described before. Not so much love for Poison Master outside of PvE condition builds, but it would compete with that too on a more condition-based, offensive load-out.
That, in turn, brings in better competition among the 3 Gm traits for 2 different areas (defensive or offensive), provides an additional unique style of play, a different way to battle conditions, and synergy with other forms of condition cleanse with Signet/Marksmanship potential.
On the PvE side, could be very competitive with Poison Master during condition-heavy fights since the pet damage reductions also apply to condition durations.
So overall, EB gains higher effectiveness as a choice for multiple game modes, as well as builds. Thus, why I would still vouch for it (with this change) to remain in WS.
Wow, I have never looked at it that way.
Hey dude, I have been PvEing a lot (first time since launch) and I noticed what pets clearly lack.
Cleave.
Only a handful of pets do have this and they are horrid.
Do you think its better to have a cleave GM trait for pets?
Pets needs cleave without having to trait for it imho.
Love this!
/15 char
I agree with everything posted by op, +1
It would be interesting to see rangers dps in encounters where you must move around a lot and dodge damage, while a the same time you can keep your pet glued to the target due to the damage reduction they introduced to pets in pve earlier.
As far as I know there are no REAL data from encounters, the only thing you have to go by is the dps test, but that’s a controlled enviroment where you go full out damage and don’t have to think about anything else (and even that dps test is flawed when it comes to pets I think?).
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Can’t see the difference while in combat, i do have NAtural stride equipped while I tested, but I doubt it makes a difference in combat since the cap is higher than 33%.
So technically sotw+ NS in combat should be close to super speed but I do not feel any change.
Afaik they don’t stack additively, but rather you get the effect from the highest source.
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The 33% is for out of combat. You will notice the difference in combat since the general movement speed is slowed down. Just compare swiftness vs superspeed IN combat.
I’ll have to agree with Swagger as well. Please don’t take this as personal insult, because that’s NOT what it’s meant to be.
This argument: “When I consistently go full matches without the other team killing me” means nothing. Really, in pvp, this means nothing. The things that matters are how much you contribute to your team to win the match. That’s it.
Only reason why I don’t use MH axe is because it auto-attacks up to three targets. Meaning, if I am attacking an enemy and there happens to be another creature nearby that is not aggressive, I am going to aggro them, and have more than one enemy to fight. If this was not the case, if these types of weapons (another example is Thief shortbow and Mesmer staff) could only attack up to 3 targets only if they were aggressive (red health/name tag, auto attack you if you get close enough), then I’d be more willing to use MH axe for Ranger. It’s a useful weapon, just not when you do not want to aggro enemies unnecessarily (which is my situation all the time with it, ugh).
Sorry for the rambling sentences, and if this was off-topic…
This is a non-issue most of the time, and I don’t really mind if a yellow pve mob joins the fight – more might stacks for me.
As long as they don’t touch might on #1, I’m open for all suggestions when it comes to improvements. The area to focus on should be vs single targets. And I agree, the axe trait should work on either main- or offhand, since axe is the only weapon we have that can be equipped in either (or both).
Yeah the glyphs are total garbage relative to the other utilities. The skill effects just aren’t very useful.
Do you comapare them to other professions utilities or ranger utilities? If the latter, I don’t agree at all.
Disregarding the recent nerf to glyphs, I find them and shouts to be our best utilites. Traited Glyph of Equality is my absolute favourite ranger skill of all: It heals ranger and allies inside its radius, it clears one condition for ranger and allies inside its radius, it blinds, it dazes, it deals damage, it creates a light field AND it breaks stun.
I simply can’t understand how ppl can claim this to be garbage?
The elite glyph could use some love though. The first step imho would be to double the duration.
If find axe lacking when it comes to single targets. As soon as there are two or more targets, it’s one of my favourite weapons, especially traited – Winter’s bite AOE with such a short cd is wonderful. Put on some sigils and runes for a build focused on chill and you can pretty much keep an opponent perma-chilled.
As for single target, I’ve suggested many times over that Ricochet should change from 33% – 33% – 33% to maybe 50% – 25% – 25% or even 60% – 20% – 20%, in short the first attack hits harder. That would really make MH axe more viable in all types of encounters imho.
I just wih the devs would once and for all have stream where they talk about what their vision for all the classes are, where they want the classes to be compared to each other, and why they allow certain classes deal x4 times the damage of others.
As for rangers specifically, I would really love to hear their take on primarily pets – exactly HOW are rangers balanced with their pets, and in a typical one on one situation vs another class, exactly how much of the total damage dealt from ranger and pet should the pet be accounted for (how often should the pet be able to hit the opponent).
I would also love to hear what dps results the devs have throughout all the classes, and how they came up with those numbers.
Don’t have any hopes this will ever happen though, and the main reason for that is because I don’t think even the devs themselves actually are able to answer these questions.
Why do you say it’s “archaic”? You get far superior control with a mouse over keys. Keyboard turning is used as an insult for good reason.
Please learn to read.
I’d throw a #2 in there as well, if you find the time for it. Exiting CA with a seed that clears a condition, heals and blinds seems like a good thing to me.
A request that’s been brought up many, many times. At the very least, they could start with being able to save different traits and skills into builds, then expand with gear if possible.
Are you asking a question, or trying to show a build?
There are ways to get torment even as a ranger through sigils and runes.
Just to clarify. These runes do not condi clear from allies ONLY with Ranger shouts, period. It is not that ranger shouts don’t affect allies. Other classes have shouts that do not affect allies and those shouts still condi clear from their allies.
Aye, pretty much what I said. One would think that a shout in this game is classified as, you know, “a shout” in the game code, no matter the profession.
Apparently that’s not the case. I don’t think anyones surprised anymore, we’ve heard on numerous occasions this game consists of spaghetti code. Perhaps shouts across professions are labeled as “shout” across all professions except for rangers, where they are labeled as “Shout” or “shouts” or whatever.
Anet really needs to step up their game on two major things – bug fixing and class balancing (yeah right, we’ve posting/crying/shouting about these things since release…)
All I know I want, is that I’d tie spirits to our pets somehow, like the wisp on staff #2, then go from there.
I think they should simply change the “Shouts remove a condition from each affected ally” to “Using a shout skill removes one condition on each ally in X radius” (this is actually what it does on most professions, except rangers for some strange reason).
Also, according to wiki notes: “The sixth bonus activates on any shout and applies to nearby allies, regardless of who is affected by the shout, e.g. “On My Mark!” triggers the condition removal for party members even though it targets a foe."
Conclusion: Current design isn’t consistent across professions.
Check the values in combat, and see if the values changes then.
It changed but I only get around 3 seconds flat. Tooltip does not show it.
It should be more than 3 right?
Beastly Warden 2 seconds
Expertise training +33% duration increase
2+33% = 2.66 seconds
Check the values in combat, and see if the values changes then.
Profession skill should come from mastering our skills, NOT learning to master and work around multiple different funky and clunky profession designs and mechanics.
QFT, +1
The balance team needs to be replaced, not that it’s anything new.
Indeed. They’ve grown old and tired.
Hi,
I was playing a ranked PvP match and ported back to a capping point and all of a sudden I got stabbed by a revenant’s Unrelenting Assault.
He ported with me :P Not sure if it should do that…
BR
Use that to your advantage!
I dont think you should even say that you are ok with them nerfing druid clarity, because then it sounds like youre fine with that. Dont expect them to reverse the seed of life change, but they will nerf DC if it seems like even the ranger community themselves thinks its ok to nerf it!
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If they wanted to nerf Druids condi cleanse they should have nerfed druidic clarity.
Don’t worry, it’s on their radar.
“Roy does not giveth and Roy only taketh away.” -The Holy Nerf Book.
Lol, good one! +1
All I can say about that is explained in the image. Anet want it this way, also why they gutted druid condition cleansing in half.
Nerf to Seed of Life is what’s hurting my gameplay the most. Where the kitten did this nerf come from? I don’t think I’ve read anywhere about this skill (and trait) being OP, and something ppl complained about.
It’s changes like this that seemingly appear out of the blue that kittenes people off the most. Talk to your community, you kittens.
Old pets don’t need buffs. They need to be fixed once and for all to be able to hit moving targets.