Good luck in T1 BG.
Welcome to T2 SBI.
Will be interesting to see who has the best overnight coverage between SBI, SoR and TC.
I think the AoE is fine as it is, if they implement anything, it should be some kind of scaling system based on an allies/enemies ratio…
I just had another thought about this vid. I wonder how many bug reports it generated:
“Erhmeged! Anet, fix culling! Our 25 man team just got downed and only 4 of their players rendered!!!!!1!!!1!!”
Great job. As someone already said, most 4 man teams would run from a zerg that size. Excellent use of combos, timing and terrain.
bugged on Sanctum of Rall.
I’ve seen this suggested before, and I agree with it. Passion fruit and karka shells need to be added to the mats storage, so I can deposit them.
And I’d be fine with being able to buy (gem store) a rare mat storage for load stones and essences, etc.
Personally, I’m fine with the cost. Ascended items should be expensive if they are to sit between exotic and legendary items. IMO, they should be craftable!
“It’s more of a badge system, so this is something that we did in Guild Wars 1 as well. Our basic philosophy is that you should never complete a piece of content and get something you don’t want. So it’s going to be the case where you go through and are guaranteed to get a piece of gear that you didn’t have before, and that you’re going to want.”
-Eric Flannum
Instead of the RNG that the majority seems to hate, esp when it no longer becomes a vanity gate but an actual content gate for high lvl FotM runs, can you go ahead and make the rings craftable?
And to add some relevance to the other dungeons, how about 500 of ANY dungeon tokens can be traded in for a gift of ascension?
Would love to see an alternative to The Bifrost in the legendary staff department. And by alternative, I mean a thematic opposite to a rainbow staff.
The Darkness would be a perfectly shaped cylinder with the texture of bone. Once equipped the staff would be enveloped by a roiling, black smoke (similar to the scythe effect on necro staffs currently in game).
The smoke would move around the staff in a creepy, hazy tendril and also effect the player, wrapping them in the same smokey shroud, so that they appear to have tendrils of this smoke rolling from their torso out through their arms and legs and a thick hood of smoke.
The player would leave fetid, steaming footsteps.
Pretty please?
No thoughts, opinions… nobody?
Here’s my take: We need two things to increase the likelihood that a large population of gamers will somewhat acceptably (in their minds) distribute themselves across the available servers: carrots/sticks and information. I’ll start with information.
Information
Adjust Server “ratings” to two different metrics vs the single one now (Full, High, Med, etc., whatever it is, I’ve been on SoR since 3-day head start so not sure exactly what they are), the two ratings should work like this:
1. Closed/Open – this will tell you if you can transfer to a server or not. For a med/high pop server, you may have “closed” during peak hours but be able to transfer during off hours, but for the truly “Full” servers, you simply won’t be able to transfer. Pretty straight forward, take “Full” and make it closed, take everything else and make it “Open.” Part 1 done, nothing has changed, so…
2. Assign a rating system for each server based on four classifications of population: Full, High, Medium, Low. This would need to be based on a formula that can standardize all server pops across time zones and rank servers by an unbiased, 24hr population rating. This is not the server population at a particular point in time but rather an average population over a period of time placed into 1 of 4 classifications.
It would be incredibly helpful if we could get a graph showing the servers’ population peaks and lulls by time (idk, pick GMT, keep it hourly) for a specific period (i.e., the past week). An example of how this would be helpful: Oceanic guild is keen to WvW and is considering two servers with Med pop ratings. A quick look at the population peaks and lulls shows Server A peaks during “typical” playing hours in their time zone while Server B peaks during “typical” playing hours for the Western US. This will be, imo, helpful in determining which server the guild chooses.
So there are the two classifications that provide some basic information allowing a more informed transfer decision (Assuming rankings and current scores are still available), which leads to the incentives. Or in this case, really just adding a dis-incentive (the stick).
Carrots/Sticks
This is pretty straight forward. Instead of GEMs, use time as a stick and leave the current carrots in place (in general, I see two main carrots: Winning Server or Reduced Queue Times).
The stick is simple, transfer to a low pop server, 0 wait time to get into WvW. Transfer to a med pop server, 48hr cool-down (the timing I’m not sure of here, maybe only 24hrs?). Transfer to a high pop server, 168hr cool-down (i.e., the same length as the current matches, yes, transfer cool down will probably cost you some time in two matches if you got to a high pop server).
There would be 0 cool down for PvE, sPvP no matter what population server you transfer to. The cool down would only apply to WvW. So there’s my shot at beating this horse, whether he’s dead or not…
This seems simple on internet paper, but my guess is it’s a bit more difficult in execution. If this went in to place at the next matchup, there would be lots of bad matches (i.e., just like there will be at the next server reset), on the other hand, I think there would be some light at the end of the tunnel…
I am not a bot
Pet is Juvenile brown bear
Someone reported
LMKITTENO
I like the idea of ranger pets, I like taming & naming them & having them out and questing with me. If their AI (much like my Necro’s minions) could be fixed, I would be perfectly happy with them the way they are now.
I don’t know that they can fix it, so I propose the following:
1. Pet’s do not aggro and cannot be targeted by enemies (no health bar either)
2. Pet’s have no auto-attack (F1) feature (to balance not being targetable)
3. If you choose to stow a pet, it is stowed no matter what until you choose to un-stow it
4. F1 is replaced with a species specific attack with a CD (could start by using the F2 attacks currently coded), would need a range limitation dependent on pet class
5. F2 is replaced with a species specific defensive buff that is on a CD (exs. raven F2 grants 10s of swiftness on a 20s CD, Bear grants 7s of Might on a 25s CD)
6. F3 switches your pet, F4 is no longer used
7. Pet’s automatically grant a species specific small, passive buff when unstowed (ex., Bear – 5% Knock back chance on Crit or maybe add 25 vitality (scaling, 25 @ lvl 80), Devourer – 5% chance of 5s poison on hit)
My main is a Necro, I don’t use minions because fail, but as a Ranger, it is my profession mechanic. Ultimately, if nothing changes, I’ll tolerate my pet’s behavior and
continue to enjoy a great class, but at the very least… make the pet perma stowable…
On the other hand, I think the above changes would remove the complaints about pets and keep them from being OP by removing the auto attack feature with the ability to target/agro them and instead give us an extra 4 skills (2x per pet) on our bar and a passive buff that makes us feel a bit less under powered.
I am confused on what you mean.
I’m confused too! You can technically keep poison on a foe 100% of the time w/ the dagger, and changing poison volley to an aoe w/ a single 5s stack of poison per target in the area is 5/9 of the time, not 90%, unless I’m completely missing something!
I logged back in to give you a +1. Great class, not with out its faults or things that I think could be tweaked/adjusted, but certainly not worthy of all the negative threads I see here or threats of leaving the class for another.
Not sure what you mean about condition damage. Seems to me the ranger is great for condition builds. My 2c.
Increasing duration of shortbow poison to anything more than it is would pretty much make it possible to have your enemy poisoned 90% of the time. Which doesn’t seem very balanced.
You can do that now by standing next to your target, you can stack up to 5x 2s bleeds, right? Maybe reduce the poison to 4s.
I’m really enjoying this class, but would love to see a few tweaks/changes to improve it. Here are my thoughts:
Greatsword
Counter Attack -> Crippling Throw: this is one of those “great in theory” skills that doesn’t work in application. The only reason it doesn’t work is because of your pet. You hop in on your target start firing away and catch their attack animation and fire off #4… only to realize the bad guy has switched aggro to your pet, and you’re left standing there like a tool saying, “please be an AOE attack, please be an AOE attack!”
I would either apply this skill to both you and your pet or simply remove the chain and conditional activation and make it a straight KB with the existing recharge, etc.
Longbow
Rapid Fire: reduce the total number of arrows to 8x, the first arrow bleeds (6s) your foe
Shortbow
Crossfire: remove the condition on the condition, just cause bleeding no matter where you stand or get rid of the condition entirely and increase the damage.
Poison Volley: make this a ground targeted AOE and adjust the poison to 5s
edit: fix quick shot, i love nothing more than firing it off in the middle of a big, red circle only to have my toon jump straight up in the air. lol, epic.
Sword
Everything: good lord, this seems like it could be one of the ranger’s best weapons yet using it feels like the equivalent of hopping on a bucking bronco, you have no clue what your char might do… it’s like your ranger doesn’t just switch to the sword, he chuggs 4x red bulls AND switches to sword.
Axe
Splitblade: instead of a spread, you fire an axe that splinters damaging and causing bleeding to the target and all adjacent foes.
Pet AI
Fix it! I love the pet and the extra damage it does, but please help us out here. When I see a giant AOE circle around my pet and hit F3, I’d like it to work… :o)
Other than that, I love this class even with all the “nerfing” going on. I understand the posters’ frustrations here, but I would encourage more constructive feedback. Posters, no reason to alienate the devs and Devs, no reason not to be honest with the folks who love this class and have a vision for what it could be.
thoughts? opinions?
(edited by Pixels.6532)
I’m creating this here as a suggestion based on the thread in the Personal Story section of the forums.
You can read about it here.
I’d like to suggest that the reward for completing your personal story be changed from the current “junk” loot to something similar to the simple, elegant system in place in GW1.
On completion of the final PS mission, you receive a single key which you can use to unlock a chest and select 1x lvl 80 Exotic weapon of your choice. This weapon should have a max slotted upgrade as well, but I’d settle for the single item w/o the upgrade as opposed to making it through the entire PS and getting three items I will never use.
Please post your thoughts, agree? Disagree?
The welsh concept is pretty cool for sylvari names, but I didn’t use it.
My main is a sylvari named Fungus (necromancer). I was going to run a sylvari female thief named Lichen, but it was taken right after I made fungus…
+1 to allowing us to craft Rabid, it’s the perfect for my necro… right now i’m combining coral, emerald, carrion and undead to get close to the balance i’d like…
So has this been fixed? and what is the last personal story quest called? some people say its the level 80 dungeon in storymode?
I believe it is “Kill Zhaitan.” And yes, it is the lvl 80 Arah dungeon story mode. At least that’s where I am in my PS, and I’m praying its the end. The bug is fixed in that you don’t get 5x lvl 40+ items now, instead you get 3x lvl 78+ items.
Imo, still kinda crappy considering the amount of time it takes to slog through the ham-fisted, meandering, inarticulate personal story (can you tell I don’t like the PS?). I can get better rewards for finishing of Leap or Shore in a 1/10th the time it took to get through the PS.
I have no idea why this isn’t done the same way they did it in GW1, after completing the main story, you get your choice of 1x max level weapon (in this case, a single lvl 80 exotic would do). I don’t see how that breaks anything considering the large number of weapons useable to each class, you still have plenty of need for crafting to get a full max lvl weapon set. You invest a lot of time in the PS and the rewards are, imo, paltry at best.
Shameless bump (ok, slightly ashamed), but if you don’t want to go the report route to uncover a spy, you could give spies a skill that concealed them as allies for a limited time.
Worst PS mission of the lot. I actually had the time to type in a “bug” report during this fight. It’s not hard, it just takes forever. In fact, imo, the perfect PS mission as it is the summation of everything I dislike about the PS: Long, Boring, Repetitive…
As to the OP, I think we should unlock that title after completing “Kill Zhaitan”, maybe it’s in the works…
i like the falling damage, maybe tweak it a bit, but i would like to be able to knock baddies off cliffs in PvE and damage them…
has a first-person PoV already been suggested somewhere in this war-n-peace thread? If not, add it.
I want to be able to get a good look at armor and weapons without my character smack-dab in the middle of my screen. And I’d like to be able to see my name, title, etc. in game…
220 million views… hmmm, +1 for PSY and his fantastic dance.
TL;DR make spying an actual game mechanic that rewards spies but also allows the spied on server to catch and kill the spies.
Long Version:
So I’ve been thinking about spying in WvW. And I see where the response is basically, “that’s part of the game.” Although I agree in theory (spying is part of war), I don’t agree with how spying currently works. If it is part of the game, why not truly make it part of the game?
In my opinion, spying doesn’t seem to fit into the credo of Guild Wars 2. After all, it’s all reward and no risk (no real cost). How is that fair? Certainly when it became apparent that parts of ANET’s dungeons were being completed too quickly, too easily, ANET changed the dungeon mechanics, so that players still have to work hard, to put in their time. There is a cost to things… I understand server transfers will become cost based and that should eliminate some of it, but I suspect dedicated Guilds will be able to conjure up the gems needed to transfer and continue spying. But on top of that, spying is part of war. It should be in the game. It should be fun.
Why not force the spies to put some skin in the game. In real life, if you are a spy, you knowingly take a huge risk in order to gain a huge reward: theoretically you get intel which leads to winning, but if you get caught, you get screwed. Hard.
Not so in WvW, if you get caught… “shrug.” In fact, you can’t really get caught because to get caught, you kind of need to be trying to hide in the first place, not really the case in WvW where “spies” can proudly display their Guild Logo… that’s not spying.
Why don’t the devs at ANET see if they can implement an actual spying mechanic? Effectively, give players two options, continue to spy as you currently are by doing a server transfer and blatantly traipsing about, but if you get reported and ANET confirms you were spying, you get banned. For life.
OR you could be a real spy. Why not set up an spy NPC in Lion’s arch or wherever? I would suspect this figure would look like a merchant or pedestrian, certainly, he or she wouldn’t display that they are a secret agent. And if you, the player, contact this individual, you get the immediate option to transfer to an opponent server. Heck, you even get a random, fake guild tag. And now you’re a spy. You look and smell like you’re from the server you just transferred to… but there’s a catch. Just like in real life, you can get caught.
I don’t know how many people should have to report you, but perhaps this can be tested? Maybe 4 people? 5 people? 6? But if enough do, you suddenly aren’t so green anymore. You’re a bit, well, red. And targetable. And in a few seconds. Dead.
And you don’t rez, not on that toon. That toon is in prison now. Maybe it’s an hour or twenty-four hours, or maybe it’s a week, but there should be a cool down on when that character—not the account, or heck, maybe the even account—can get back into WvW. This would only work for spies, reporting random people who are just logged in normally would not immediately cause them to become targetable. If you’re on a smart server, you find a way to maintain a list of known spies, and you deal with them immediately.
This would at least make the servers that are spied on feel like they have an option and would actually make spying a fun role to try out (again, imo). And it certainly is more realistic than the current setup. Finally, it would be cool to have a spy achievement. The simplest thing I can think of is you unlock tiers based on the number of failed events you are a part of while spying. I think that would be cool.
Instead of the approach of, it’s going to happen, oh well, why not embrace it? Make it a mechanic and flesh it out. What do you think?