I play on T1.
[…]
Oh, and in T1 […]. Thats about it. Argument nullified.
You do realise there are other tiers? And players enjoying fighting in those tiers?
Not really a map problem then is it? Seems like a population problem. You should be asking for anet to merge tiers.
Do you bother reading peoples posts before white knighting? Because of the map design there is no strategic advantage to taking objectives. You can’t treb keeps from the towers, you can’t upgrade keeps to get WP’s, you can’t even take camps to stop upgrades from going through.
Great they made defending easier, bully for them. There is no longer an incentive to try to break the defense, people just move on to another objective and keep the K-train moving.
sounds like HoT is the ToA of DAOC. toa killed alot of daoc pop and took several years to fix
I was just thinking the same thing. DAoC never recovered from that expansion. Unfortunately GW2 is a PvE game (which I don’t understand as the PvE is horrible) with some WvW so if WvW died off I don’t think Anet would mind that much.
I wouldn’t be surprised if that’s what they were angling for with all these changes. Turn WvW into something casual like eotm to drive away hardcore WvW players. That way they can devote even less resources to it, maybe remove a bunch of the servers.
Many people are playing the new PvE content and unlocking new stuff.
and many people have just given up on WvW until they fix some of the problems they created with this expansion.
“I USED to run as a Solo PUG Commander capping camps for my BL.
Now…I feel I’m useless. I can’t really WvW anymore."
You can’t play WvW without +5s? Maybe ya should stack swiftness and run supplies instead.
People can’t play because one feature was made hard to get which was a core part of the supply/siege/repair mechanics, accept it, move on work on organisation or running supply, jeez so much negativity because wvw got harder.
“WvW got harder” lol. I’m glad you are enjoying your new PvE map. Keep on white knighting.
All that CC that people propose against Druids. That doesn’t work as a DPS opening really when hitting them AOE blinds around them all the time.
I’ve only fought them on ranger and necro so far and that hasn’t caused me any problems. I think you need to look through all the push, pull, fear, and knockback skills and realize how many of them are ranged attacks.
Lol I love how Neir shows up for every ranger hate thread, his opinion is clearly unbiased….
I don’t have a druid because I’m not willing to drop 50 bucks for an expansion that is about 90% pve. So I can only comment on this as someone who has fight against druids.
What I have found is all I have to do is check to see if they have stab up, break their shared anguish trait with a cc, and then knock them off point to decap.
It’s really easy to chain cc them since they don’t have any insta cast stability.
And you are never in any danger while fighting them since they do nothing for damage.
I’m really not seeing the problem here. If you don’t have knock backs or burst condi then avoid the point and +1 their team somewhere else. someone on your team should have the tools to deal with them, if not the problem is you have a crappy team comp.
I kittening new this would happen. GG anet, another brilliant decision…….
Forcing people to play a singular way to finish their profession is only a good idea to the people who happen to enjoy that way of playing.
If it happens to be your preferred play style…you white knight their awesome game design and give everyone else crap for not be willing to take on a “challenge”.
If it is not your preferred play style, it sucks…because games aren’t fun when you are forced to play a way you don’t enjoy for a significant amount of time just to finish your profession.
Again, why did they remove map completion from WvW? Because it wasn’t “fair” to you PvE types to make you run around a PvP map. Remember? This situation is sort of similar…except that instead of map completion, this is having all the tools available to your profession in order to play it the way you want.
I say put the pets on a vendor in WvW for 5k badges. Put them at the end of a PvP reward track. AND leave them behind the map event. Then…everyone has a “challenge” that they can enjoy while getting their pet.
+1
I have never found PvE in this game to be challenging, the word you are looking for might be irritating, boring, tedious, tiring, lame, awful, drudging……
They can make it challenging if they want but the there needs to be a WvW version of the challenge. They could even come up with a PvP challenge, they could give every profession a personal reward track that granted a chest with the new armor piece for their profession and the ranger one could give the new pets as part of the rewards along the track.
GW1 pets were cosmetic skins, you can’t say this is the same thing as having to work for a pet skin. This is locking an ability behind a PvE grind that relies on having a large coordinated group to do it (and not purposefully fail it to farm the event).
There are also people that bought this game solely for the RvR. No other profession is forced into PvE to have full access to their profession mechanic.
The best solution is to unlock pets in WvW the same way they are in PvP.
Someone else suggested to remove it and put a neutral zone there… with cross server say chat. I like that idea too. Could you imagine the trash talking and fights that’d soon there after take place?
I’d love that idea if they gave us a dueling mode. But I doubt either will happen.
Q: Hasn’t the center of the borderlands map been a fail since launch?
Yes.
Really not shooting for a win here, just trying to go for less of a fail lol.
For some reason anet really loves their skyhammer since they keep shoving it in every game mode, figured I might as well run with that theme.
Of all the threads to pop up this week, this is the one you choose to respond to?
……Please focus on how things function instead of how pretty they are, that’s why so many people are upset with the new bl.
It sounds nice at first but I think this would also heavily support the stronger server.
Say you are 40v70 defending your keep. They can’t get in because you have too many people using siege, but you also have no chance in an actual confrontation.
Now they only need to go to the Skyhammer, camp it with 70 guys, shoot down your gates and steamroll your group because you don’t have any chance to defend yourself.
That’s why I said make it go as slow as 1 sup ram. Think about how long that takes on a fortified gate, I don’t see many zergs willing to camp the middle of the map that long.
If they did it gives the defending server a ton of time to call people in or to do hit and run attacks on the group
and it definitely benefits the larger server a lot less than the current version does
Sorry Puck… i hate anything that has to do with SkyHammer. T_T thinking about it haunts me to the core.
Dino event… is that the thing in the Oasis??
Yup. You farm a bunch of pve mobs to activate a skyhammer that simultaneously fires on every gate on the map. It fully opens paper gates and takes upgraded ones down to about 50%
I’m trying to come up with something less….. terrible…. but still keep it close enough that anet might consider it.
I have a half formed idea right now, would like to hear everyones thoughts on the pros and cons for this.
I was wondering how it would play out if they replaced the dino event with a cannon that you manually had to operate like skyhammer. It could only fire on 1 gate at a time and it took gates out at the same speed as 1 sup ram. I imagine this would be something roamers would constantly fight over.
If you are on blue bl and you see it’s a enemy from the green server using it you could either attack him or figure out which objective he is hitting and try to steal it.
While your main force is attacking a keeps outer a couple roamers could use they skyhammer to start on the inner gate, or fire at another keep to contest the wp/ cause a distraction.
I could be wrong but I feel like the slow speed at which it takes down a gate would keep it from being overpowered. It’s also not something you would camp a zerg on since it would be more efficient for them to use multiple rams/catas directly on an objective.
The main thing is this would force people to come out in the open and fight rather than camping siege on a wall, and it removes a little bit of the silly PvE from the map.
Thoughts?
Considering the map size in GW2 I’m really curious what people would say when first seeing TESO RvR map.
Probably the same thing all the people that quit the game said, it’s too big and hard to find fights. If you do find a fight you either die and have to run a long distance back to find any action or they die and you have to wait for them to (maybe) run back to get some action.
There is a reason RvR failed so hard in that game
I actually have found the camps and tower npc’s to be much easier to solo. However trying to get into a tower is ridiculously tedious now because unless someone is k-training the map everything will be fortified, they increased the supply cost of G-catas, locked +5 behind a pay/grind wall, and the camps are further which adds to the time spent running back and forth.
The bigger problem is the fighting has completely dried up. The majority of players are sticking to EBG which is making it even blobbier than it used to be.
Just going to quote myself another thread that brings up why it’s so hard to find small scale fights right now.
The map/mechanics have ruined roaming for me. Auto upgrades removes incentive for people to defend anything. Supply doesn’t matter so people will just sit on walls instead of fighting me for camps. The increased supply cost of G catas, the lack of +5, and everything being fortified makes solo capping things a pain in the kitten . The barricades that zergs can brush aside force roamers to take the long way around to get to anything. The gimmicky PvE mechanics discourage fighting anywhere near the keeps.
The lack of WP’s keeps people from responding to attacks on the southern part of the map, if you do actually run into someone and kill them they never bother coming back. They are actually more rewarded for back capping stuff than they are for defending. They aren’t losing wp’s, the wp’s that you get are given to you immediately instead of at T3, and they aren’t investing any time or effort into the upgrades.
This has also been requested for WvW, why not just make it an optional setting for the whole game?
Let’s keep in mind the OP is talking about lower tier servers, they had population issues long before HoT expansion. So this whole “they’ll be back” doesn’t work for them, because they weren’t even there before to fill up the old borderland maps.
Then he can just add to one of the other threads about it. No one’s holding him hostage on that server.
The bl’s were rarely full on the lower tiers but you could always find fights. You start capping things or draining supply from a keep and players would show up. That doesn’t happen anymore.
Hate- auto upgrades/upgrades not needing supply
Like-the buff players give to yaks when escorting them….. but since everything auto upgrades anyway this buff is pretty pointless at the moment.
I don’t see the problem. Out of curiostiy, how many of you solo roam or roam with small groups? I’ve always led a small group and so far, we all enjoy this new map. Is it safe for me to assume that most people who hates this new maps are Zergers?!
1) I take vertical shifts to my advantage to jump people.
2) Too large.. that’s true, but not confusing. I spent two hours roaming and knowing the entire map inside out solo. I do miss the simplicity of the old map, but this one is nice as well. The large map, I presume, ultimate goal was to encourage us to split the large zergs into smaller groups.
The map/mechanics have ruined roaming for me. Auto upgrades removes incentive for people to defend anything. Supply doesn’t matter so people will just sit on walls instead of fighting me for camps. The increased supply cost of G catas, the lack of +5, and everything being fortified makes solo capping things a pain in the kitten . The barricades that zergs can brush aside force roamers to take the long way around to get to anything. The gimmicky PvE mechanics discourage fighting anywhere near the keeps.
The lack of WP’s keeps people from responding to attacks on the southern part of the map, if you do actually run into someone and kill them they never bother coming back. They are actually more rewarded for back capping stuff than they are for defending. They aren’t losing wp’s, the wp’s that you get are given to you immediately instead of at T3, and they aren’t investing any time or effort into the upgrades.
Courtyard needed to be removed because it is an entirely different game mode that people aren’t built for and for some reason we still don’t have saved build templates. Spirit watch needs to be removed for the same reason. Skyhammer is annoying but it’s still conquest so it can remain.
.Spirit Watch is conquest as for CY if you know your build to change to you have time to change it. And the fact is it was only unranked not ranked so games are essentially meaningless.
Spirit watch is a terrible conquest/capture the flag hybrid. If they removed the orb and put a 4th large node in its place it would become conquest (and a much more interesting map).
Ranked is only for tournaments now. Different pvp modes need different queues, or we need to be able to load build templates. Both of these would be a huge improvement for pvp, I’m not sure why you would argue against them.
Courtyard needed to be removed because it is an entirely different game mode that people aren’t built for and for some reason we still don’t have saved build templates. Spirit watch needs to be removed for the same reason. Skyhammer is annoying but it’s still conquest so it can remain.
They either need to create a separate queue for deathmatch (and create a few new maps) or give us a way to quickly load saved builds.
I think a lot of rangers are more annoyed that they took the suggestions we have been making for years on how traps could be improved and they implemented them on DH traps.
Plenty of tigers in the new bl but no juveniles. Maybe it was going to be there and then they decided to lock it behind the pay wall at the last minute.
I think new map is awesome. There are enough spots for scrim and yes we all have to find places again, but I think the majority of players will find their ways in no time.
Play more in the bl and learn the paths and stop complaining.
It’s not about getting to know the map, it’s the trash mechanics that are ruining it. No WP at T3 and free upgrades means people don’t care about defending. My guild shouldn’t have been able to take every single bl keep during primetime without a single fight.
The barricades ( that zergs Knock down in seconds), the lack of WP’s, and not needing supply for upgrades kills peoples incentive for roaming. Not to mention it takes an hour to solo a tower now because they nerfed G catas, +5, and everything is fortified.All the PvE gimmicks around the keeps ruin any fighting you could have in those areas. Even the stupid dino skyhammer event just helps the biggest group on the map steamroll everything faster.
Well yeah, there are things like you mention. And to add, gliding too (love gliding). I also think there could be less blobbing at certain points.
Some stuff should be fixed or changed, but change back to the old border? Please no.
The current map is too large to have 3 copies of it. It needs a small rework and it should be put in a rotation with EB. Bring back the alpine (minus all the random animal npc’s) for roaming and skirmishing.
I think new map is awesome. There are enough spots for scrim and yes we all have to find places again, but I think the majority of players will find their ways in no time.
Play more in the bl and learn the paths and stop complaining.
It’s not about getting to know the map, it’s the trash mechanics that are ruining it. No WP at T3 and free upgrades means people don’t care about defending. My guild shouldn’t have been able to take every single bl keep during primetime without a single fight.
The barricades ( that zergs Knock down in seconds), the lack of WP’s, and not needing supply for upgrades kills peoples incentive for roaming. Not to mention it takes an hour to solo a tower now because they nerfed G catas, +5, and everything is fortified.
All the PvE gimmicks around the keeps ruin any fighting you could have in those areas. Even the stupid dino skyhammer event just helps the biggest group on the map steamroll everything faster.
@Puck
I really think that Desert + 3x Alpine would make a lot of players just rage quit until EBG rotated back. I could be wrong, but there seems to be lots of players that only likes EBG, even before removal of Alpine.
Not enough experience with either SkyDino or AutoUppgrade yet to make a good statement. The feeling I’ve gotten so far is that I’m slightly positive to the AutoUpgrade, and slightly negative to the SkyDino.
@zombyturtle
That would be simpler, and was what they hinted at earlier in the development of HoT, that they would rotate the BL’s. And I agree that Desert lack a good middle objective.
I’d love to see alpine come back as well, but as I’ve noted a couple of times now I’d like to see it as a single map, and not 3x identical maps.
@Puck (again)
Agreed on the size and number of copies. Putting an objective in the middle of the Desert map would solve most of the issues, but EBG still has 2 more towers (6 total) to make all sides equal. And it would still not be popular with the EBG crowd.
Still think putting all 3 maps in would be better, everyone would get a map they liked.
I don’t disagree with you. I’m just proposing a solution that I think they would be more likely to consider. WvW has never been high on their list of concerns. It’s a lot more likely they would be willing to do minimal redesign work on 1 map than to redesign multiple maps and the whole 4 map set up.
Wouldnt it be simpler to just put the new desert map and the alpine map on a weekly rotation and leave EB alone? Desert has no central objective to fight around and imo wouldnt be a good replacement for EB.
The map is too big to have 3 copies of it, only having 1 is manageable. They could put a new SM in the center of the map, just a straight copy for now and redesign it later if they feel like it. The skyhammer crap has to go anyway.
You really don’t want to “mess with” EBG, it is the most popular map, and if you removed it, even temporary it would probably create even larger backlash than what we got now. At the moment, many people consider it the last bastion of WvW etc. (This comes from me, that doesn’t bother going into EBG unless the other guildies force me)
I don’t think that it requires that much work to adapt a BL map to be fairly neutral. For the old Alpine one, the only thing you really needed was to adjust so all servers had access to a “Citadel” of their own with all the resources. And let red have the north position (Handicap advantage for red, they usually need it). I even expect that Bloodlust would be more interesting if it was a single map/bloodlust.
I’m not experienced enough with the new map yet, so can’t really say how that would work. But for the size, I think it would do much better as a singular map than 3x copies.
I think as long as EB was immediately put in rotation (not, it might come back some day in some form) and they toned down the ridiculous PvE gimmicks on the new map, people wouldn’t be nearly as upset as they are now.
I don’t even think the scale is that bad for being the main zergy map. Auto upgrades and the dino skyhammer would still have to be addressed though. They give way too much of an advantage to the dominant server.
Yup, been saying this for a year now.
The HOM BL system just encourages 3 identical maps, forces each map to have the very same play style, instead of branching out to make different maps for different people.
- EBG
- Alpine
- Desert
- <Optional>
People can go to what map they like, that fits how they want to play. Instead of right now where the few people left in WvW (that isn’t on PvE/Ween vacation) avoids the new BL because it’s new and they’re not used to it, or doesn’t like it (for whatever reason).
We already suffer from having too many maps for many match-up’s, and most of Bronze (At least for NA, probably EU as well, but I can’t answer that) just doesn’t have the population to fill this many maps.
Which is why I’ve been encouraging ANet to move over to a dynamic system for adjusting amount of maps.
And all this leads easily into a system where they in the future could focus on making more specific maps for play styles that currently feels left out. We already have 4 maps now with the same general principle of big groups beating on each others for keeps. Next I want some dedicated roamer maps, some huge arenas for large group fights etc.
They would have to redesign the maps so one side didn’t get a huge advantage and that would likely take them another 3 years to accomplish.
We need a quick fix for the new bl problem. The best solution is to return the alpine map for the bl’s and put the new map on a weekly rotation with EB.
Awww I had a thread in the PvP forum asking for the same thing but they closed it… https://forum-en.gw2archive.eu/forum/game/pvp/Ranger-Pets-Need-a-Nerf/first#post5670952
I’m testing a fix for being in combat on respawn internally. Suprisingly, ranger pets getting hit when you respawn does not put you in combat.
Then what’s putting my ranger in combat nearly every time I get killed in a team fight? I run a power build, I’m not using traps , and it still happens when using strength of the pack instead of entangle so the only condi’s on them would be non ticking things like vuln.
Me entering this thread: “Aww you sarcastic wonderful bast..wait……………reads..they aren’t..serious are..hmm..my god.. they ARE”.
Who needs imgur when you got these threads.
Right? When I made this thread I expected rangers to get a good laugh and commiserate a bit. But these comments are gold, this turned out way better than I expected.
When I originally posted here (as Jim Hunter) it was from a roamers perspective. I decided to give it another try last night doing a guild run during na prime. We hit both enemy bl’s and took every single keep without running into any resistance.
I don’t care what time of day it is or what event is going on, I have never before taken multiple fully fortified keeps without at least a few people trying to slow us down.
We were spotted several times and the players just wp’ed out. They didn’t throw a disabler, didn’t man siege, because why bother? No effort went into upgrading them, they weren’t going to have to wait for hours and babysit yaks to get their wp’s back. They will actually get more of a reward by letting us take everything so they can flip it back.
I logged off after about an hour and a half without getting a single fight. RIP WvW.
You need to remove the /r if you want people to be able to vote. You should go back and edit it in your thread as well.
Is this the only time you can be in combat on respawn? I fixed a bug some months back where just getting cleaved to death would leave you in combat on respawn for any class. I still experience this bug on Live though, but it could only be when I’m playing ranger and I haven’t noticed.
Just with rangers as far as I can tell. It’s possible other pets like necro minions might do it as well though.
So… nothing? We do not deserve any news about it?
Is it working yet? No? Then the new is they are working on it still and its still not fixed.
Fixing what exactly? How is spending an in game currency to get a reward something that needs to be fixed?
Love it
/crowd sobs
Lol at these responses. This is easily my favorite thread ever.
In Whiteside Ridge we had our first big fights in the new borderlands and it was awesome! Let me give you a run down.
Chapter 1.
Arborstone were slowly pushing down our southern towers and had took our Eastern keep before we’d noticed. I took my guild PRIM to defend the West Fire keep, as we trekked through the border somehow we managed to make it straight their without getting lost in the mists, as we entered in complete silence approaching cautiously from above on the stone bridges not knowing what to expect as we rounded the corner we found the French had breached outer and were pounding on the inner with a force of about 30. With only 12 Primigenians we leaped inside after bringing down a few who had separated from their main force.
The gate was going down fast, we decided to engage by leaping off the rafters from above down upon the gate, upon the fight beginning a reaper managed to somehow cleave through 2 of our soldiers in one fell swoop instantly putting them out of the fight. Falling back to the staircase behind us just above the outer gate we held our ground but the gate was down with around 8 of us left holding back the French forces. Suddenly they disengaged and moved to our lord room, with the Lord now being a power to be reckoned with they had only managed to lightly damage the lord as we resurrected our team I got a call from Sirius the leader of NINE asking if we needed any help.
Hell yeah we did.
As we moved to the lord room in silence the other Commander tag of Sirius appeared at our garrison slowly moving towards us with reinforcements. We had to hold the 13 or so of us vs the French forces who steadily gathered more numbers their full size had increased as they wore down our lord we grouped up and made the decision that if we die now the keep is lost, we had to hold the lord up until reinforcements arrived.
The only way to do that was to fight them head on to get their attention, with only a few of them noticing us buffing up suddenly we charged home! We cleaved through the first few enemies that we ran through putting them out of the fight instantly, but they were reacting and we were losing momentum, we had to regroup as a few of our Guardians went down we managed to push over them and rez to disengage with the whole team still up.
NINE was still minutes away. Minutes we didn’t have.
The French moved out of the lord room towards the west side of the keep on outer lord room to regroup, we pushed towards our keep lord and killed the stragglers, turned and faced our enemy. 30+ still stood against our team they were strong but hell are they taking our keep. Sirius was moments away navigating the outer keep entrance from the desert. Suddenly from out of nowhere a portal opened up and the horde of Arborstone poured through, we dodged back with Guardians and Elementalists holding us up in desperation with healing and defence buffs, metres away there was a miliseconds silence as we both stared at each other like almost comically. We charged down to 10 men we hit them again and again holding the line when we noticed, Sirius was about 50 steps away.
Disengaging we fell back towards the lava waterfall.
The enemy prepared to charge.
Sirius came through the inner door.
The French were stacking buffs.
Sirius arrived.NINE brought around 20 men and with no time to waste they roared into the enemy and hacked through their backline. We held our position as the French frontline were now battering away at us oblivious to the danger from behind.
The fight was won, the keep was saved. Whiteside Ridge had prevailed once again.
Chapter 2.
With the battle won PRIM and NINE moved out after repairing keep so it was in a defendable state. Capturing shrines around the keep to grab the fire blessing one of our scouts reported enemy movement in the central jungle.
Looks like they decided to try to shoot down all our walls and gates again, the defenses were in such a state that they would be broken with one shot of the megacannons.
NINE were making their way through to the jungle from the South West of the desert but were in close proximity to us. With no single location of the Arborstone forces we entered the jungle blind when comically they appeared next to us running south but on the main platforms staircase. They hadn’t noticed us and more Whiteside Ridge had arrived. There was skirmishes going on all around the jungle 2v2s 4v3 roaming parties in full fights, CURE, OTAN and TasH battling it out in small fights as the 3 large groups were trying to gain a strategic advantage in location.
NINE arrived, not only them though the French FD guild were here also. The french numbers were well over 40 by now but they were splitting in a desperate attempt to charge the megalaser PRIM moved to help the small fights who were struggling and WSR (Whiteside Ridge) started working on the laser.
The Arborstone and FD group were still at large on the east side, PRIM took the high ground, NINE ran alongside us on the far right as we hunted the French. They kept running, Sirius managed to engage but a group of 15 or so ran off towards the North East of our border, leaving the fight we tracked them blind.
The Hunt begins.
For a good 5 minutes we chased them across the desert plains only following the wells left behind by Necromancer, we came to a lone hill with a single track leading up, walls rising either side. Rather than moving up towards the obvious trap with a brutal choke point at the top we skirted around near the NE camp and to their flank then finally we caught sight of the enemy group sitting on top of the hill waiting to ambush us.
This was it, the jungle fight was won by NINE and now the final enemy group was left in this desolate wasteland with no room for error. Taking 2 seconds the buff up our mesmer stealthed us and we engaged, side by side we fought pushing and pushing, our Elementalists had moved to our right flank and were bombing them hard whilst the enemy broke steadily. One final push our Swords danced a dance of death as we finished them off.
It was over.
- Whiteside Ridge EU server
- Guilds Involved:
- NINE (Clockwork Knights)
- PRIM (Legio V Primignia)Smaller numbers from the Jungle fights.
- TasH (By Balthazars Beard)
- OTAN (Organzied Terror against Noobs)
- CURE (We’re here to help)By Gaius Castricius, Leader of The Primigenia (PRIM)
Here’s to many more fights on the new maps!
tldr
I’m surprised there isn’t more support for this, usually the community is all to ready to jump on the “nerf ranger” bandwagon.
Yes I agree bring back old bolderlands and switch EB map to desert map instead.
Agreed but tone down the pve gimicks first
T3 and WP are useful for everyone, but it’s not a reward for the scout.
Arena.net want people to do things, enjoy them, feel rewarded by the game for doing it.
Not having to do things, be bored by them, and may be rewarded by other players (it’s a bonus).If you can’t suggest things to make scouting interesting even for not dedicated players, nothing will change :/
Even minigames can be suggested!
If you don’t enjoy scouting then don’t do it, no one is forcing you to. There are plenty of other people that loved defending and upgrading.
I went ahead and made a thread with how I think it should work, and I formatted it in a way that is more likely to get the dev’s to respond and get the non ranger communities support. (Everyone loves a ranger nerf) https://forum-en.gw2archive.eu/forum/game/pvp/Ranger-Pets-Need-a-Nerf/first#post5663629
Sadly a lot of rangers didn’t bother to actually read the thread before responding lol.
(edited by Puck.9612)
haha
yes that’s a nerf we need.
come one roy where are you.swing your hammer.
Jokes on all the people still asking for nerfs. The pet has already been through the guillotine as of yesterday, 50% damage nerf, and they took away our control on smoke field.
You people either dont read patch notes or are “I dont play this so nerf it!” kids.
Yeah I hate it when people don’t bother reading
I have already been a part of various size raids, everything from havoc size to mid range, to map blobs this weekend and took all objectives on the new map multiple times….
So you had an easy time k training…
So much more PvE and jumping puzzles, just what every roamer wanted!!!
/s
People have to get their guild halls set up and then upgraded to the point that they can put that in. It’ll be back, just give it a few days.
I love how they take away something that people already had, stick it behind a grind, and repackage it as “new and exciting content”. This is the same reason so many thieves were kittened off about daredevil.