-BnooMaGoo.5690
-BnooMaGoo.5690
The problem with vigor is, all of the ranger’s vigor traits are terrible.
- Vigorous renewal provides 5 seconds of vigor every 20 seconds if you take Heal as One.
- Primal reflexes only gives you 5 seconds of vigor when you get hit, and only when you take a critical hit. I don’t know about you, but I try to avoid getting hit whenever possible.
- Vigorous training grants 5 seconds of vigor whenever you swap pets. If you’re forced to put a dead pet on cooldown, you’re suddenly without vigor for over 40 seconds. (requires swapping pets on cooldown for maximum effect)
Vigorous renewal and vigorous training are both somewhat decent, but they require you to invest more heavily in traitlines that you might not otherwise use. I feel like the change to natural vigor is going to reduce ranger’s build diversity even more, as rangers get pigeonholed into running beast mastery and wilderness survival for the vigor traits.
-BnooMaGoo.5690
Have to look at all the other characters but that would effectively be a blast every 7 seconds or so on rotation if you had 3 spirits up OR what might be even more overpowered is the thought of having 3 blasts almost instantly from one character.
Love the idea, but think the fields would be better. Hmmm. . . what if stone were the finisher and the others were fields?
Warrior banners have a blast finisher when summoned, and a blast finisher on a 10 second cooldown if you pick it up and press skill 5.
-BnooMaGoo.5690
Spirit actives should be blast finishers.
-BnooMaGoo.5690
Just make Heal as One move 2 conditions to our pet. Problem solved without having to rework traits that they don’t want to do anyway. It’s not a terrible heal it’s just not really worth the 1.5 second cast for nothing but health.
It would become amazing underwater because it has a .5sec cast for some reason.
Heal as one: heal yourself and your pet, your pet pulls up to 3 conditions from you and converts them into boons.
Increase the cooldown to 30 seconds if necessary.
-BnooMaGoo.5690
I especially like the bug where you activate the skill, but it does nothing, and goes on full cooldown. I don’t know what the folks over at Anet HQ are doing, but it’s not bug testing/fixing.
-BnooMaGoo.5690
There’s one thing which I feel needs to be addressed. Spirits. Specifically, our elite spirit.
The radius of its passive ability is so small, you have to be practically standing on top of the spirit to receive any benefit from it. Its active ability takes far too long to cast to save someone in a pinch. And unless you’ve taken the Spirits Unbound trait, your nature spirit isn’t going to revive anyone unless they happen to get downed right on top of it.
The spirit does have some merits. 500 health per second for all affected allies is extremely powerful. The slow cast time of the active ability allows the ranger to revive him/herself with some savvy timing.
However, in comparison to the warrior’s battle standard, the spirit of nature falls short. The battle standard is ground targeted, and revives allies on summoning. The battle standard’s passive effect has an extremely wide radius, providing might, fury, and swiftness to nearby allies. The banner can be moved without traits, and cannot be killed by enemies.
I feel as though spirits should be made more in line with banners. All spirits should be ground targeted, and spirit passive effects should match the radius of banner passive effects, including the nature spirit. In addition, the nature spirit’s active effect should either be made instant, or have its cast time significantly reduced.
-BnooMaGoo.5690
The spider queen’s devour is also a small AoE. If you’re close enough to someone else who is devoured, you will get downed as well.
Fun fact: the web that cocoons you cannot be dodged, blocked, or reflected. Making the spider queen the only champion in the tower which I still can’t solo.
-BnooMaGoo.5690
I’d rather we be allowed to buy something more substantial with pristine relics. I don’t know about you, but I have far more dragonite ore than I’ll ever need. I’ve begun destroying any I find.
I would rather be able to purchase more ascended trinkets and back pieces with my pristine relics. Perhaps consumables which temporarily increase agony resistance, or agony resist infusions.
-BnooMaGoo.5690
I haven’t done her in fractals yet but in the original dungeon I was fine as melee support with a greatsword and healing spring. The trick is to stay just outside range and use dodges/block when your health is low, rather than run far away and bait her shadowstep attack.
This still works at level 1-9, so long as you have enough condition removal. But at scale 20-29 and higher, Mai deals too much damage to melee.
-BnooMaGoo.5690
I use bears against Mai. Mostly because they’re the only pets that can survive for more than a few seconds in melee with her. As a bonus, they survive the cannon phases fairly well.
-BnooMaGoo.5690
Meanwhile, we are equally stupid. Why not just inject the antitoxin into the conveniently placed roots around kessex hills? The amazing power of Capillary Action™ would carry the antitoxin to the heart of the tower for us.
-BnooMaGoo.5690
I run LB/GS in dungeons and fractals, and no one complains as long as I bring frost spirit and spotter. Personally I find the sword to be an insufferable pain in the kitten to use, so I don’t use it outside of a few specific cases where dodge rolling isn’t required.
-BnooMaGoo.5690
Injecting antitoxin after killing the boss rewards you with ~10 silver, 5 pristine spores, and a champion bag. If you’re killing the hybrid anyway, there’s no reason to not do it.
-BnooMaGoo.5690
Death comes in more colors than just black and green. Just pretend the white screws are mold spots.
-BnooMaGoo.5690
I don’t use the travel golems anymore. If I happen to die at any point in the tower, I just waypoint back and start over from the ground floor. More loot that way.
-BnooMaGoo.5690
There are so many things you could have done about that champion:
- Get friends to help you fight it.
- Wait for a zerg.
- Get a ranged weapon and fight it.
Your lack of skill is not a reason to call this bad content. This has been one of my favorite releases so far, right next to the Queen’s Gauntlet.
I was able to run from the bottom floor to the top floor in about 10 minutes. I soloed a couple of this “impossible omg we need a zerg” events. They scale to the number of players.
The only part of this content I have to call into question is the spider queen. Her cocoon attack is undodgable, and perhaps unblockable. The only way it can be mitigated is through stability, making the spider queen nigh impossible to solo.
-BnooMaGoo.5690
Get a ranged weapon, I prefer longbow over rifle for the AoE and might stacking. Retrait for adrenal healing and banner regen, always carry at least one banner. Equip healing signet. Now you can fight at range, and with full adrenaline, you gain ~700 health per second with a banner up.
If you can’t survive the tower with all of the defensive traits and utilities of a warrior, you probably won’t have an easier time on any other class.
-BnooMaGoo.5690
Other MMOs seem to have much better systems in place for handling these types of skill queue situations. When I commanded my pets to use a skill in say, Perfect World, they used that skill. Less complex combat system and mechanics yes, but it functioned properly.
On that note, the fern hound’s F2 is still bugged. If you attempt to cast it immediately upon swapping to the hound, it will occasionally do nothing and go on full cooldown.
Also, toxic knights can dodge roll. Why can’t our pets do this?
-BnooMaGoo.5690
- Need a big damage buff in all weapons output that rivals warriors.
With the video evidence showing rangers soloing Lupi and other mobs faster then warriors can, and videos of damage parsed from the combat log confirming they can out DPS warriors, I question some of your comments.
The problem I see with that though, is that these max DPS situations are limited to very specific builds, with very specific weapons.
As well, I think your grossly over estimating warrior damage. Personally, I feel they need to adjust Axes, short bow, and long bow damage a bit, and great sword and MH sword are fine.
Notice, I said PvE is no problem. Lupi is PvE mob, and rangers are very good, if not perfect for PvE. Lupi is an AI that is easy to predict and rangers don’t have to take the close up damage that he and his minions can do, while the warrior must contend with being pointblank on target. I’ve soloed Lupi at least 3 or 4 times…I should’ve recorded it – if I had that set up. Kiting is the key to AI mobs.
Ranger vs Warrior: No matter the DPS difference in the beginning of the fight, once a warrior has closed the distance, and they do this very fast(as do many other classes), the ranger’s DPS means nothing. All the DPS you’ve done has hardly affected the warrior and he Hammers you down and keeps you down. Kiting doesn’t work very well on players, since they have ways to reach you and will use them at every opportunity.
On a side note:
Classes like elementalist, mesmer and necromancer should have a massive damage nerf with any and all melee weapons.
Elementalists are spell casters not fighters.
Necromancers deal in undead minions, disease and life force draining and are not fighters.
Mesmers are illusion masters and shouldn’t even be able to lift a great sword.Some of it I agree with, but that last line was hilarious. In real life, even the most enormous two-handed swords didn’t hit more than 7 pounds or so.
It’s true. A well made sword is surprisingly light for its size. Though, I doubt most people on this forum could swing around a 7 pound sword without hurting themselves.
-BnooMaGoo.5690
Priory armor is available in game to a character who has chosen the Priory path in the personal story around lvl 30-ish? But it doesn’t look very much like that concept at all.
The chest and leggings are similar, but the rest is different.
-BnooMaGoo.5690
I don’t think even the writers know who E is.
-BnooMaGoo.5690
concept arts
doubt they will make it into the game anytime soon, as if they do it will be in the gem store (nothing agaisnt it).
I do like the Sylvari one though, kinda looks like T3 cultural, heavy one, but the boots and pants are a lot cooler, same with the hands.
The sylvari one is T2 cultural, pretty much as it appears in the game.
http://wiki.guildwars2.com/wiki/File:Warden_armor_heavy_sylvari_female_front.jpg
http://wiki.guildwars2.com/wiki/File:Warden_armor_heavy_sylvari_male_front.jpg
A bit less stylized than the art of course, but it’s nearly identical.
-BnooMaGoo.5690
The first image is a GW1 costume, not available in GW2 as far as I’m aware. The second image is an early concept drawing of priory heavy armor. The third image is sylvari T2 cultural heavy armor. The last 3 images don’t look like they exist in game.
-BnooMaGoo.5690
Applying weakness via an auto-attack, whether this is done by a player or a mob, is a mechanic that offers no meaningful counter-play. Condition removal is supposed to be the counter to conditions, but if the condition can be immediately re-applied, that counter is almost worthless. At least with bleeds, removal gets rid of all stacks, and the applier has to start from scratch. With duration conditions like weakness, one hit and the condition is back full-force. As a result, this is an inherently boring mechanic.
And for the record, Weakness affects all builds, not just berserker.
Weakness affects condition builds and bunker builds less severely than it does direct damage builds.
-BnooMaGoo.5690
As a warrior, you have no right to complain about immobilize. Trait dogged march, get some runes of melandru, and eat a bowl of lemongrass poultry soup. Congrats, that 20 second immobilize is now 0.4 seconds.
Being able to stack -condition duration effects like that makes the warrior nigh unstoppable. Try being a ranger sometime, I’d kill to have the kind of traits warriors take for granted.
-BnooMaGoo.5690
I currently sit at 99% world completion, but because of a few POIs and Vistas in Eternal Battlegrounds, I cant finish. Our Server (Jade Quarry) Has been Green for at least a month, and will continue to be green till the season is over. Ive checked EB just about every time i’ve been on, and we never have any of the keeps. So what do I do? Wait till the season is over? Or buy Gems lol.
I thought JQ was one of the top 5 WvW servers in North America. You’re telling me your almighty zergs can’t flip a few keeps?
-BnooMaGoo.5690
Maybe Isgarren is actually dead ._.
That tower is his home and grave.
Or undead. Anet, this is prime living story material…get on it.
-BnooMaGoo.5690
He’s not actually there. The floating tower is merely an illusion.
You mean there’s a mesmer out there powerful enough to conjure an illusion of a giant floating castle, and no one has heard of them? Perhaps the Mursaat were behind the tower this whole time…I hear they love illusions.
Maybe Isgarren doesn’t like helping people…or doesn’t like people in general.
-BnooMaGoo.5690
When activities started rewarding rank/glory I was enthused. I dislike SPvP and TPvP greatly, but wanted to unlock more rank finishers for use in PvE (assuming the trend of finishers in PvE continues). The bit of rank/glory at the end of each match gave extra incentive to play the current activity of the day, leading me to actually enjoy southsun survival and lunatic inquisition.
Since today was sanctum sprint, I figured I would take an hour or two and earn my deer finisher, only to be disappointed by the fact that sanctum sprint no longer rewards rank/glory. Is this the case for all activities? If so, it was never mentioned in the patch notes.
I suppose I’ll just go back to ignoring these activities like I used to.
My initial reaction was to shut you down by pointing out that we all assumed that the glory / rank gain in activities was unintentional and got fixed.
But your mention of PvP finishers in PvE (and WvW) got me thinking.
I PvP more and more, but I wouldn’t mind if activities awarded some rank and glory. Maybe not exactly the same as sPvP and tPvP, as you gain gold & karma from them as well, but I have nothing against a healthy compromise. I don’t begrudge other players their rank / glory.
The line between PvP and PvE has been blurred by ANet first when they introduced PvP finishers to PvE.
There is also the incentive of pvp skins. Activities use the spvp interface, and spvp armor. Being able to unlock new skins with the glory rewards was a nice bonus.
-BnooMaGoo.5690
For someone who claims “factual notes”, you seem to have a very lose understanding of how said skills work in actual combat.
No, not really. After leveling the last of my 8 professions to 80 at the first of the year, one thing I really learned, is that players like you, like to claim “actual combat understanding” when you don’t know jack about the other professions to make a comparison.
Particularly Your laughable comments about condition removal. Every player always tries to convince the sane people, that their current main is the worst profession at everything and subsequently needs to be buffed at everything. You prove that in particular, by with the comical effort you put into trying to down play every skill. Your kidding yourself if you believe the other professions cannot list issues with each of their skills as well.
Allow me to list all of the ranger’s condition removal skills/traits, and their drawbacks.
- Empathic bond: Transfers 3 conditions to your pet every 10 seconds. Only functions if your pet is alive, and within range (maximum range unconfirmed)
- Evasive purity: Dodging removes poison and blind. Only removes the two aforementioned conditions, costs a dodge roll.
- Signet of renewal: Passive- remove a condition every 10 seconds. Active- pet draws all conditions from nearby allies to itself. Active only works if your pet is alive, and within 600 range.
- Healing spring: Removes one condition every 2 seconds while standing in the field, and one condition upon activation. Must remain in the field to receive the full effect.
- Nature’s renewal: removes 5 conditions and revives up to 3 downed allies. Elite skill, 600 range, can only be used twice every 240 seconds, spirit can be killed rather easily.
Objectively, healing spring is our most useful condition removal skill, but it also happens to be tied to one of our better healing skills. The rest of our condition removal is either passive, requires our pet to be both alive and nearby, or has a tremendously long cooldown.
In comparison, guardians have:
- Inscribed removal: Activating a signet removes a condition. Turns every signet into an active condition cleanse.
- Purity: remove a condition every 10 seconds. Passive.
- Pure of Voice: allies affected by shouts convert one condition into a boon. Turns every shout into an AoE cleanse.
- Signet of resolve: passive. remove a condition every 10 seconds, can be traited to remove two conditions with perfect inscriptions.
- Ray of judgement: Cures a condition on each ally it strikes. Only bounces 4 times, allies must be in range to be affected.
- Purifying blast: Cure a condition on allies. Underwater only.
- Purging flames: Cures 3 conditions upon activation.
- Contemplation of purity: Converts all conditions into boons.
- Smite condition: Cures one condition and inflicts damage to nearby foes.
The list seems a bit biased, but guardians are the clear winners when it comes to condition removal. Guardians have far more active cleanses, and they come with far fewer stipulations.
-BnooMaGoo.5690
I’m honestly speechless from this post. I was going to put some sarcastic comment, but my brain actually hurts to much after reading this to figure one out.
Edit: This should be stickied on the PvP forums as the reason PvPers hate PvErs…
The glorious pvp master race?
Activities are pvp. They should be rewarded as such. I’d certainly play them more if they were.
-BnooMaGoo.5690
PvP Finshers are made for PvP, they are made to show your experience in PvP.
If you want PvP finishers, go PvP.
There are finishers you can buy from the Gem Store if you want a nice finisher in PvE.
I want a wolf finisher to use in pve. However, I dislike pvp and have no desire to grind hotjoins and tournaments until I hit rank 30. I was more than happy to grind sanctum sprint and southsun survival though, as those forms of pvp are actually engaging and interesting.
-BnooMaGoo.5690
When activities started rewarding rank/glory I was enthused. I dislike SPvP and TPvP greatly, but wanted to unlock more rank finishers for use in PvE (assuming the trend of finishers in PvE continues). The bit of rank/glory at the end of each match gave extra incentive to play the current activity of the day, leading me to actually enjoy southsun survival and lunatic inquisition.
Since today was sanctum sprint, I figured I would take an hour or two and earn my deer finisher, only to be disappointed by the fact that sanctum sprint no longer rewards rank/glory. Is this the case for all activities? If so, it was never mentioned in the patch notes.
I suppose I’ll just go back to ignoring these activities like I used to.
-BnooMaGoo.5690
(edited by Quarktastic.1027)
There are two other anchor themed hammers out there. My personal favorite is this one.
-BnooMaGoo.5690
I think I’ve got a couple shots of my guardian hanging around.
Love your guard, and account name. I have a guard Asura named Squaark
What’s your guard’s name?
He’s a Peacemaker, his name is Lexx.
In all honesty, I’m terrible at making up character names, so I went with a sort of RP name, even though I don’t RP.
-BnooMaGoo.5690
Hey mates, I’m back with another rework for some skills that are a bit lackluster, but this time with the greatsword. My main objective with these changes was to increase the weapons supportive/defensive role.
2 – Changes to, Maul your foe with the force of a bear, inflicting weakness (6’s). Is now a blast finisher. +10% damage, no longer applies vulnerability. Recharge increased to 10 seconds.
This isn’t bad, Maul inflicting weakness adds to the defensive nature of the weapon, though the blast finisher is overkill. Make Maul hit 5 targets instead.
3 – Changes to, Run and leap at your foe, knocking them back (300 distance). Recharge increased to 15 seconds. Remains a leap finisher.
A knockback on a gap closer isn’t a very smart idea. What are you going to do after you’ve wasted your gap closer to knock your target out of your melee range? Leave everything about swoop the way it is, remove the evade from Power Stab (GS auto) and add it to swoop.
4 – Changes to, Block attacks with your greatsword (same duration, no longer counterattacks) —> Crippling throw – Remains the same, but is no longer a projectile finisher.
Counterattack is fine the way it is. The only thing I would change, is allowing the kick to be canceled by dodge rolling.
5 New Skill – Melandru’s Refuge – Thrust your greatsword into the ground, creating an area of refuge for allies. Cures a condition every 2 seconds, grants Aegis (5’s) every 2 seconds. Four second duration, 240 radius. 25 second recharge. Same activation time and animation as symbol of wrath.
Hilt bash is fine the way it is. Instead, change moment of clarity (grandmaster skirmishing trait) to stack with the attack of opportunity hilt bash already provides to the pet.
Frankly, the only thing the greatsword really needs is a buff to its auto attack. Everything else is fairly unnecessary.
-BnooMaGoo.5690
Not sarcasm.
Seriously, how are your pets dying in PvE? With +75% HP? I just don’t see what you guys say are supposedly killing them, and I use Jaguar most of the time.
The only bosses which ever gave me trouble were Mossman, and Arch Diviner, but why would you use a melee pet on them in the first place?
My pets are certainly surviving longer, but there are more than a few bosses where pets just aren’t useful. The aforementioned mossman and legendary archdiviner, both bosses of the dredge fractal, the legendary imbued shaman, and that’s just fractals. Just about every boss that packs a high damage AoE will destroy most pets, even after their insane health buffs.
It also doesn’t help that my healing skills only heal a small fraction of my pets’ health. It’s rather amusing to drop a healing spring, blast it twice, and watch my drake’s health tick up by a grand total of 10%.
Pets didn’t need more health, they needed some form of passive damage reduction.
-BnooMaGoo.5690
Yea, I’be brought this up twice on the thread. This is one of the big reasons I re-rolled. I know they have a lot to respond to, but this has been an issue since day 1.
I mean, I guess I shouldn’t be surprised, but it’s kinda frustrating since ANet has become so open on balance changes recently, yet still hasn’t addressed this.
Do you not acknowledge that many in the community like the sword? We’re not all 100% on board to want to change it. I think it works to be honest. It sucks to learn but you can.
I acknowledge this, but, after following these forums and playing the game since release, I have found that these people are mostly in the minority and primarily argue for it on the basis of preferring difficult gameplay.
I’m all for difficult gameplay, but I think it can be accomplished without clunky mechanics that provide unnecessary hindrances.
Difficulty for the sake of difficulty is not why I want it to retain it’s current functionality. I want to keep the leap because of pvp. Unless they can change the engine such that dodges break leaps, the easy solution from a programming point of view is to remove the leap. And I don’t want that. That’s where I stand, I hope that’s clear.
Change the leap to a dash, and allow it to be broken by dodge rolling. I would also argue that Anet should tweak the engine to allow more animations, such as kicks, to be broken by dodge rolling.
All effects that move the player’s position can not be interrupted by a dodge or “Esc” by design. switching it to another kind of movement won’t change anything.
That’s why I said “tweak the engine.” I agree that leaps shouldn’t be broken by dodge rolls, but dashes and kicks should.
-BnooMaGoo.5690
Main-hand sword
I just want to clarify for good that main hand sword is currently working as intended. All movement skills cannot be interrupted by dodging and this is currently intentional. It has a very specific play style, and I would like it to remain. I understand that rangers want a one handed melee option that is more mobile, but that will have to wait, as I know there are a mix of players who also like how this weapon plays and I do not want to take away one of the more unique playstyles that we have and replace it with something that is fairly common.
I really can’t help but comment on this. When your game puts so much focus on dodge rolling as a method to mitigate attacks, isn’kitten bad idea to add so many skills which lock players into these fixed animations which cannot be broken by anything short of weapon swapping?
I understand that dodge rolling in the middle of a leap doesn’t make a whole lot of sense, but I don’t see why it would be impossible to dodge roll out of a kick or a dash.
-BnooMaGoo.5690
Yea, I’be brought this up twice on the thread. This is one of the big reasons I re-rolled. I know they have a lot to respond to, but this has been an issue since day 1.
I mean, I guess I shouldn’t be surprised, but it’s kinda frustrating since ANet has become so open on balance changes recently, yet still hasn’t addressed this.
Do you not acknowledge that many in the community like the sword? We’re not all 100% on board to want to change it. I think it works to be honest. It sucks to learn but you can.
I acknowledge this, but, after following these forums and playing the game since release, I have found that these people are mostly in the minority and primarily argue for it on the basis of preferring difficult gameplay.
I’m all for difficult gameplay, but I think it can be accomplished without clunky mechanics that provide unnecessary hindrances.
Difficulty for the sake of difficulty is not why I want it to retain it’s current functionality. I want to keep the leap because of pvp. Unless they can change the engine such that dodges break leaps, the easy solution from a programming point of view is to remove the leap. And I don’t want that. That’s where I stand, I hope that’s clear.
Change the leap to a dash, and allow it to be broken by dodge rolling. I would also argue that Anet should tweak the engine to allow more animations, such as kicks, to be broken by dodge rolling.
-BnooMaGoo.5690
I think I’ve got a couple shots of my guardian hanging around.
-BnooMaGoo.5690
This seems to be a recurring theme of legendary weapons. They are all bugged or missing small details. Kudzu has been that way since launch. It’s as if the designers spent so much time making it look pretty, they forgot that it needed to look like a functional weapon.
At least the spear doesn’t have an awkward looking tacked-on bowstring that hangs in midair because it has nothing to attach to.
-BnooMaGoo.5690
firing a miniaturized version of the bow itself
that is an awesome bug! why would you want to change that?
As an aside, when is Kudzu going to give us a unique barrage animation? It could be something as simple as changing barrage’s arrows/arrow trails to the arrows/arrow trails of Kudzu, and perhaps adding some sporadic footfalls to the barrage circle.
I hadn’t thought of this. does Dreamer barrage have unicorns smash into the ground? it should.
I want a bow that shoots arrows, not smaller bows. The Dreamer is a shortbow. Shortbows don’t have barrage.
I’d really like to read a developer’s comments on these issues.
-BnooMaGoo.5690
You can get it without using SPs at all.
That is not being helpful in the least.
Healing Tome- : Antitoxin Spray
(this item costs 5 Gold coin + 250 Pristine Toxic Spore Samples Pristine Toxic Spore Sample; it is available from from Marjory Delaqua during Tower of Nightmares after giving her 50 of the samples)Still too much.
Depends on how you look at it. I happen to be checking this earlier and the best SP -> gold conversion I am aware of is 1 SP for 4g which means the 25SP would be worth 100g. In comparison to that buying from Marjory is a very nice discount.
Unless I’m mistaken, the only way to convert skillpoints to gold is through crafting weapons with eldrich scrolls/bloodstone shards. And the crafting of those weapons requires other materials as well.
-BnooMaGoo.5690
That’s because you’re smashing 11111111111111111111 instead of actually hitting it when you need to. Skills queue. The delay is there because of the way you are playing.
The less often you spam 1, the less damage you deal. No other weapon requires its user to refrain from attacking if they want to avoid getting killed. The sword 1 chain is a problem, and it has been a problem since launch. Just because people have found ways to deal with it doesn’t mean there’s nothing wrong with it.
-BnooMaGoo.5690
Here are some screenshots showing the bugged projectile animation, as well as one showing the dryad’s spear bending upwards at an odd angle as the bow is drawn back.
-BnooMaGoo.5690
So a recent update has “fixed” Kudzu’s bowstring, by lengthening it to reach both ends of the bow. However, it still looks terrible. Kudzu’s projectiles are still bugged, firing a miniaturized version of the bow itself, which then transforms into an arrow in flight. Are we to consider this weapon finished? Or is it possible to get some proper graphical fixes for the bowstring and bugged projectile?
Though I must admit, designing a bow which has no solid points for which to attach a string seems pretty silly -I assume the new dreamthistle bow will suffer the same problem.
As an aside, when is Kudzu going to give us a unique barrage animation? It could be something as simple as changing barrage’s arrows/arrow trails to the arrows/arrow trails of Kudzu, and perhaps adding some sporadic footfalls to the barrage circle.
-BnooMaGoo.5690
I would hate getting a focus on melee weapons as I much prefer range unless range was part of your definition.
That is the problem, the ranger class has so much to fix that depending on your play style certain “fixes” do you a lot or no good. Is there a universal quick fix that impacts everyone?
I feel like our ranged weapons are just fine. Our melee weapons however are rather clunky, and in the case of the one handed sword, difficult to use properly.
-BnooMaGoo.5690
What you call fun, I call needless busy work. I like my waypoints just fine.
-BnooMaGoo.5690