Hmm as someone hoping to invest in BM after this the protection to pet of natures ward is pretty nice. Ill be honest the weakness aoe from the ranger should work fine on MOST of the classes we actually have to be afraid of. Since there really isn’t anything besides other rangers we should have to worry about sniping us (inb4 rifle thief).
I don’t want to push for changes to early on before we actually get the trait. After all thats happened over the last month im worried theyl change it to be closer to what we desire and the internal cooldown will be increased or the durations will be massively reduced.
Id rather actually get my hands on and try this trait BEFORE we take it apart. Or else we run the risk of what we get in the end having less potential than what we already have. (OR it being massively overpowered becoming a mandatory trait for rangers and being used in literally every ranger build. Which would be obnoxious. Eles are already having to detox from there favorite traits. I don’t want that to happen to us.)
I see what your saying yes, but the general belief is that the trait that was shown during the live stream was not the final version, which is why we are discussing practical options for it. trying to provide balanced but good,GM worthy options for the devs just in case they are viewing.
and what we are afraid of depends on our current build, but in general we have to be afraid of mesmers and thieves for sure, in the case of Mesmer, they are ranged, and in the case of thief, they will cleanse it immediately through stealth with little investment.
if they leave it as is and let us “play test it” in game, people will cry nerf, ranger Op perma Protection weakness QQ, and then it will be nerfed into the ground harder than we could do prematurely.
Oh I fully understand that. And im fine with that for the most part. My primary concerns are the suggestions that largely seem to shift the priority of the effects themselves. In its current form its quite decent for BM focused players (I fully know and understand we are the minority. And I won’t claim that shifts(or preventing a shift) should be done for the sake of that minority).
Offering a trait that will help mitigate initial burst (requiring them to condi cleanse to continue the burst properly. Buying you a couple seconds to react) while defending the pet in a way that enables it to keep attacking its previous target while you deal with the new threat. That duel play is a massive part of a pet focused playstyle after all. I suppose from my perspective its worrying seeing some of the suggestions coming.
Yes they would be better for the ranger themselves. But it seems that many forget about sustaining the survivability of the pet itself. In a “typical” gank situation in the gvgs im in and in the tpvp matches I run that burst combat usually lasts anywhere from 6-7 seconds. Normally your going to want to try to break out/outlast it yourself without pulling your pet off of your primary target (a typical longbow build will usually have a designated target low enough on health that a buffed pet is a considerable threat.) Natures ward goes a long way towards that. Allowing you to fight temporarily independently of your pet for a short time period without worrying about it being gibbed by a random meteor shower.
Its a functionality thats fairly unique among our trait setup. And im worried about losing it for a more selfish version.