Showing Posts For Substance E.4852:

Thieves are immune to Sick-em?

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Posted by: Substance E.4852

Substance E.4852

Really? Rangers not to harass you guys but when you play glassy pure range specs you cant come at the forum and shout for us thieves to be nerfed… Everything got a hard counter for example we hit backstab stealth thieves are weak to engineers. when you run pure glassy you cant espect to survive a thief. Play a defensive or a half defensive spec before you come here shouting at the forums i used about 20 minutes to kill a spirit ranger think on that… so try somthing defensive or just deal with it.

You mean like the metric kittentons of thieves that cried a river when anet announced the reveal on sic em rather than learn to adapt?

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For you Metroid fans - Samus Engi!

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Posted by: Substance E.4852

Substance E.4852

Use the WvW Med armor glove. It will give you a better gun arm effect.

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Thieves are immune to Sick-em?

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Posted by: Substance E.4852

Substance E.4852

it doesnt activate if you dont have target .. it has nothing with pet ..
if you have target ic activates immediately
dont remember if it work with pet dead .. used it few times and forgot that this skill exists

It will still apply the reveal regardless of whether you have a pet alive , or even near you. I once used it to put reveal on a thief while my pet was still in stow mode and not even active.

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December 10th Ranger changes

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Posted by: Substance E.4852

Substance E.4852

And as Jon Peters hasn’t posted here for the past 17 days I would assume we have been dumped again.

They only had a short time reserved for discussing the new patch notes. Noone got dumped. He talked about all the classes, not just the Ranger. Jon did say it was a successful experiment, so maybe it will happen again.

Just don’t expect any other changes for the 10th of December since none have been confirmed for the Ranger. It’s not that odd since we almost only had buffs. We only really had Natural Vigor to complain about. I don’t think anyone even bothered to complain about the nerf to spirit actives.

I do hope they picked up on some suggestions for the next patch over.

Actually we did kind of get dumped. His last post was on how he had an interesting idea to address sword rooting and would fiddle with it when he got to the office and then nothing. we have no idea if his idea worked at all or even what he came up with which is rather unsettling since the current sword is working as intended for the most part.

Every single one of the profession pages had a topic from the devs addressing them, and every single one got “dumped” around the same time frame.

It isn’t something specific to the ranger class, and there is a point in time from the devs perspective that responding to a thread isn’t helping any more because there just isn’t anything else to say.

Not that I think the patch is going to be amazing or anything (hahaha I’m actually chuckling in real life. good ranger patch, that’s a real knee slapper).

No I get that. My point was that he said he had an idea that he would test out while in the middle of a back and forth dialogue and then just dropped off that map. I can understand if they used up all their allotted forum time but a little one sentence post on whether his idea panned out or not would have been nice.

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Start accepting rangers in dungeons!

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Posted by: Substance E.4852

Substance E.4852

They mostly demolish lupi because of the reflect on axe #5. Not because they put out superior damage to the current dungeon meta classes.

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Better offhand when running with sword?

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Posted by: Substance E.4852

Substance E.4852

If you had to choose one I’d go with WH. The fury application and DoT from #4 is much more useful than a single dodge if you can only have one.

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December 10th Ranger changes

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Posted by: Substance E.4852

Substance E.4852

And as Jon Peters hasn’t posted here for the past 17 days I would assume we have been dumped again.

They only had a short time reserved for discussing the new patch notes. Noone got dumped. He talked about all the classes, not just the Ranger. Jon did say it was a successful experiment, so maybe it will happen again.

Just don’t expect any other changes for the 10th of December since none have been confirmed for the Ranger. It’s not that odd since we almost only had buffs. We only really had Natural Vigor to complain about. I don’t think anyone even bothered to complain about the nerf to spirit actives.

I do hope they picked up on some suggestions for the next patch over.

Actually we did kind of get dumped. His last post was on how he had an interesting idea to address sword rooting and would fiddle with it when he got to the office and then nothing. we have no idea if his idea worked at all or even what he came up with which is rather unsettling since the current sword is working as intended for the most part.

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Please remove Signet of the Beastmaster trait

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Posted by: Substance E.4852

Substance E.4852

Rangers have an immunity skill its protect me. Signet of stone is a second immunity skill if traited. Signet of stone is the go to option as it also provided extra toughness when its inactive.

You may have discounted protect me because your pet may die. Picking a more robust pet should be considered. Those of you who discount a certain weapon or skill or pet limit yourself.

As Rangers our class mechanism gives us so many option that other classes don’t have.
Those of you who see our pets as a weakness will always have a problem with this class.

Because the pet is the weakness and we really can’t do anything (aside from res ourselves from downed quickly) that any other class can’t do better. Why should I have to lower dps by bringing a bear to make my invuln skill work when other classes don’t? why should I have to risk killing my class mechanic at all to make it work? That’s the opposite of balance and doesn’t belong in a proper game.

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The dream ranger

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Posted by: Substance E.4852

Substance E.4852

Sounds like the kind of ranger I’d like to play.
It’d be interesting to see some of these buffs be replaced by party utility traits though like carnivorous could have it’s healing reduced to base ~100 but it heals the pet, ranger and 5 allies in an aoe. Something simple but that’s useful enough to get us out of the “no team utility” rut that can only be solved by spirits currently.

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Signet of the Hunt active

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Posted by: Substance E.4852

Substance E.4852

There are ways to 1 shot people with the drake using this signet…

I’m gonna have to play the pics or it didn’t happen card on this one.

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Million Karma and nothing to spend it on

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Posted by: Substance E.4852

Substance E.4852

Karma is much harder to come by with the update a few months ago. Don’t go spending like crazy as you won’t be able to get it back as easily.

If you decide to go for a legendary, you’ll need a massive amount of karma.

Karma booster + WvW reset day karma train.

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Looking Ahead: Guild Wars 2 in 2014

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Posted by: Substance E.4852

Substance E.4852

January: the frozen alliance!
February: the sandy alliance!
March: the rocky alliance!
April: the easter alliance!
May: the spring season alliance!
June: the summer alliance!
July: the summer alliance part 2
August: the celestial alliance!
September: WvW update
October: Halloween
November: the turkey alliance!
December: Wintersday

Laughing because it’s funny and shaking my head because it is plausible.

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Signet of the Hunt active

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Posted by: Substance E.4852

Substance E.4852

I always thought that merging “Sic ’Em” into Signet of the Hunt, to become its active effect, would be a nice move. Both skills attempt essentially the same: boost pet damage. So why not combine them? I’d definitely use the signet active during combat then and the passive when travelling outside of combat.

This would free up a slot to come up with an entirely new shout. Perhaps a real one this time that actually affects our allies within range and not some clunky niche skill like “Guard”.

While I would love this, it would be heavily OP unless they bumped the cooldown to 60+ seconds which would make the skill even more situational than it already is. The thing about signets is that they have an effect when not in use unlike normal skills so they need to have weaker effects for the cooldown compared to normal skills.

3-4 seconds of reveal? Maybe, but not with the pet buff on top of it.

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Signet of the Hunt active

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Posted by: Substance E.4852

Substance E.4852

Take away the damage buff, give 6 secs of stability.

http://wiki.guildwars2.com/wiki/Signet_of_the_wild
Too much overlap.

I don’t believe there is such a thing as too much stability.

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Please remove Signet of the Beastmaster trait

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Posted by: Substance E.4852

Substance E.4852

Signet of the beast doesn’t just affect signet of stone. So you cant compare it to the immunity skill. Ranger pets give rangers a lot of utility. As far as condition cleanse or healing if you use the right runes you already have access to cleanse on shout or heal on signet uses.

I’m a power ranger so putting 30 points in this line is a no brainer. While a lot of us love conditions running conditions can result in adding nothing to the group if another class specs into condition.

A lot of signets passives are better than the active not in this class in all classes.
a lot of the active ability that the other classes have we have access to with our pets. From condition cleanse to kd’s and chill.

We are not the best at anything we aren’t the worst either. It is our strength and our weakness. Those of us who can adapt can tap in to our strengths those that can not only find weakness and fault with the class.

There is no strength in having to waste a Grandmaster trait to get something that absolutely every other class that has signets get’s by default.

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Please remove Signet of the Beastmaster trait

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Posted by: Substance E.4852

Substance E.4852

Signet of the beast doesn’t just affect signet of stone. So you cant compare it to the immunity skill.

Correct, but Signet of Stone is probably the biggest factor when it comes to this trait. Early in the game (or maybe it was still the beta), there were Signet Rangers that used the Signet of Stone and a Signet cooldown-reducing trait in order to become almost perpetually invulnerable. There were amazing videos in circulation of Rangers outlasting Necros. To fix this, A-net bumped up the Signet of the Beastmaster trait and reduced the effect of the Signet cooldown trait. Signet of Stone would have to be addressed before they could bring the Signet of the Beastmaster trait down/give the effect without traiting. Or we’d possibly out-tank Guardians and Necros. Which I wouldn’t mind, but other people would. <<

The thing is, many other classes have comparable immune to damage skills that don’t break the game. Many of said skills are also true invulnerability and not just 0 damage for X seconds. Even with the trait, it’s still a 64 second cooldown for a skill that doesn’t keep you from getting stunlocked or hit with several second immobilize.

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Make ascended trinkets account bound

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Posted by: Substance E.4852

Substance E.4852

At the very least I would like to be able to unsoulbind my trinkets for five laurels then just become soulbound again on use or something similar.

This! +1

There are also people suggesting some king of gem item to unsoulbind stuff (making it accound bound). That would also be a solution.

I have a lot of alts and have changed the build of my main twice, leaving me with banked ascendeds which d be very useful on my alts, but useless as long as they remain soulbound. (and infusing all of them in the mf to get them acc bound isn’t really an option… )

I always try to tell myself that anet doesn’t hate money but then I remember that they haven’t created a gem store doodad that turns a soulbound item into an account bound/soulbound on use item yet, because… reasons?

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Signet of the Hunt active

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Posted by: Substance E.4852

Substance E.4852

I’d like to introduce you guys to Arenanet. This is something I learned about them during the years of balancing efforts aimed at Guild Wars 1.

Not every skill will be useful or totally useful in this case(since we use the passive just fine). They will even intentionally nerf skills, while buffing others, to change which skills are in meta and keep play styles from becoming stagnant.

I’ve actually found balance to be the exact opposite that it was in guild wars 1. In guild wars 1, big changes happened frequently, the meta was always changing, and new options were almost always being brought up to be competitive.

The hundreds upon hundreds of skills weren’t all getting love, no, but it is a lot of skills to account for, and many of them had duplicate or almost duplicate functions anyhow.

Guild Wars 2 however…. Rangers for example have had the same exact builds since like Last September. Sure the effectiveness of them has been reduced (yeah, really only reduced. Shortbow attack speed nerf, quickness nerf, Empathic Bond nerf, pet nerf), but they are the same stagnant builds with the same stagnant play. Skills are almost never changed, and most of the changes made are so insignificant that the effect on gameplay is rarely noticeable, and it again, never changes the builds.

TPvP being the focal point of balance, the devs said last December Empathic Bond was a problem and that a big part of the rangers problem is that they had to rely on it for cleansing, and it was an Apex Predator problem that needed to be solved.

But really we’re playing basically the same game with the same builds that we were last year. Maybe a few builds have adapted to players that try to shift the metagame and popularize new variants of new builds, or OP perplexity runes get added that make people have to run hard counters, but overall, stagnant gameplay is the guild wars 2 balance teams trademark.

You can always rely on the the stagnant changes, the never-changing builds and gameplay, and the overall lack of exciting patch notes, which initially look good but never make a difference.

So yeah, there’s that.

Ya, I have to agree with this. Anet’s balance, specifically Isaiah Cartwright GW1 balance, was filled with major overhauls in both how skills worked and how the meta worked in general. Builds could go from being OP as kitten to worthless overnight by simply changing the way a skill worked.

It wasn’t always the best, especially if you were on the nerf end of the stick, but it kept the game fresh and alive in between the injections of content with new games.

That’s not to say that GW2 is free from this especially when we look at what has happened to the warrior but Ranger has had nothing of it and when we do get big changes it’s usually them doing silly stuff like cutting short bow range or nerfing pet damage hard to the point that we lose what little we could pass off as burst damage.

The biggest, positive, build change we’ve gotten was the creation of apothecary gear.

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(edited by Substance E.4852)

Signet of the Hunt active

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Posted by: Substance E.4852

Substance E.4852

Regardless of what the effects are, I want it to be a stunbreaker. At least then it would guarantee that no matter what the function is, it wouldn’t be a totally useless signet that is only taken for the passive speed buff.

I used to preload the effect since it lasts 16 minutes till I realized doing 600 damage on a 400 damage attack wasn’t worth the 30 seconds of slower running.

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Please remove Signet of the Beastmaster trait

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Posted by: Substance E.4852

Substance E.4852

If they do that then it should be a pretty big effect since our shortest signet is 30 seconds. and the next up is 60 seconds.

But, ya, this really needs to happen. It’s silly that it even exists. Maybe it’s an old relic from back when we gave 150% with our pet during some point in development? Who knows, but it needs to go and be replaced with a proper power build grandmaster trait.

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Where is my "dead" sister?

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Posted by: Substance E.4852

Substance E.4852

It’s okay as long as Faren never, ever stops sitting inside my couch and telling me how much he’s “not sure about this”.

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A bit sad

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Posted by: Substance E.4852

Substance E.4852

Lately I’ve been testing out a Nature’s Voice build in WvW so that I’m used to it for Dec. 10th when I theorycraft and test some new builds.

It’s a condi Axe/Dagger Sword/Torch, and when I join in a zerg I tend to be the one on the frontlines pushing.

Not saying that I’m up front destroying everything in my path. Quite the opposite, most of my condis get cleansed by an enemy group, and because I’m not bursting them like my necro does for AoE pressure, really the only thing I’m doing is being a distraction and an annoyance and drawing attention from other people in my zerg and keeping pressure off of them.

That’s better than nothing I guess.

I really think you overstate your annoyance/distraction factor. Necro conditions are an annoyance/distraction. Without any real way to spread conditions and our reliance on lengthy cooldowns to deliver AE condis, we really don’t put out any real pressure. At least in the Necros case, they still provide a ton of other things to a group whereas the Ranger doesn’t have those really strong tide turning abilities like so many other classes posses.

Most of the necro power in zergs comes from marks, Spectral Wall, Well of Corruption and Blind Plague elite. Far from annoyance and distraction as a good few necros can easily turn the tide of any fight.

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I brought this game just to play as a Ranger

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Posted by: Substance E.4852

Substance E.4852

Why are people complaining so much about pets? My felines crit over 5k easily, and add vulnerability…

Maybe with 30 BM, Master’s Bond, and a full stack of Vuln on the target.

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Warden - December patch

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Posted by: Substance E.4852

Substance E.4852

If you really want to use the upcoming patch to the maximum WvW zerg effectiveness you should really be traiting for the new bark skin that cuts damage by half at 25% health instead of 1/3.

Thats mainly a PvE trait. If you have 20,000 hp then this will proc at 5000 hp. At that low health it is really only beneficial if you are running a regen/heal based build. It’s mainly good at stopping attrition based attacks. Conditions still eat through it and big attacks would too. 5k CnD + 7k backstab. 50% off of those is still 6000.

It’s great for PvE players, really makes ranger the best champ soloer when leveling with bears and all that, but the average WvW group wont have much trouble.

EDIT: Interesting to see Hollands take on it, and I can see that being viable. Problem is that is a full tank build, people would just leave you tbh. I’d like to see where this trait could go.

EDIT2: Got me really interested for a second there, look at this. Hollands idea could be hilarious. http://gw2skills.net/editor/?fMAQNAR8YnEVkFcXQKWAaZAp9ITskz7VYWcPGFUJEPZUNTC-j0CBYfJDZUQmgAiEBmIAInrIasV1FRjVpjIqWnEz6DzjjIqWKgUWGB-w

Thieves don’t exist in the front line of a zerg and that build is meant for that, not fart’n around the sides and back where you get hit by D/x theives. Barkskin is there as an insurance policy for when things go south and you have to get to the commander when water fields go down or just get off to the side to heal yourself. I run frontline on Blackgate and the only times where I regularly get downed is long, drawn out fights in keeps/smc or when a fight goes really bad really quick and we all get wiped and having 50% damage reduction when things are in the red will help considerably in both situations.

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A bit sad

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Posted by: Substance E.4852

Substance E.4852

Lately I’ve been testing out a Nature’s Voice build in WvW so that I’m used to it for Dec. 10th when I theorycraft and test some new builds.

It’s a condi Axe/Dagger Sword/Torch, and when I join in a zerg I tend to be the one on the frontlines pushing.

Not saying that I’m up front destroying everything in my path. Quite the opposite, most of my condis get cleansed by an enemy group, and because I’m not bursting them like my necro does for AoE pressure, really the only thing I’m doing is being a distraction and an annoyance and drawing attention from other people in my zerg and keeping pressure off of them.

That’s better than nothing I guess.

Yes, a condition tank can run front line zerg and rarely die, but you will probably have little to no real effect on the actual fight since most of our skills lack real AoE to apply the conditions to enough people.

That’s another big problem with the class is that we have two distinct builds for WvW and they are incredibly weak if swapped roles. Condition tank does nothing to a zerg and a power build will lose to a condition bunker roamer almost every time.

It’s gotten to the point where I don’t even try to fight Engi’s on a power build because it won’t end in my favor.

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"too much endurance regeneration"

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Posted by: Substance E.4852

Substance E.4852

Our procs from vigor traits are 5 seconds on fairly long cooldowns . Other classes usually get 10s of vigor + something else

After the 10/12 update?
PR is 5sec vigor every 15sec without boon duration= 33%up time, very good trait.

After taking a critical hit. That can be thousands of damage depending on build. Good to have but not exactly something you want to rely on in a fight.

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higher gathering fails with ranger

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Posted by: Substance E.4852

Substance E.4852

Ok, I took some time to test on the reddit post with my ranger and can confirm that this explanation is correct. In my particular case it is related to the nature magic traits “nature’s protection” (vast majority of the time) and possibly rejuvenation rarely and wearing mainly zerk gear so it was more common for my hp to reach 75% to trigger nature’s protection.

Each time I saw these traits activate (protection or regeneration appear) when gathering with mobs hitting me I got a gathering fail. I had to set up a special test for regeneration since the proc hp level is so low but sure enough it did cause a fail as well.

I also agro’ed my pet into mobs and then gathered without being hit and got no fails.

Since my ranger is mostly being used for gathering at present then I have moved the 10 points out of nature and put them into wilderness survival.

I guess I would class this as a bug since it is specific to these traits etc procing but its up to Anet.

Anyway, thought I would provide an update

I have never run into a problem with the regen trait causing a failure on gathering but I do tend to clear enemies before harvesting.

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Warden - December patch

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Posted by: Substance E.4852

Substance E.4852

If you really want to use the upcoming patch to the maximum WvW zerg effectiveness you should really be traiting for the new bark skin that cuts damage by half at 25% health instead of 1/3.

http://gw2skills.net/editor/?fMEQNAsXRjEVN2FWCWs2Bili9s/2jMZ+zzUYI+fyqakK-jEyAYLBRyBE9BkEBk9KiGbZsIasKbM1LRUNA-w

Only suffers from a lower crit chance but with spotter you’ll even out a bit while providing ally support.

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Ranger with Thief hood

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Substance E.4852

Oh thank you =)

It’s fun. My Ranger has Engineer backpack. Rangineer.

The shovel is useful for when my pet dies.

It also comes in handy when the dev excuses for unacceptable pet performance start rolling out.

-cant hit moving targets
-cant survive zergs
-cant survive 5 man dungeons
-cant cast f2 in less than 5sec

“oh well you see, the engine’s animation error handling macro managment system would have to be completely re-calibrated…”

The Thief hood comes in handy for hiding the Ranger shame.
“Ranger? What Ranger? See, sword, dagger, shortbow, just your run of the mill Thief. No Ranger here, no sir.”

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medium armor being ostracized namely rangers

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Posted by: Substance E.4852

Substance E.4852

The thing is as much as it is a problem engineered by Rangers themselves when have you ever heard of people asking for Engies or Thieves either? Even necros have a hard time despite videos of people spiking for a ton of damage on axe 2.

The problem is no matter how well you play a Ranger, you won’t be as powerful or necessarily as useful as a Heavy or Mesmer and the people who do speed runs know it and won’t waste their time going slower than possible because that’s what they are all about wither because they have a compulsion to min/max as hard as possible or just don’t have much time to game and want to use it most efficiently.

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immobilize nerf and entangle

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Posted by: Substance E.4852

Substance E.4852

I my self have dodge rolled out of entangle a few times. I’m not sure if it’s a bug with the skill or some weird thing with how the vine mobs work but it is very much possible if you time it right.

I usually just get dumb lucky but it does happen.

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"too much endurance regeneration"

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Posted by: Substance E.4852

Substance E.4852

Why the grief? Vigor is getting nerfed across the board for all the classes. We have it better than most classes still, because we have evade on more of our weapons than any other profession.

Because we have no burst, limited AoE, and our most powerful build is a condition tank. Those dodges are there to keep us alive while we chip away at the enemy.
If I could burst for 10k+ on Hunter’s Call or do 2-3x the DPS of the Longbow auto on a Rapid fire I’d accept a hit to dodging. As it stands we rely on pressure builds that are meant to outlast the foe rather than mow them down. That’s not the kind of class that you try to make less durable without giving some kind of offensive compensation to.

It’s not going to kill the class as some think it might but it represents a fundamental lack of understanding of how the Ranger class works, on Anet’s part, compared to other, more “balanced” classes.

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Devs try to stream temples, and they bug.

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Substance E.4852

Waaaaaaait for it…. Moderator BOOM!!! :P

Took 19 hours lol

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The Cantha Thread [Merged]

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Posted by: Substance E.4852

Substance E.4852

Elona maybe if they ever remember the dragon’s exist and realize Scarlet is lame.
Cantha will probably never happen. Between the whole scrapping of the Canthan district in Divinity’s along with the xenophobic lock down of the country, they basically set up a perfect scenario to forget the place ever existed. I feel like the eventual opening of the Tengu area will be the most “Canthan/East Asian” area we will ever get in the game.

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Vote for a statue of Tybalt Leftpaw

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Substance E.4852

Forgal was much more bad kitten than Tybalt. You got to pal around with the colonel from Metal Gear Solid as a big gruff Norn.

I feel like Tybalt wouldn’t be nearly as popular if he wasn’t the guy attached to the Super Secret Assassin’s Club that everyone and their grandma chose to join.

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Proposed Condition Ranger Build

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Posted by: Substance E.4852

Substance E.4852

A condition built ranger is one that uses traps and possibly a torch. if you don’t use traps, you should not be pushing for strong condition damage.

In a 1v1 fight you will get more than enough condition application just from S/D-A/T with offhand training.

Traps also need traits to be most effective which means going deep into a trait line that doesn’t benefit a condition spec at all unless you rely on on-crit sigils.

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Devs try to stream temples, and they bug.

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Substance E.4852

They should have just done what we all do and guest to a server with a functioning temple lol.

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Please change the way retaliation works

in Guild Wars 2 Discussion

Posted by: Substance E.4852

Substance E.4852

- snip -

I would hardly say it invalidates any profession. You’re forgetting any condition damage you’re dealing to your target with retaliation, so to say you’re receiving triple damage back is a bit biased.
In fact, in my experience, I would say it doesn’t even counter a few of the weapons you listed.
- Sword Ranger – nope.
- Longbow Ranger – nope, except for barrage and rapid fire, you can cancel rapid fire.
- Shortbow Ranger – nope.
- Sword thief – nope, except for pistol whip, not sure if you can cancel this one.
- Dagger thief – not really, except for death blossom and possibly the first attack in the chain.
- Pistol thief – nope, except for unload which I believe you can also cancel.
- Rifle Engineer – nope.
(At least, not for me, anyway.)

Looking at the above, I would deduce that there are a few skills that get hurt more than others by retaliation but retaliation is supposed to be used as a counter for taking a lot of hits, that’s the intention of it. One or two skills in a weapon set/kit being more susceptible to retaliation does not invalidate it.
Even using the skills that are more susceptible to retaliation in a timely manner, rather than mindlessly using them on cooldown would have much better results. You still have other skills to use, most retaliations usually don’t last very long and there still are plenty of ways around it such as boon removal, waiting a few seconds before using a big multi-hit attack etc or in the worst case scenario, bail!

It doesn’t end these professions, I won’t deny that retaliation can definitely be very powerful in some situations but if retaliation is a real problem for you, take a look at how you’re playing against it, perhaps trying something different will work for you.

Edit: Having it work as per your idea as to returning a percentage of the damage received would be nice and I kinda like it, although it essentially flips the purpose of retaliation upside down. It would probably be more effective against slow, heavy hitters than vice versa.

A passive damage on action skill is balanced because the target can choose to not attack? This sounds like the same silliness the pro-confusion/perplexity people dish out and only makes sense to the ones who benefit from it.

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Why Living Story and not everything else?

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Posted by: Substance E.4852

Substance E.4852

Maybe if there was something like Nicholas the Traveler, and he needed 5 or 10 different trophies found only in 5 or 10 disparate zones, and he gave some sought-after items, or a good chance for said items, people would spread out each week to the zones to gather these trophies.

It’s things like this that make me wonder if there is any of the original team left over in Anet because so many of the problems in GW2 were solved long ago in GW1. It’s like they forgot the games even existed at all sometimes.

I actually expected a new Nick character with all the trash “trophy” items that pollute the loot tables in the game. Imagine if there was a use for ‘Spike’ other than collecting them for lol’s or just mashing ‘sell trophy’ whenever visiting a merch.

But people didn’t spread out. When Nicolas was looking for stuff, people found the most effective farm and for an entire week, that’s the zone everyone was in. Nicolas filled the roll, to some degree of the Living Story with one difference.

Many people just bought what they needed and left and didn’t stay in the zone at all. And then they were gone.

And because of heroes, no one cared whether or not they didn’t have people to play with…or at least many people didn’t.

I don’t really see how this is different than what we have. No one is killing the offshoots anymore because A. They released a new zone and B. Everyone already got their achievement for doing it.

Nothing about the current LS is new or fresh. It’s the same enemies that have been in the game since launch with a new glow effect and even the Hybrid boss can be solo’ed easily with a little kiting.

Would simply adding new zones without overhauling how they deliver content make any difference? Probably not, but neither is simply plopping new mobs into old areas and giving us a grocery list of achievements to complete that is mostly just “Kill/Do X of Y” ~14 times.

It worked with the Molten Alliance but they can only play the same tune for so long.

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December 10th Ranger changes

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Posted by: Substance E.4852

Substance E.4852

Pet´s aren´t broken, they need some (hot)fixes. And possibel in a half year or year a “new AI”. But removing them will fix nothing, but killing the ranger´s class.

Flat AoE redunction for WvsW bigscale and dungeons for example. This will help alot! And the ranger will still be a ranger.
Try to..

Don´t play a ranger without a pet, try to play that your pet can hit. This is possibel not the best class mechanic ever, but until we can get a fix. It´s much better then a “ranger” without a pet.

The only reason we are worse off without the pet is because our damage is lowered to account for pet attacks and many of our traits/skills are designed to work in tandem with a living pet.
Just getting rid of the pet would kill the class. Getting rid of it and then increasing skill damage and retooling traits/skills that require the pet would not kill the class and could make it better if done right.

Most of the classes are what they are because of the theme of their skills and how they work not because of their class mechanic. You could easily swap the theme of the Warrior and Ele and call the new ele mechanic like “Aether Charge” and the new warrior gets “Weapon Pack” (think Link from Zelda with every weapon in the game in his pocket).

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immobilize nerf and entangle

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Posted by: Substance E.4852

Substance E.4852

The application of immob per pulse isn’t high enough to really stack duration much unless you go balls to the wall with condition extenders.

This will actually be good for us overall with so few on demand cleanses since they refuse to treat immob like a stun for the purpose of stunbreakers.

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Entangle vs thieves

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Posted by: Substance E.4852

Substance E.4852

I still think entangle should be a big AoE that’ll cast the roots (with less health) every second they’re in the field… IE: create an area of zone denial.

I’d settle for a long duration Static Field effect with some nature themed sprites/objects for flavor.

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First time I have really felt broken

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Posted by: Substance E.4852

Substance E.4852

I think it greatly depends on what you are running in a fight. A condi/regen tank has a far higher margin of error and success rate than a power build that is due to factors like poor sustain outside of a focused build and lack of spike.

I must admit that it does feel good when I do kill someone with a power build though half because I had to give %110 and half because I know it likely bugs the crap out of the other person that they lost to a ranger in WvW lol.

I don’t always dance on my opponent’s corpse.
But when I do, it’s because I beat you with a power ranger and I didn’t even activate RaO.

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Why Living Story and not everything else?

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Posted by: Substance E.4852

Substance E.4852

Maybe if there was something like Nicholas the Traveler, and he needed 5 or 10 different trophies found only in 5 or 10 disparate zones, and he gave some sought-after items, or a good chance for said items, people would spread out each week to the zones to gather these trophies.

It’s things like this that make me wonder if there is any of the original team left over in Anet because so many of the problems in GW2 were solved long ago in GW1. It’s like they forgot the games even existed at all sometimes.

I actually expected a new Nick character with all the trash “trophy” items that pollute the loot tables in the game. Imagine if there was a use for ‘Spike’ other than collecting them for lol’s or just mashing ‘sell trophy’ whenever visiting a merch.

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Why do people stop playing GW2?

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Posted by: Substance E.4852

Substance E.4852

In speed clear groups there is plenty of team work. I grant that in a group where everyone is freewheeling, there is little to no team work. However, that is not the game’s fault.

It’s not really the same thing when you organize to burn through something as fast as humanly possible as it is when you have to organize just to beat it at all, especially in some games with wildly different class roles in a group.

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[Non-Flame] Question to Devs

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Posted by: Substance E.4852

Substance E.4852

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?

Thing about point-and-click games like PWI/WoW is that the pet animation is nothing more than an animation. Often times the actual skill takes place and then the animation is performed client-side as it’s sending the message to the servers to make another player notice he’s being hit by it. Due to the fact that these games don’t have real interactions and whatnot between the servers, the animation appears to be more successful and smooth. If you’ve ever seen gameplay from two sides at once, often times the positioning of players as represented in each client is slightly different for both with a delay period between both of them. Again, since there’s no hitbox/dodge scanning, the ability triggers as long as at one point the target is within range and then simply scores a guaranteed hit regardless of where the target moved to.

It boils down to technological issues at the end of the day.

For those saying to make the pets automatically land their skills/land the effect before the animation, you’re crazy. Having a guaranteed-hit blind from birds and other CC abilities is totally absurd due to the fact there’d be no visual queue. Sound isn’t so much an issue because shouts don’t have a real hitbox and would give an inherent disadvantage to those who may not have hearing or have hearing problems. Visual is kind of necessary, for one must be able to see in order to play the game and use a computer to begin with.

There’s a far cry from making things instantaneous and giving people multiple seconds, in some cases, to completely avoid pet skills by simply side stepping. A person really would have to be blind to be hit by the frost, fire or reef drake skills.

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December 10th Ranger changes

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Posted by: Substance E.4852

Substance E.4852

-New grandmaster trait * , Skirmishers gambit , critical hits transfer conditions , 2 per hit , ICD 10 seconds

I like this idea. It could open up some new options by allowing us to leave off EB.

Would definitely make up for having 0 weapon skills and only 1 utility that remove conditions.

We really need more options for pure power builds. Just having a chance to bleed on crit doesn’t mean much on a build who’s only condition damage will likely come from Wilderness.

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December 10th Ranger changes

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Posted by: Substance E.4852

Substance E.4852

“The Nightmare Within”.

More like “The Living Nightmare” for Rangers.

And more proof that content being added renders the pet utterly and totally useless.

…you guys run through the tower with your pets on aggressive? Set them on passive, stow them, and run with Signet of the Hunt. Don’t try to kill anything other than the group event bosses in you way, and get to the center so you can reach the next section. The entirety of surviving the tower is dependent on you playing smart and avoiding fights whenever possible. Basically, the equivalent of learning to survive in WvW and in Arah (where you have to dodge a LOT of mobs).

The real nightmare is trying to get through the hallways filled with mines when your pet triggers them and you are being put in almost perpetual combat mode.

I actually was trying out a 30/30/0/10/0 build at the time, and had the grandmaster for the signets on me. Was using Signet of the Hunt, Signet of Stone, and Signet of the Wild along with Rampage as One, along with a greatsword on mainhand and an axe/warhorn on the other set. Use Warhorn #5 for swiftness combined with the active for Signet of the Wild for the stability gets you somewhat far along with the GS#3 being used to speed past the mines. Signet of Stone helps when you can’t get far enough, since it’ll prevent any damage from the explosions, and combined with Rampage as One you won’t even be launched.

The one thing I learned in that update was to run from everything you can run from. Every mob is trash, none are important to kill when you can just run away or past them.

True, it wasn’t that much of a problem but it’s just another instance of where I felt the pet not being perma stow on demand is just a hindrance more than anything else.

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Ranger infinite HP

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Posted by: Substance E.4852

Substance E.4852

Players move/kite/dodge, the golems do not.

Well, if the player is moving/dodging/kiting to avoid 2/3rds of the damage you’re dishing out, their hp regen isn’t the real issue, is it?

My point is it’s silly to pull an Anet and say that it’s not that much regen because someone can just dps right through it simply because the numbers say so.

And it really is an issue because the attacks you do drop on them are going to be healed right up while their degen/pet is doing the killing. Feel free to try said power ranger vs a regen tank ranger and see if your theory holds up.

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Ranger infinite HP

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Posted by: Substance E.4852

Substance E.4852

I can see your regen ranger and OP meeting in combat, neither being able to kill each other because they’re bunker builds, and both coming to the forums to complain the other is unkillable and therefore OP.

FWIW, the unoptimized power builds I’ve tested in the Mists (trait points allocated but no traits selected, no skills used just weapon skill rotations) generated about 2000-3000 DPS sustained against the heavy golem, 3000-4000 DPS if you include a cat. Warrior was in between those two (i.e. better than just the ranger, worse than ranger + cat doing full damage). So the 1100-1600 hp/s max regen you calculate can easily be overcome, just not with a bunker build.

Players move/kite/dodge, the golems do not.

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