I assume with some of the issues brought up….the REAL issues….has scared the dev away.
Sit back, and wait for some dev replies next year I guess.
Mostly just people who saw the red icon and figured it would be a good time to rant and rave like lunatics and kill all sense of polite discourse.
We actually got him to consider a possible semi-fix for the 1H sword…
The problem with the all ranger builds is that we have to put 30 in WS for EB.
This means their aren’t enough left over to go into the power lines, which are stupidly split into 3 trees: power, skirmishing, and nature.
True, active condition remove is a problem. SoR for example is rly bad. Heal as one is still useless. Troll unguent could be longer duration, a little bit less healing per tick. But a chance of 10% or 20% to remove a condition per tick.
@Tako why should WvsW be the “endgame”? It´s a part of the game not more, not less.
For me it is nothing, masses of players lagging and spamming a few skills they can use. Waiting, walking, waiting, walking, waiting. Then 1 guy/girl cries in our teamspeaksservers..push! push! push! well done people…yes pushing 1 is rly well done!
Some others have a lot of fun here. That´s ok.And in smallscale WvsW ranger´s are strong.
If they could reduce the lag´s ranger can find their place. They have strong soft cc and traps. But this condition heavy gameplay needs more tactics then the current meta. So less lags, and interessted people who want to go others ways then just the easiest one they can find.
And i never said our bows are fine, at one of the first pages i wrote donwe my ideas do change the longbow. They shortbow is not mine, should some1 other write down some ideas.
Proper WvW zerg clashes are won with tactics and cross server politics. Sorry if all you take away is lag and “Push push push”. Maybe transfer to a less populated server if large scale fights that strain the system bug you that much?
facepalms
If you guys hadn’t noticed, they’re hitting almost every class with this passive vigor nerf. Stop acting like it’s just us when most players are getting hit with something similar.
Did you even read the patch notes? The only two professions getting hit with nerfs to endurance regeneration are the thief and ranger. Elementalist even got easier access to endurance regeneration by Vigorous Scepter being moved to an adept.
I don’t understand how they can claim Natural Vigor is “wildly overpowered” when the guardian and mesmer get these traits:
Vigorous Precision: For 5 points in Honor you gain 5 seconds of vigor on a critical hit
(5 second cool-down)
Critical Infusion: For 5 points in Dueling you gain 5 second of vigor on a critical hit
(5 second cool-down)So 50% passive regen that doesn’t stack with vigor is overpowered, but permanent vigor is not? It is this sort of thing that makes me lose confidence in the developers.
And one is on a class that already has clones to soak up damage for it.
unlike most of you guys, i actually run on the frontline of the zerg. The LB is for siege, the GS for zerging. TBH, nothing beats GS in zerging, especially in skill lag.
^ This
People who play in the bush leagues probably don’t have to deal with 3 way clusterkittens in garrison/SMC that cause lag so bad nothing but auto attack will activate and you die most often because your heal wouldn’t fire off. Great sword may hit like a wet noodle most of the time, but in a zerg its more about about staying alive and denying the enemy team rallies and stomp points than it is about “pew pew” kills.
If you die in zergs regularly while using the GS all I can say is leave the GC at home and get yourself some nice knight’s/soldier’s gear.
Most armor looks horrible on Male Sylvari. It’s probably the last race/gender combo I’d ever recommend someone take.
Guard reads like a skill that was meant to do something far more useful than the final iteration we see.
I have a feeling it’s something leftover from the original vision of GW2 that had things like energy for skills and a Ranger elite that let us deploy 3 pets at once for a short while.
The version we have now is mostly just a tool for deploying Nature’s Voice’s boons with 100% uptime.
This is what I run.
http://gw2skills.net/editor/?fMAQRAsY3XjEVR2FWCWsWCili9s/mCOZemCDxfXBUVyoqA-jgzAYLiIaEGGZJykIQiAQyDL7JkmAjYlsIas6FMlLq6Ny63g4NwkCoKlRA-e
It tends to do pretty good damage while maintaining a decent level of survivability. It will rely more on active avoidance of damage rather than tanking because of the lack of healing power but you get hard hitting crits consistently and can take a good amount of damage while doing it.
There are two options in my opinion!
1.) Full Soldiers and smth like 30/20/20/10/0 for example
You´ll be a freaking tank so you could be in the frontline BUT remember you´ll not do as much damage as warriors and will not be as supportive as guardians!
AND you don´t get on demand condition cleanses.2.) Go full DAMAGE a mix of zerker/valk.
Stay in the backline… Be a sniper, burst ppl down.
Even if your squishy you can avoid most damage in a zerg fight if you just stay behind the frontline.
A full zerkers barrage is extreme powerfull.I personally go full zerker when zerging and usually I don´t die a lot cuz of the 1500 range advantage.
You have 10 too many points in that stat spread.
I just had a wacky idea that might make some aspects of MH sword less frustrating. I’ll test it out when I get in to work and report back.
Jon
Sounds promising.
I love the leap but hate the inability to dodge/move at all during an auto cycle. Anything that makes this less of a problem is a major step in the right direction.
Yes thats probably the best way how to solve it. The more players (only players because otherwise camps are too easy) in a certain radius the less damage they take or the more HP they get. Thats up to Anet. Only damage reduction is bad because probably they forget to also weaken conditions which would still melt away our pets.
Honestly, I find that you rarely run into any people speced into condition builds in a zerg. Virtually everyone is either PVT, knights, or clerics and even if you do get some conditions, they get cleansed off pretty quickly from all the guardians around you.
Most people just don’t bother simply because so many run melandrus/hoelbrak runes with lemongrass soup. The last time conditions were any part of the zerg meta was back before they nerfed confusion damage when culling meant you were fighting floating nameplates and you mostly spammed #1 trying to hit people you couldn’t see. Spam confusion, watch the enemy auto attack themselves to death (800+ damage per tick on a condition built Mesmer), profit.
The amount of health they would need to buff the pets to equal a major % damage reduction would have to be nearly into the millions to offset 40-60 people cleaving and aoeing all at once when the pet can’t dodge or strafe at all.
(edited by Substance E.4852)
For love of all that is holy DO NOT remove the dodge from GS #1. Our pets are useless in a zerg fight (easy to fix, just say’n) and one of the few things that even begins to make up for it is the survivability that we get from dodging on the GS auto in zerg fights with so much lag you can’t do anything but auto attack.
Change the GS and you’ll just be digging us even deeper into the pit of WvW inefficiency and it’s awfully lonely at the bottom.
All of this assumes perma swiftness
0. Any Norn in the game with racial
1. Elementalist with FGS
2. Warrior with GS
3. Thief withdraw+shadowstep+sb
4. Ranger with GS
5. Ele with either staff, offhand dagger or axe
6. Engineer with rocket boots
7. Mesmer with Blink + staff
8. Guardian with GS (Teleports excluded because of target req)
9. Everything else (Necro, Teleport exluded because of target req + travel time)
Norn racials share that space with the executioner axe. The dash skill will send you an incredible distance if you use it with swiftness on.
Natural Vigor
Starting here because I think it requires the most discussion. This, simply put, was a wildly overpowered trait. I tell people not to compare one profession to another, but Engineer has this trait as a major grandmaster. It was simply too easy to put 5 points in this line and then be able to dodge every 6.67 seconds. As it stands after the change this still allows you to splash 5 points and dodge every 8 seconds. I don’t think this will ruin survivability, and I think by buff other traits further down this line it will encourge rangers who are looking to survive to go further into this trait line.Following that line of logic:
Guardian’s have a 5 point trait that gives them 5 seconds of vigor (5 second-cooldown) on a critical hit. Compared to the engineer’s grandmaster trait and the ranger’s adept trait, this is vastly overpowered and needs to be moved to a grandmaster and its duration cut to 3 seconds.
Warrior’s longbow trait gives it a range increase and cool-down reduction. Compared to the ranger this needs to be split into 2 traits.
Warrior gets a greatsword skill that decreases cool-down and gives him might on criticals. Compared to the ranger, this needs to be split into 2 traits.
Warrior gets a trait that allows rifle shots to piece and reduced their cooldown. Compared to this ranger, this needs to be split into 2 traits.
http://wiki.guildwars2.com/wiki/Feline_Grace was also not touched which is odd given that it’s almost better than Natural Vigor since it works with vigor.
It can be used to good effect now and it only got better. That said, it’s not a weapon that you can build your entire strategy on and is best only used when you can keep them at range or fire from a spot out of their focus. A ranger trying to duel with a longbow is very often a soon to be dead ranger.
I usually use it to open from a distance and then switch to sword to deal the real damage when they commit to melee with a gap closer thinking they got another easy LB ranger kill. It keeps me from having to get close myself (which is hard with the 1h sword and tends to cause them to just kite me knowing I have no practical gap closer on the weapon) and deals a fair bit of damage before the ‘real’ fight begins.
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.
They heal for less % now because its adding to an overall larger health pool so the perceived increase is less entirely because we have a little red bar instead of a much better X/X health value that can actually be read.
That is true, however, pet swapping alleviates this until ANet decides to make pets retain their health in addition to their skill CDs.
Dude, sshhhh, don’t give them any more bad ideas.
It would absolutely be OP to buff the pets HP in WvW, in small skirmishes rangers pets suddenly become nearly unkillable, it wouldn’t be OP in the slightest in large scale zerg battles, but in anything other than that? It’d be ridiculously strong.
Except wvw =/= spvp. WvW is about capping points and earing PPT to win the match. Small skirmishes for ego and bragging rights aren’t what the game mode is about and not what it should be balanced around.
That being said, I feel the best approach is one that decreases incoming damage by a % per enemy in a radius. For example -5% damage per foes in a 1000 radius up to 80%.
It keeps pets from tanking entire camps while still being viable enough in zerg clashes.
This would also need to be paired with many more pets cleaving on their auto attack to actually have an effect in a crowd. Drakes would be an obvious pick for their durability and aoe F2’s but they should be the only pet you can bring to hit more than one person at a time.
(edited by Substance E.4852)
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.
They heal for less % now because its adding to an overall larger health pool so the perceived increase is less entirely because we have a little red bar instead of a much better X/X health value that can actually be read.
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.
The game doesn’t differentiate between a kick, leap ect. To it, they are all just scripted movements of the character model with an appropriate animation attached to the skill. Some work as leaps while others work as dashes because one has animation data that sends the character up into the air while the other is an animation of them running forward. The game just reads them both as “move forward X units”. Could they change it so that movement can be interrupted by things other than a weapon swap? Probably, but it would likely be a thing that would have to be across the entire game and he doesn’t seem like he thinks it’s a problem worth fixing so they aren’t going to change the entire way character movement in skills work just to ‘fix’ it.
Personally I use the main hand sword a lot in PvP, and do this mainly by disabling the auto attack, though I don’t feel its always necessary. For anyone irritated by not being able to dodge, just try it with the autoattack disabled and see how much you can improve when you control the leap movement.
…beating the dead horse some more
Even though there are some neat tricks you can do by disabling autoattack on sword#1, and also get more control over your character in the process, it still feels like a workaround to the issue most brought up with the sword – the inability to dodge during the certain parts of the chain.
Another workaround is to swap weapon and dodge. Should we really have to resort to workarounds?“All movement skills cannot be interrupted by dodging and this is currently intentional”
Currently being the keyword here. For some QOL improvements, I hope you change your intentions some day.
No don’t change the behavior of sword#1 (I love it!), just allow dodge to override all skills (goes for all classes).The fact is the ranges on the 2nd and 3rd part of the sword weapon are 400+. This means that the auto attack chain will follow an opponent for you rather than forcing you, like on pretty much any other melee attack chain, to follow them for yourself. Yet another example of passive play for the ranger, and yes its unique. I’d much rather have another one of the attacks be a melee range attack though and be able to dodge in it, the only time you can execute a dodge, is just after the third part of the AA chain and its impossible to interrupt the chain.
This makes for terrible terrible play at high levels, as you can’t use the evades efficiently in clutch situations. I can’t think of another weapon that does this, look at the GS attack chain. You can interupt any one of the three spells at any time by using another weapon skill, which you can’t do with the sword.
Personally I believe the reason they dont want to change it is that its the only melee weapon in the game that does a lot of the movement for you, add to the list yet another ranger class tool that is designed to be basic. The frustration from a lot of players that enjoy ranger is based around all this passive play designed for beginners, our best condition removal is passive, whatever % of our damage is pet damage, passive, melee tracking, passive, pet control skills/heals, passive or so out of our control they may as well be.
I really enjoy my ranger still, and look forward to the next patch given that I think the support provided will be very powerful. I agree that the sword AA needs some work, but I just can’t see it happening because Rangers continue to be the beginner class.
The Ranger is inherently the leisure mode class of GW2. Even our best pvp build is just degen/regen tank cheese that’s more about stat stacking than actual game play.
It’s incredibly frustrating when requests for more active play options are answered with spirit changes and buffs to bark skin.
(edited by Substance E.4852)
Would it really be too much if the +75% hps also applied in wvw? What scenario would it break?
Most likely solo roamers. Why do you think this wasn’t applied in PvP?
If anet seriously values solo roamer fights over the people getting PPT and actually winning matches then their lack of interest in wvw is even worse than I thought and we will never see help there.
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.
100% PTV or Knights gear, Great Sword + Longbow (traited preferably to hit annoying siege in some spots, and Sig of Stone.
With enough armor and life you can avoid a large portion of zerg damage if you can keep your GS chain going the whole fight. As lag gets worse or the enemy spread out this can become a problem and you will actually have a higher risk of dying as the enemy is losing, but this is the more or less best gear setup for a zerg fight.
Also, get used to forgetting the pet exists for most of your fights because it simply won’t live long enough to do very much at all so don’t trait assuming it will be there when you need it.
Just add 2-3 conditions removed to the functionality of Heal as One. Its the only pure healing skill in the game (class specific) and frankly is so underwhelming I have never seen an opportunity where it was better than either Spring or Troll’s.
The longbow suffers from a serious lack of utility in a fight making it only really advisable if you can get off a lot of damage at range before the enemy gets to you. The other major problem it has in wvw is we suffer from is line of sight problems when on the top of walls or attacking too close to the base of them. That little lip on the walls that keeps you from getting mes pulled of also completely blocks arrows at a shallow angle so you will almost always have to stand on the lip to hit people at the base of the wall which is suicide if you don;t have stability on. This also goes for Barrage, which may look like the AC fire effect but needs line of sight to function and suffers the same wall problem as the auto attack.
The LB can be a great weapon is used properly, just don’t bust one out with images of an archer defending his castle in your mind because it’s mostly not going to work that way.
There is something interesting he said:
The more toughness you have, the more you get attacked.I did not know this. I thought PvE was mostly random.
There seems to be more to it than that but that is one element of their wacky aggro system.
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 think most people like what it does, but not how it does it. People like that it allows the ranger to easily stick to their target (I do too). What they (I) don’t like is that in order to do that, they lose control of their character and have to micromanage their auto-attack. There are ways to keep the same functionality (sticking to the target) without sacrificing movement control and forcing auto-attack micromanagement.
The thing is, there probably isn’t. As I said in an earlier post, it’s the movement forward that locks you into the animation. You can dodge in the middle of the spin animation of the last attack of the GS but you can’t on the spin animation of “Pounce” because it has a 430 range with a melee effect which moves you forward and creates an animation that can only be stopped by switching weapons.
Could they find a middle ground? Maybe, but the system they have in place make it seem unlikely unless they also rework #2 or 3 to give us a gap closer. It may even be the reason they have been reluctant to fix the problem or even admit it exists.
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.
Feel free to list the many great advantages of being able to dodge/strafe only after you have completed an auto attack cycle.
Just because someone likes the feel of something, for whatever reason, doesn’t mean it’s good. We have legions of bear bows to prove that for us.
They just need to remove the increased range on the skills and reduce both kick and pounce to 130 like slash. You can’t dodge in the middle of your character being moved on any skill that I know of yet you can easily dodge in the middle of the evade spin on the GS auto (you wouldn’t need to but it illustrates it’s the move forward on the 400 and 430 range that pins you).
As it is I can’t even use Sword in a ZvZ fight because I fly all over the place when not actually targeting anyone and that not only makes it hard to actually hit anyone and do damage and get tags, but it also flings me into all kind of positions that lead to my swift and embarrassing death. Spamming cripple on an auto cleave would be incredibly powerful yet it’s virtually impossible right now.
If moment of clarity truly increases a boor fear stun (and it’s not simply improved by your condition duration from marksmanship) then that is a bug. As a bug, it should be reported because it is not the intended mechanic of the trait.
And if it is a bug, and you knowingly use it, then you are exploiting a bug.
So tell me, are you exploiting?
Fear is classified as a stun (for the purposes of stun-breakers) and is applied by you because you are the one holding and activating the skull. How is that an bug/exploit?
The tooltip may say “stun” but it clearly applies to the conditions classified as control effects and not just the specific condition itself.
We still have no practical active condition removal, and now we will be able to dodge that much less because of reasons?
Our most powerful build is still going to be regen tank that jumps on the condition spam bandwagon that anet refuses to address. Nothing’s really going to change with this patch and the whole thing ’s giving me Nov 2012 flashbacks.
Also, are we going to see the absurd “Trait 30 points just to get signet active effects” ever reworked or should we just stop asking for that altogether?
Hate to say it, but Comparisons between Ranger Great sword should never be made with Guardian and Warrior Great sword. Yes the skill Co’s are a little low but the weapon was designed for defense while Warrior and Guard GS was designed for offense. Ranger GS has evade built into 1, an interrupt and a block.
So OF COURSE its weak in damage in comparison.
In my personal opinion, NONE of the ranger weapons except for long bow were designed for full on offense. And since LB is ranged in a melee meta, it OF COURSE feels weak.
Even sword, the weapon that does the most, was designed with build in defense evades, Thats just the sad state, no real offensive designed weapons.
A more fair comparison might be comparing Ranger sword to Guardian Sword, or thief sword.
The 1 skill does good damage, and skills 2 and 3 are defensive minded.Another good one might be Long bow compared to Mesmer GS,
But what you would rather do is compare the sword to the warrior axe just to make a point without taking weapon design into account.
I’d like to see better comparisons in weapons to support your argument,
I think you have a point, the same point that has been made since Ascended gear came out and that we all know about, but its not nearly as bad as you make it seem.
The guardian and warrior also both have superior self preservation abilities either through boon spam, higher base stats, or just plain amazing traits. We may have more defense focused gear, but we are at best equal in that department while they clearly outpace us in offense.
I never said it was great. It’s surely not broken. And I’m not a cheerleader. You ever ran beastmaster, bro? Didn’t think so. I have. Half of what you do is give the pet commands, especially if you run shouts.
Half of what any Ranger does is give commands to the pet because it doesn’t avoid AoE, dies constantly, and no one with a brain would run the pet on attack mode in a pvp setting or even a lot of pve areas. The only time it’s ever advisable to pretend the thing doesn’t exist at all and let it just go full autopilot right into the ground is in a WvW zerg fight where they are worth absolutely nothing and supreme skill lag means you don’t lose tremendous utility or damage because all you can do is dodge and auto attack.
Due to my pet I am able to take on 2 targets at the same time. My pet attacks the one target while I attack the other.
How do you get your pet to attack the “other” target and not the one you are attacking? Please do tell.
Pressing F1 while targeting the one you want your pet to attack will get your pet to attack that target and only that target even if you change your target.
edit: fyi targets going into stealth will not break this from what I seen. The pet will stand around and wait for the target to reappear then reengage. It only resets if the target moves out of range from what I seen.
This does not work for me.
Not sure how to help you there but it has always worked for me. Only other option is if we were both in game I can show you it and see if we can get it to work for you.
This mechanic worked far, faaaarrrr better back when we had the useful leash range. Whatever they did when they kitten pet leash ranges has caused the mechanic to be much more sluggish than it once was. I used to be able to count on my pet automatically realigning to a thief when they leave stealth and now the pet just flops around like an idiot just like they did back before when they would always lose aggro on stealth.
A-net. My question for you is:
What is your philosophy behind the Ranger? If a warrior has excellent mobility and heavy hitting attacks, a guardian works well with team-mates and is designed to get in a foe’s face and stay there, a mesmer boasts great utility, a thief is slippery to catch and adaptive, a necromancer is the king of condition and boon manipulation, an elementalist is the jack of all trades, and an engineer is just…an engineer — they are weird…
What is the idea behind a Ranger? It would be disappointing to hear they “have a pet.” Because that is not a profession milestone, that is a mechanic to reach a milestone. Since the game’s release, I have been unsure of what gap a Ranger is meant to fill. Some clarification would help somewhat.
I don’t think they know. Seriously.
Remember last live stream? The devs could not find a minor trait in the tree, didn’t even bother to spend all trait points, and it was the shortest “preview” of all the classes.
I don’t think Anet plays the Ranger class. Period. They don’t know first hand the issues with the class it seems.
They know it has a pet. Beyond that, I don’t think they know.
They also, for over a year, didn’t know that the Rainbow Jellyfish and Blue Jellyfish not only had the exact same skill set, but had the exact same skin and model effectively making them the same pet.
It’s the kind of stuff one would expect from someone who has never heard of GW2 before, not from the people who made the game itself. It’s incredibly obvious where their passion is and it’s not in the Ranger.
I sometimes suspect the only reason we even made it past Alphas is simply because they wanted to cash in on the atypical “Ranger/archer” crowd despite knowing full well that they didn’t create a game that has any place for a range focused class and didn’t really want to tackle the complicated process of programing effective pet mechanics.
We got our “Ranger” class, but only because they knew they’d lose players if they didn’t.
While I don’t like the new colors I do like the new shaders that no longer look like greasy plastic that didn’t follow proper illumination rules on the T3 Medium Male.
Ranger traps being underwhelming shouldn’t come as much of a shock. Most Ranger utility skills can be summed up in 3 letters …meh…
I believe the trap only affects 3 targets too? We had a thread several months back talking about how a lot of Ranger AE was limited to 3 targets and don’t recall what the status of this trap was.
But yes, Spike and Viper traps should both provide a field otherwise what good are they?
Yup, viper is still an only 3 target aoe.
They’ll probably just turn up our skill co-efficients to balance it. Works for everyone but BM rangers, then they’ll buff the BM line. Easy peasy.
Pretty sure you aren’t playing a game run by the same devs we are.
It’s funny because I’m pretty they have changed it since launch in an earlier patch so that it obstructs when out of los , it wasn’t always like that. Nobody really understood why considering it is already a kitten near worthless skill. It deserves to tick 3 blinds for 1s duration throughout the damage, but I doubt we will see that.
Probably too many QQ’ers kittening about 3-4k damage over seven seconds on a set it and forget it skill which seems hilarious in today’s condition spam meta.
Rather than blind, it needs to operate independent of the Ranger that casted it. You can’t even look away from the target during the channel or it stops hitting. Atleast make it so it stops getting an illogical “obstructed” error when I lose line of sight.
Ele’s can shoot a pillar of lava directly at something they can’t even see but I have to be looking at the guy the entire time so the birds know where to go despite their being several already attached to his face?
It’s not a Ranger problem. Ranged is significantly weaker then Melee in this game as it should be since ranged play has almost no risk compared to melee.
You can say that about any class, highest DPS:
Warrior: Axe /GS
Mesmer: S/S or S/F
Thief: D/D or S/P
Ele: D/D
Guardian: S/x /GS
Necro: D/xSo it’s not a “ranger” problem, all classes have highest DPS in melee. Stop taking things so personally, the grass isn’t greener on the other side.
Pretty sure Ele highest damage is Conjured weapons and staff build….
That being said, a lot people play the ranger to use a bow. Mostly because its right in the description… and its a fun archetype…
The risk, benefit analysis of why melee should do higher damage is just silly. Also, seeing as melee weapons all have more defensive capabilities than ranged counterpart also lowers that “risk”. Only thing I might condede is that melee should have a higher burst potential to make up for time they have to get out of combat.
I chose ranger to play a specific way. The way the description stated it. Use bow, and dispatch enemies up close. Not stay close all the time.
So you want to do as much damage as a Thief/Ele who will get 1 shotted if he makes a mistake in range of a Boss from 1200 range away. Got it.
Yeah that definitely seems fair.I would say over a 20second span of fight, yes, the damage should be equal. I think melee should have higher burst potential to make up for time they have to avoid a fight, but the damage should overall be equal.
The game is about playing how you want to play. You can make as many arguments as you want, but at the end of the day, you should be competitive how you want to play.
I agree with your last statement however it wouldn’t be fair if ranged did more dmg than melee since there is a considerably higher risk involved in melee range. Coming from WoW it always kinda kitten ed me off when Rogues weren’t the #1 dps class in the game and Mages/Warlocks standing in the back with 1 hand on their mouse the other hand eating a sandwich did more DPS considering in the last 2 years 90% of fights have been designed with lots of anti-melee measures and it’s very similar in Guild Wars.
Melee hardly has more risk than ranged when the two hardest hitting melee’ers are the tankiest classes in the game. Your assumption is only true if they followed a archetypical class system with low damage tanks and dps glass cannons as a set class model and not something you gear for at your choice.
Between the lack of self preservation skills on ranged weps and gross over saturation of CC and gap closers, the riskiest option is by far the choice of ranged combat over melee.
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The funny thing is we treat the Thief like it’s our nemesis and there is an almost exact duplicate thread over in their forums. Not saying we aren’t justified in our own criticisms but it’s nice to see that we aren’t the only class that feels shafted in Warrior Wars 2.
I dusted her off recently and tried a melee build S/F-GS and I just destroy stuff.
All those deadly sword / focus rangers.
I’m assuming you meant warhorn as it looks similar to a focus.
Probably Dagger as “D” is right next to “F” on the keyboard.
The skins are boring… and lol at cliping while standing still
http://dulfy.net/wp-content/uploads/2013/10/gw2-phalanx-heavy-armor-skin-male-2.jpg
You can also get most of the pieces on this set ingame already (with a tiny TINY variation) without wasting gems. Looks like a regular armor IMO without taste.
Lame designs in general.
The only 1 I liked was the first one (http://dulfy.net/wp-content/uploads/2013/10/gw2-tricksters-light-armor-skin-42.jpg). It is the only one I found original.
Everything clips on male Norn who choose Diabeetus as their patron spirit.
You can preview it in the gem store or the pvp locker in the spvp staging area.
I’ve already resolved to start up a thief main. They play very similarly to how the Ranger plays (S/x Ranger anyway) and actually feel less gimmicky than Warriors do with how the game has been going lately.
My ranger will sit on the back burner for anet to get their act together but I’ve pretty much stopped expecting anything from them anymore.
Oooo, so kind of like ghostly rangers appear around you and start firing into the sky? Yeah…I want that….
I was thinking more like a signal flare or you whistle and wave your arm and then the aoe starts. Your idea is pretty cool visually but it’s a huge sign to the opponent telling him whats about to happen.
Kind of like this but the Barrage aoe rather than a single target attack.
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lol they must have been absolute kitten Warriors to lose to a GS/LB ranger.
A proper Warrior is overflowing with gap closers so LB is worth nothing and everything but Maul on the GS will barely scratch a healing sig warrior while they curb stomp you with stun chains.
Help me out here. I really want to do use my Ranger in PvE, but what can I do others can’t do better?
In a word, nothing.
It’s a harsh reality to have to acknowledge but it’s the truth. In a dungeon group there is no reason to bring a Ranger over a Warrior for DPS and no reason to bring them over a Guardian if you want a support/dps person.
This is on top of the fact that pets don’t work in “dodge to not die” situations which is virtually every high end PvE fight.
We aren’t “worthless” but we are incredibly redundant and that is just about the same thing when you can only party with 4 other people and there are only a couple player roles.
Barrage as instant cast with a reduced length and a reduced CD would be nice too?
Only problem with making it utility would be how to explain it when the person has melee weapons and such.
Make it like you’re signaling your hidden Ranger pals to all fire on one spot. It actually makes more sense than us firing hundred of arrows into the air on our own.
