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Moving to remove dungeons?

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Tapioca.9062

Didn’t say they were adding gold to fractal rewards.

Well, dungeons give you gold and tokens. And I don’t see them adding dungeon specific tokens to fractals or raids. So what reward is left to move over to raids and fractals?

Why do they have to move any reward over to them. They could have their own unique rewards.

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Gw2 Efficiency "please explain"

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Tapioca.9062

So basically it’s like this:

Anet make public some of their code so that third party developers can build tools that interface with the game and can extract useful information. Things like what price something is on the trading post, or how much your stuff is worth in this case.

And it’s safe because Anet limit the values that can be called up by the third party programs and because you have to give them permission to look at your stuff by generating an API key and submitting it to be used. Additionally, data can be called up, but not changed. So a third party program could tell you everything you have in your bank, but it couldn’t empty your bank out and mail all your hard-earned riches off character, nor could it change your password.

So the game is based on grinding.

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Tapioca.9062

They’re adjusting drop rates for things like Thick Leather, which is effectively worthless.

This is the problem with talking about any economic changes before stating specifics – people are all doom and gloom.

Makes me glad I bought thousands of units of thick leather when I saw how cheap it was and factored in what John Smith did to silk. Even if they nerf the drop rate to basically zero I should still have enough to last me for my own personal use. But it makes me sad for the people who didn’t drop a handful of gold to hoard a common mat. I like the idea of the map rewards system, but I don’t like people effectively being forced to farm events to maybe get a piece of leather.

Lack of official merchandise- Ideas?

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Tapioca.9062

GW2 is particularly barren on the merchandise front. They don’t even have basic merch like t-shirts or posters. Completely wasted opportunity by their marketing team. If people could have bought elite spec posters when the elite specs were revealed they would have made a mint while the hype train was in full swing.

Moving to remove dungeons?

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Posted by: Tapioca.9062

Tapioca.9062

Didn’t say they were adding gold to fractal rewards.

Well, dungeons give you gold and tokens. And I don’t see them adding dungeon specific tokens to fractals or raids. So what reward is left to move over to raids and fractals?

Moving to remove dungeons?

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Tapioca.9062

How is moving rewards from dungeons to fractals and raids, “turning off the gold faucet.” If such an Exalted Faucet existed, you don’t turn it off by moving it to other content. This is such a clear cut case of Anet trying to promote HoT by nerfing existing content that they’ve abandoned.

Moving to remove dungeons?

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Tapioca.9062

Promoting their latest gimmicks by taking alternate gameplay modes and nerfing them into the ground? Classic Anet.

Removing the rewards from overly farmed, broken content to help in an overall effort to balance the in-game economy is the right thing to do. Redistribute rewards to reflect the difficulty of the content completed as opposed to rewarding brainless speed-farming that inflates the economy is the right thing to do.

Freaking forums ate my post. Here’s the summarised version of what I said since I have to get ready for work:

  • Dungeons are not the primary source of farming. You want gold you go to the Silverwastes.
  • Dungeons already have a farming cap on them.
  • Fractals see more use than dungeons.
  • This isn’t a re-balance of rewards where you get less gold, but more tokens. It takes rewards from dungeons and gives them to raids and fractals. Effectively propping up their latest, soon to be abandoned, gimmicks at the expense of other content.
  • GW2 isn’t exactly strong in the content department already. Creating a disincentive to do an entire branch of content is a poor decision.

If you wanted to tone down the gold rewards for dungeons that would be one thing, but it has to be a balanced move to retain their viability as content. And part of the viability of group based content is actually being able to find a group of people who are willing to do it with you. This isn’t a tuning of dungeon rewards, this is a smash and grab of content that Anet has abandoned, and want you to abandon too, in favour of their new flavour of the month.

Moving to remove dungeons?

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Posted by: Tapioca.9062

Tapioca.9062

Promoting their latest gimmicks by taking alternate gameplay modes and nerfing them into the ground? Classic Anet.

Druid with no pets

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Tapioca.9062

That worked a treat. Thank you, Alysse.

Hello Santa here

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Tapioca.9062

I saw you in Divinity’s Reach earlier. You’re looking sharp, Santa.

Bring Guild Wars 2 to Steam already!!!

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Tapioca.9062

You can already use GW2 with the Steam overlay if you want to. There’s no reason to add it there. What would you even gain from doing so?

Druid with no pets

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Posted by: Tapioca.9062

Tapioca.9062

Try Stronghold, they said. It will be fun, they said.

I miss my pets already.

Preparing for the BWE

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Posted by: Tapioca.9062

Tapioca.9062

During the last BWEs the provided weapon and armour sets were limited to exotics and even then, only certain stat spreads were included. For instance, if you want to use Sinister or Nomad sets for testing this weekend and you haven’t packed them in your bank beforehand you won’t have access to them.

Beyond that it’s just a quality of life. I want larger bags because the beta equipment chests tend to basically explode all over your inventory so you either have to clean them all out or get a face full of “your inventory is full” popups after playing for a while.

Preparing for the BWE

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Tapioca.9062

Ah, genius. I have my Copper-Fed Salvage-o-Matic in there but I didn’t pack the portal stone because I figured I wouldn’t need the free skins. I completely forgot about the pets there.

Thank you.

Preparing for the BWE

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Tapioca.9062

It’s almost time and I’m packing my bank like madman to get ready before the new snapshot.

I have my ascended armour, ascended weapons, an exotic sinister armour set, ascended trinkets and back items. I’ve also thrown in a few other things like larger bags, a bag slot expansion item, and things I won’t need but still kinda want around like my gathering tools.

Is there anything you can think of that I’ve forgotten to include or that you’d bring along with you?

Who 'owns' Guilds??

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Tapioca.9062

Delicious guild drama.

This sounds like the kind of thing you should maybe organise a meeting with your members about so that everything can discussed in the open and people can decide what direction they want to head in rather than what appears to be the current state of gossip, slander-mongering and backstabbing.

For what it’s worth though, dragging your guild drama into the forums isn’t a good look. A guild leader should be able to lead their guild without resorting to things like this.

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Racial bonuses any good late game?

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Tapioca.9062

The racial skills tend to be fairly ignorable for the most part. They can be useful before you unlock a class elite but it’s rare to see them used later in the game. I’d recommend focusing more on what you like than on what skills each race has.

We Heal as One Feedback [merged]

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Posted by: Tapioca.9062

Tapioca.9062

As for the quote….

My argument would be that it is not intended for the Ranger to easily get 25 stacks of might like other classes. Seriously people need to stop comparing the Ranger to other classes and saying stuff like its not fair that “x class can do y and Rangers can’t”. If you want every class to be the same so badly then try a different game. Furthermore, if this is what you want so badly then I don’t see the problem with the current meta and everyone just rolling d/d eles since they’re all the same.

Close enough for ya?

Well if you actually had a quote then why didn’t you use it haha? But anyway here’s what I’ll tell you, if you go back and look for the context of that quote then you would see that someone asked me what Anets argument would be as to why Rangers cannot stack boons like other classes. That is not my own opinion, that is what I said that their argument would most likely be. And you know why I know that that is Anets opinion? Because that’s what Roy actually said in some of his tweets. Once again, using evidence here. It really is tiresome.

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Posted by: Tapioca.9062

Tapioca.9062

PSSST. That is 16 permanent stax of might.

Right, but we were arguing base stacks.

Yeah. My point was there are 16 stax of might that the ranger can maintain without WHaO on a permanent basis.

5 from JG stalker (Naturemagic + Beastmastery = 22s duration on a 20s CD)
3 from Call of the Wild Warhorn (Windborne Notes + Strength runes = 24s duration on a 24s cd)
3 from Clarion Bond (24s duration 24s CD)
2 from Sigil of battle (20s duration on a 9s CD)
3 Zephyr’s Speed (15s duration on a 15s CD)

These are all maintainable with moderate build sacrifice, before using WHaO to double the stax for their duration, meaning you could have had permanent 25 stax of might with the “old” WHaO (or close enough to not matter).

Sort of proved your argument for you, but I’ll butt out if you want…

The main issue here I see is the three second cast time of the Jungle Stalker’s roar. A 22s duration against a 20s cooldown and 3s cast time mean that you lose the stack unless you spec in for it.

It will cast it faster with Quickness.

Unless you can get that roar off in the .5 second duration left on the boon you would still need to heavily trait in for in.

If you start the cast with Quickness, you get the benefit for the whole cast, even if it expires while you are still casting.

Oh, for sure. The boon I was referring to there wasn’t quickness, but rather the stack of might. It was a question of 22s duration vs 20s cooldown + 3s cast time or 22s duration vs 20s cooldown + 1.5s cast time. Quickness expiring wasn’t a factor here.

Ranger com! Roy conf. changes to WHAO b4 BW3

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Tapioca.9062

Hopefully the might duration will be similar to fortifying bond so we can at least obtain a good duration of 25 might from mainhand axe then switch to longbow or greatsword for a good burst. I don’t care too much about the loss of a quickness gimmick build, but the ability to get high might on our own is pretty important to keep.

lol sorry. only 3 stacks now. GG again Anet, your win streak continues.

… Ouch. That nerf actually effected me on an emotional level. 3 stacks as a hard limit after we spend trait points, sigils, weapon slots etc to stack might on our pet and blow our heal to transfer the boons?

The heal may as well have not been buffed at all. Now we have this weird boon share attached to a shout that thematically has nothing to do with boon share and the durations are so short they are negligible.

Exactly. The extra functionality is now a liability rather than a benefit. It’s not good enough to actually use, but when Anet review it for balancing and changes (so, another three years from now, I guess), the extra functionality will be factored into their assessment of its power. At this point they should either dehamstring the additional effects while preventing permanent boons or just turn it back into a straight heal.

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Posted by: Tapioca.9062

Tapioca.9062

PSSST. That is 16 permanent stax of might.

Right, but we were arguing base stacks.

Yeah. My point was there are 16 stax of might that the ranger can maintain without WHaO on a permanent basis.

5 from JG stalker (Naturemagic + Beastmastery = 22s duration on a 20s CD)
3 from Call of the Wild Warhorn (Windborne Notes + Strength runes = 24s duration on a 24s cd)
3 from Clarion Bond (24s duration 24s CD)
2 from Sigil of battle (20s duration on a 9s CD)
3 Zephyr’s Speed (15s duration on a 15s CD)

These are all maintainable with moderate build sacrifice, before using WHaO to double the stax for their duration, meaning you could have had permanent 25 stax of might with the “old” WHaO (or close enough to not matter).

Sort of proved your argument for you, but I’ll butt out if you want…

The main issue here I see is the three second cast time of the Jungle Stalker’s roar. A 22s duration against a 20s cooldown and 3s cast time mean that you lose the stack unless you spec in for it.

It will cast it faster with Quickness.

Unless you can get that roar off in the .5 second duration left on the boon you would still need to heavily trait in for in.

Idk man stop arguing it, the evidence has already been shown. Lets move the discussion more back on topic.

The point is that if you dedicate your entire build to the purpose of getting 16 might on you and your pet you can probably maintain a max stack of might if you play perfectly and stay in combat forever.

There was no reason to cap might transfer on WHaO. It wasn’t the problem.

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Posted by: Tapioca.9062

Tapioca.9062

PSSST. That is 16 permanent stax of might.

Right, but we were arguing base stacks.

Yeah. My point was there are 16 stax of might that the ranger can maintain without WHaO on a permanent basis.

5 from JG stalker (Naturemagic + Beastmastery = 22s duration on a 20s CD)
3 from Call of the Wild Warhorn (Windborne Notes + Strength runes = 24s duration on a 24s cd)
3 from Clarion Bond (24s duration 24s CD)
2 from Sigil of battle (20s duration on a 9s CD)
3 Zephyr’s Speed (15s duration on a 15s CD)

These are all maintainable with moderate build sacrifice, before using WHaO to double the stax for their duration, meaning you could have had permanent 25 stax of might with the “old” WHaO (or close enough to not matter).

Sort of proved your argument for you, but I’ll butt out if you want…

The main issue here I see is the three second cast time of the Jungle Stalker’s roar. A 22s duration against a 20s cooldown and 3s cast time mean that you lose the stack unless you spec in for it.

It will cast it faster with Quickness.

Unless you can get that roar off in the .5 second duration left on the boon you would still need to heavily trait in for in.

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Posted by: Tapioca.9062

Tapioca.9062

PSSST. That is 16 permanent stax of might.

Right, but we were arguing base stacks.

Yeah. My point was there are 16 stax of might that the ranger can maintain without WHaO on a permanent basis.

5 from JG stalker (Naturemagic + Beastmastery = 22s duration on a 20s CD)
3 from Call of the Wild Warhorn (Windborne Notes + Strength runes = 24s duration on a 24s cd)
3 from Clarion Bond (24s duration 24s CD)
2 from Sigil of battle (20s duration on a 9s CD)
3 Zephyr’s Speed (15s duration on a 15s CD)

These are all maintainable with moderate build sacrifice, before using WHaO to double the stax for their duration, meaning you could have had permanent 25 stax of might with the “old” WHaO (or close enough to not matter).

Sort of proved your argument for you, but I’ll butt out if you want…

The main issue here I see is the three second cast time of the Jungle Stalker’s roar. A 22s duration against a 20s cooldown and 3s cast time mean that you lose the stack unless you spec in for it.

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Posted by: Tapioca.9062

Tapioca.9062

If it only lasts one rotation it isn’t permanent. That’s essentially the exact opposite of permanent’s meaning. Your initial argument was that the Ranger could maintain permanent stacks of max might due to WHaO. There are certainly ways for a Ranger to get high stacks of might but this isn’t due to WHaO. We’re getting into the land of shifting goalposts here so let’s bring it back to the original point: There was no reason to put a 3 stack might cap on WHaO. It was not the problem with the skill.

You simply ignored all of the other sources I gave you evidence for, I am not shifting the goal posts. I demonstrated how to maintain 8 base stacks permanently with an occasional spike up from Mighty Roar or teammates stacking might as well.

Teammates stacking might on you is completely irrelevant to the question. They can stack might on you all day without WHaO. It has nothing to do with WHaO. As for 8 stacks of might? It’s nothing. 16 stacks of might? That’s a good start. But your argument was that a Ranger using WHaO could permanently maintain 25 stacks of might. This is incorrect and has been shown to be incorrect.

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Tapioca.9062

Why in name of all that was good and kind was Might transferring capped? I can understand fixing a bug that lets you infinitely stack boons but Might wasn’t one of those boons affected since it stacks in intensity, not duration. It was literally never a part of the problem here. The best you could do was gain a big stack of might for a few seconds, burst and then watch it trickle away. The response here wasn’t a fix, this was butchery.

Rangers have several ways to apply long duration might stacks like 15s on Clarion Bond. It was very possible to have big stacks of might for around 15s consistently.

That’s still not a problem though. Exactly the opposite of a problem. That is a good use of boons, and it’s time limited. The problem was that you could infinitely stack every single stacks duration boon permanently. That’s not okay, but completely gutting the skill and putting a hard cap on a boon that wasn’t part of the problem is above and beyond overkill.

Well yes, but when you have things that can apply 15s of might that becomes permanent with WHaO if you have some boon duration, meaning that you could in fact get an infinite amount of might duration at 25 stacks.

No, it doesn’t. Because when you combine might stacks with WHaO you get more might until you hit the cap. When you combine say, protection stacks, you get more protection time until it builds onto itself over and over where it eventually reaches the duration cap of ~8.5 minutes. Let’s say you and your pet have 10 stacks of might with 20 seconds duration each, you hit WHaO and you now have 20 stacks of might with 19 seconds duration (due to WHaO’s cast time), 16 seconds later you press WHaO again and now you have 25 stacks of might with 2 seconds of duration.

You cannot permanently keep up stacks intensity boons with WHaO. Stacks intensity boons like might were never a part of the problem here and there was no reason for them to be capped.

You can permanently keep up the might stacks from something that is applied for greater than 16s if it is reapplied. So that is indefinitely, and in doing so you can double the stacks from using WHaO. I think we are arguing different things.

We’re not arguing different things, it seems you don’t understand how the mechanics work. Let’s say you have 20 stacks of might with 2 seconds duration, then someone uses a buff that gives you 3 stacks of might for 15 seconds. Your tooltip hover will say you have 23 stacks of might for 15 seconds. In reality, you have 20 stacks of might for 2 seconds and 3 stacks of might for 15 seconds. After three seconds have passed you will have 3 stacks of might for 12 seconds. Reapplication of a stacks intensity boon does not refresh the duration of your existing stacks. They stack individually atop each other and are individually removed as their durations expire.

You could not infinitely keep up stacks intensity boons with WHaO. The problem was stacks duration boons and solely stacks duration boons.

Yes, but if you get 13 stacks of might for durations longer than 16s that are reapplied and use WHaO you will have perma 25 stacks.

Edit: it allowed minor might stacking to be more powerful than it should be, by doubling stacks.

And where are you pulling these supposed 13 stacks of might with at least 18 second durations from? And keep in mind their cooldowns need to be under the cooldown time of WHaO to be maintained permanently.

Let’s have a run down of a Ranger’s might sources:

Jungle Stalker, Mighty Roar: 5 stacks of might, 15 seconds base duration, 3 second cast time, 25 second cooldown. Not maintainable.

Hits from Strength of the Pack: 1 stack of might per hit, 8 seconds base duration, 1 second cast time, 60 second cooldown. Not maintainable.

Brutish Seals on Signet use: 3 stacks of might, 15 seconds base duration, 1 second cast time on Signet of the Wild, individual cooldown times of (80s, 60s, 60s, 30s). Not maintainable.

Under 50% health with Most Dangerous Game: 5 stacks of Might, 3 seconds duration, completely useless once you hit your heal button. Not maintainable.

Critical hit with Companion’s Might: 1 stack of might pet crit, 5 seconds base duration, unlisted ICD. Not maintainable.

Zephyr’s Speed on pet swap: 3 stacks of might, 15 seconds base duration, 20 second cooldown. Not maintainable.

Even if you slot every single trait and skill that gives you might, a Ranger cannot get 13 stacks of might on themself and their pet with a duration that exceeds the cooldown of WHaO and whose individual skill or trait cooldowns are low enough to be used consistently on the WHaO cooldown.

It was never possible for a Ranger to maintain permanent might on themselves with WHaO.

nature Magic and Beast mastery makes Jungle Stalker 5 stax of might for 22 seconds on a 20s cooldown. Windborne Notes + Runes of Strength makes Call of the Wild give 3 stax for 24s on a 24s cooldown. I don’t want to comment on your argument, but Rangers ARE capable of perma might without WHaO, at a respectable level.

This was good insight and I appreciate it. You should always feel free to comment on other people’s arguments. Especially if you’re bringing hard data and analysis to the table with your perspective. Thank you.

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Posted by: Tapioca.9062

Tapioca.9062

Why in name of all that was good and kind was Might transferring capped? I can understand fixing a bug that lets you infinitely stack boons but Might wasn’t one of those boons affected since it stacks in intensity, not duration. It was literally never a part of the problem here. The best you could do was gain a big stack of might for a few seconds, burst and then watch it trickle away. The response here wasn’t a fix, this was butchery.

Rangers have several ways to apply long duration might stacks like 15s on Clarion Bond. It was very possible to have big stacks of might for around 15s consistently.

That’s still not a problem though. Exactly the opposite of a problem. That is a good use of boons, and it’s time limited. The problem was that you could infinitely stack every single stacks duration boon permanently. That’s not okay, but completely gutting the skill and putting a hard cap on a boon that wasn’t part of the problem is above and beyond overkill.

Well yes, but when you have things that can apply 15s of might that becomes permanent with WHaO if you have some boon duration, meaning that you could in fact get an infinite amount of might duration at 25 stacks.

No, it doesn’t. Because when you combine might stacks with WHaO you get more might until you hit the cap. When you combine say, protection stacks, you get more protection time until it builds onto itself over and over where it eventually reaches the duration cap of ~8.5 minutes. Let’s say you and your pet have 10 stacks of might with 20 seconds duration each, you hit WHaO and you now have 20 stacks of might with 19 seconds duration (due to WHaO’s cast time), 16 seconds later you press WHaO again and now you have 25 stacks of might with 2 seconds of duration.

You cannot permanently keep up stacks intensity boons with WHaO. Stacks intensity boons like might were never a part of the problem here and there was no reason for them to be capped.

You can permanently keep up the might stacks from something that is applied for greater than 16s if it is reapplied. So that is indefinitely, and in doing so you can double the stacks from using WHaO. I think we are arguing different things.

We’re not arguing different things, it seems you don’t understand how the mechanics work. Let’s say you have 20 stacks of might with 2 seconds duration, then someone uses a buff that gives you 3 stacks of might for 15 seconds. Your tooltip hover will say you have 23 stacks of might for 15 seconds. In reality, you have 20 stacks of might for 2 seconds and 3 stacks of might for 15 seconds. After three seconds have passed you will have 3 stacks of might for 12 seconds. Reapplication of a stacks intensity boon does not refresh the duration of your existing stacks. They stack individually atop each other and are individually removed as their durations expire.

You could not infinitely keep up stacks intensity boons with WHaO. The problem was stacks duration boons and solely stacks duration boons.

Yes, but if you get 13 stacks of might for durations longer than 16s that are reapplied and use WHaO you will have perma 25 stacks.

Edit: it allowed minor might stacking to be more powerful than it should be, by doubling stacks.

And where are you pulling these supposed 13 stacks of might with at least 18 second durations from? And keep in mind their cooldowns need to be under the cooldown time of WHaO to be maintained permanently.

Let’s have a run down of a Ranger’s might sources:

Jungle Stalker, Mighty Roar: 5 stacks of might, 15 seconds base duration, 3 second cast time, 25 second cooldown. Not maintainable.

Hits from Strength of the Pack: 1 stack of might per hit, 8 seconds base duration, 1 second cast time, 60 second cooldown. Not maintainable.

Brutish Seals on Signet use: 3 stacks of might, 15 seconds base duration, 1 second cast time on Signet of the Wild, individual cooldown times of (80s, 60s, 60s, 30s). Not maintainable.

Under 50% health with Most Dangerous Game: 5 stacks of Might, 3 seconds duration, completely useless once you hit your heal button. Not maintainable.

Critical hit with Companion’s Might: 1 stack of might pet crit, 5 seconds base duration, unlisted ICD. Not maintainable.

Zephyr’s Speed on pet swap: 3 stacks of might, 15 seconds base duration, 20 second cooldown. Not maintainable.

Even if you slot every single trait and skill that gives you might, a Ranger cannot get 13 stacks of might on themself and their pet with a duration that exceeds the cooldown of WHaO and whose individual skill or trait cooldowns are low enough to be used consistently on the WHaO cooldown.

It was never possible for a Ranger to maintain permanent might on themselves with WHaO.

Maybe not 13, but 8 easily. Zephyrs Speed(16s with BM line) comboed with Clarion Bond is 6 stacks ~18s with NM line, sigil of battle weapon swap is 2 stacks. Second go around your Clarion Bond won’t be triggered bc ICD, but you could actually cast CotW. This is only including might that the Ranger could throw out. There’s also Mighty Roar from Jungle Stalker(might is perma with BM minors, but would only last one rotation I guess) and Might that teammates could apply. Very easily could maintain high stacks. Especially if say you were using Runes like Runes of Strength.

If it only lasts one rotation it isn’t permanent. That’s essentially the exact opposite of permanent’s meaning. Your initial argument was that the Ranger could maintain permanent stacks of max might due to WHaO. There are certainly ways for a Ranger to get high stacks of might but this isn’t due to WHaO. We’re getting into the land of shifting goalposts here so let’s bring it back to the original point: There was no reason to put a 3 stack might cap on WHaO. It was not the problem with the skill.

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Posted by: Tapioca.9062

Tapioca.9062

Why in name of all that was good and kind was Might transferring capped? I can understand fixing a bug that lets you infinitely stack boons but Might wasn’t one of those boons affected since it stacks in intensity, not duration. It was literally never a part of the problem here. The best you could do was gain a big stack of might for a few seconds, burst and then watch it trickle away. The response here wasn’t a fix, this was butchery.

Rangers have several ways to apply long duration might stacks like 15s on Clarion Bond. It was very possible to have big stacks of might for around 15s consistently.

That’s still not a problem though. Exactly the opposite of a problem. That is a good use of boons, and it’s time limited. The problem was that you could infinitely stack every single stacks duration boon permanently. That’s not okay, but completely gutting the skill and putting a hard cap on a boon that wasn’t part of the problem is above and beyond overkill.

Well yes, but when you have things that can apply 15s of might that becomes permanent with WHaO if you have some boon duration, meaning that you could in fact get an infinite amount of might duration at 25 stacks.

No, it doesn’t. Because when you combine might stacks with WHaO you get more might until you hit the cap. When you combine say, protection stacks, you get more protection time until it builds onto itself over and over where it eventually reaches the duration cap of ~8.5 minutes. Let’s say you and your pet have 10 stacks of might with 20 seconds duration each, you hit WHaO and you now have 20 stacks of might with 19 seconds duration (due to WHaO’s cast time), 16 seconds later you press WHaO again and now you have 25 stacks of might with 2 seconds of duration.

You cannot permanently keep up stacks intensity boons with WHaO. Stacks intensity boons like might were never a part of the problem here and there was no reason for them to be capped.

You can permanently keep up the might stacks from something that is applied for greater than 16s if it is reapplied. So that is indefinitely, and in doing so you can double the stacks from using WHaO. I think we are arguing different things.

We’re not arguing different things, it seems you don’t understand how the mechanics work. Let’s say you have 20 stacks of might with 2 seconds duration, then someone uses a buff that gives you 3 stacks of might for 15 seconds. Your tooltip hover will say you have 23 stacks of might for 15 seconds. In reality, you have 20 stacks of might for 2 seconds and 3 stacks of might for 15 seconds. After three seconds have passed you will have 3 stacks of might for 12 seconds. Reapplication of a stacks intensity boon does not refresh the duration of your existing stacks. They stack individually atop each other and are individually removed as their durations expire.

You could not infinitely keep up stacks intensity boons with WHaO. The problem was stacks duration boons and solely stacks duration boons.

Yes, but if you get 13 stacks of might for durations longer than 16s that are reapplied and use WHaO you will have perma 25 stacks.

Edit: it allowed minor might stacking to be more powerful than it should be, by doubling stacks.

And where are you pulling these supposed 13 stacks of might with at least 18 second durations from? And keep in mind their cooldowns need to be under the cooldown time of WHaO to be maintained permanently.

Let’s have a run down of a Ranger’s might sources:

Jungle Stalker, Mighty Roar: 5 stacks of might, 15 seconds base duration, 3 second cast time, 25 second cooldown. Not maintainable.

Hits from Strength of the Pack: 1 stack of might per hit, 8 seconds base duration, 1 second cast time, 60 second cooldown. Not maintainable.

Brutish Seals on Signet use: 3 stacks of might, 15 seconds base duration, 1 second cast time on Signet of the Wild, individual cooldown times of (80s, 60s, 60s, 30s). Not maintainable.

Under 50% health with Most Dangerous Game: 5 stacks of Might, 3 seconds duration, completely useless once you hit your heal button. Not maintainable.

Critical hit with Companion’s Might: 1 stack of might pet crit, 5 seconds base duration, unlisted ICD. Not maintainable.

Zephyr’s Speed on pet swap: 3 stacks of might, 15 seconds base duration, 20 second cooldown. Not maintainable.

Even if you slot every single trait and skill that gives you might, a Ranger cannot get 13 stacks of might on themself and their pet with a duration that exceeds the cooldown of WHaO and whose individual skill or trait cooldowns are low enough to be used consistently on the WHaO cooldown.

It was never possible for a Ranger to maintain permanent might on themselves with WHaO.

We Heal as One Feedback [merged]

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Posted by: Tapioca.9062

Tapioca.9062

Why in name of all that was good and kind was Might transferring capped? I can understand fixing a bug that lets you infinitely stack boons but Might wasn’t one of those boons affected since it stacks in intensity, not duration. It was literally never a part of the problem here. The best you could do was gain a big stack of might for a few seconds, burst and then watch it trickle away. The response here wasn’t a fix, this was butchery.

Rangers have several ways to apply long duration might stacks like 15s on Clarion Bond. It was very possible to have big stacks of might for around 15s consistently.

That’s still not a problem though. Exactly the opposite of a problem. That is a good use of boons, and it’s time limited. The problem was that you could infinitely stack every single stacks duration boon permanently. That’s not okay, but completely gutting the skill and putting a hard cap on a boon that wasn’t part of the problem is above and beyond overkill.

Well yes, but when you have things that can apply 15s of might that becomes permanent with WHaO if you have some boon duration, meaning that you could in fact get an infinite amount of might duration at 25 stacks.

No, it doesn’t. Because when you combine might stacks with WHaO you get more might until you hit the cap. When you combine say, protection stacks, you get more protection time until it builds onto itself over and over where it eventually reaches the duration cap of ~8.5 minutes. Let’s say you and your pet have 10 stacks of might with 20 seconds duration each, you hit WHaO and you now have 20 stacks of might with 19 seconds duration (due to WHaO’s cast time), 16 seconds later you press WHaO again and now you have 25 stacks of might with 2 seconds of duration.

You cannot permanently keep up stacks intensity boons with WHaO. Stacks intensity boons like might were never a part of the problem here and there was no reason for them to be capped.

You can permanently keep up the might stacks from something that is applied for greater than 16s if it is reapplied. So that is indefinitely, and in doing so you can double the stacks from using WHaO. I think we are arguing different things.

We’re not arguing different things, it seems you don’t understand how the mechanics work. Let’s say you have 20 stacks of might with 2 seconds duration, then someone uses a buff that gives you 3 stacks of might for 15 seconds. Your tooltip hover will say you have 23 stacks of might for 15 seconds. In reality, you have 20 stacks of might for 2 seconds and 3 stacks of might for 15 seconds. After three seconds have passed you will have 3 stacks of might for 12 seconds. Reapplication of a stacks intensity boon does not refresh the duration of your existing stacks. They stack individually atop each other and are individually removed as their durations expire.

You could not infinitely keep up stacks intensity boons with WHaO. The problem was stacks duration boons and solely stacks duration boons.

We Heal as One Feedback [merged]

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Posted by: Tapioca.9062

Tapioca.9062

Why in name of all that was good and kind was Might transferring capped? I can understand fixing a bug that lets you infinitely stack boons but Might wasn’t one of those boons affected since it stacks in intensity, not duration. It was literally never a part of the problem here. The best you could do was gain a big stack of might for a few seconds, burst and then watch it trickle away. The response here wasn’t a fix, this was butchery.

Rangers have several ways to apply long duration might stacks like 15s on Clarion Bond. It was very possible to have big stacks of might for around 15s consistently.

That’s still not a problem though. Exactly the opposite of a problem. That is a good use of boons, and it’s time limited. The problem was that you could infinitely stack every single stacks duration boon permanently. That’s not okay, but completely gutting the skill and putting a hard cap on a boon that wasn’t part of the problem is above and beyond overkill.

Well yes, but when you have things that can apply 15s of might that becomes permanent with WHaO if you have some boon duration, meaning that you could in fact get an infinite amount of might duration at 25 stacks.

No, it doesn’t. Because when you combine might stacks with WHaO you get more might until you hit the cap. When you combine say, protection stacks, you get more protection time until it builds onto itself over and over where it eventually reaches the duration cap of ~8.5 minutes. Let’s say you and your pet have 10 stacks of might with 20 seconds duration each, you hit WHaO and you now have 20 stacks of might with 19 seconds duration (due to WHaO’s cast time), 16 seconds later you press WHaO again and now you have 25 stacks of might with 2 seconds of duration.

You cannot permanently keep up stacks intensity boons with WHaO. Stacks intensity boons like might were never a part of the problem here and there was no reason for them to be capped.

We Heal as One Feedback [merged]

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Posted by: Tapioca.9062

Tapioca.9062

Why in name of all that was good and kind was Might transferring capped? I can understand fixing a bug that lets you infinitely stack boons but Might wasn’t one of those boons affected since it stacks in intensity, not duration. It was literally never a part of the problem here. The best you could do was gain a big stack of might for a few seconds, burst and then watch it trickle away. The response here wasn’t a fix, this was butchery.

Rangers have several ways to apply long duration might stacks like 15s on Clarion Bond. It was very possible to have big stacks of might for around 15s consistently.

That’s still not a problem though. Exactly the opposite of a problem. That is a good use of boons, and it’s time limited. The problem was that you could infinitely stack every single stacks duration boon permanently. That’s not okay, but completely gutting the skill and putting a hard cap on a boon that wasn’t part of the problem is above and beyond overkill.

We Heal as One Feedback [merged]

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Posted by: Tapioca.9062

Tapioca.9062

Why in name of all that was good and kind was Might transferring capped? I can understand fixing a bug that lets you infinitely stack boons but Might wasn’t one of those boons affected since it stacks in intensity, not duration. It was literally never a part of the problem here. The best you could do was gain a big stack of might for a few seconds, burst and then watch it trickle away. The response here wasn’t a fix, this was butchery.

We Heal as One Feedback [merged]

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Posted by: Tapioca.9062

Tapioca.9062

You all seem very upset that this bug is getting fixed. What did you think was going to happen? You’d just get to keep the ability to have seven out of eleven boons up on you permanently? Or that somehow this was intended behaviour?

I’m glad this is being addressed and fixed quickly. It means that fewer people will mistake it as a legitimate development and build around it only to have it be reverted later and their investment wasted.

We Heal As One (Bug?)

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Posted by: Tapioca.9062

Tapioca.9062

lingering magic gives you a flat 20% boon duration boost and there are a few runes that increase effectiveness of certain boons or boons in generell

Interesting..still, I really do hope that this is how the skill was intended to be used and that I am not exploiting anything by any chance, regardless of what other players say – as in my opinion, I feel that 2 minutes of speed boost is a bit OP in itself already – and this isn’t taking into account other buffs, and is extremely tempting to just sit there and reapply the boost until I end up with essentially, double digit timers.

I wouldn’t worry overly about being able to maintain swiftness and regeneration from We Heal As One and Resounding Timbre. The reason being that you’re reapplying boons from the skill itself. You’re getting a little extra from the pet, but ultimately, who cares? You’re using a skill that gives you swiftness and regeneration and getting swiftness and regeneration.

Where you start running into trouble is if someone else puts quickness on you and your pet for say, 10 seconds each, and then forty minutes later you still have that same quickness maintained by a skill that doesn’t actually grant you quickness naturally.

We Heal As One (Bug?)

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Posted by: Tapioca.9062

Tapioca.9062

It’s undoubtedly a bug. As long as you and your pet have the same boons with stacking duration, WHaO will refresh them. You can use this to essentially gain permanent quickness, protection, retaliation, fury, vigor, regeneration and swiftness.

If you and your pet get any stacks duration boon on you with a duration that’s longer than the cooldown for WHaO you can maintain it indefinitely.

I’ve already posted a bug report here: https://forum-en.gw2archive.eu/forum/support/bugs/We-Heal-As-One-refreshing-boons/first#post5548354

Feel free to jump in there if you want to add your voice to say that it’s bugged.

Ummmm….. you do realize certain boons stack in duration right? WHaO now copies your pets boons to you and vice versa, basically reapplying the boons. How the kitten can you think something is a bug when it is doing exactly what it is supposed to do?
…….. I mean…. what the actual kitten?

I highly doubt being able to stack, and maintain, close to nine minutes of quickness is an intended effect. Especially when Feel My Wrath just got nerfed for being too strong. Like, what, the devs sat down and said, “Hey you know that decent Guardian elite that gives short quickness and fury? Let’s nerf that because it’s just too strong. Now, moving onto Ranger, let’s make it so they can maintain quickness, fury and every single other stacks duration boon indefinitely at the exact same time.”

The tempest skill that refreshes and increases current boons? That’s on a 30 second cooldown and locked behind an elite spec. We Heal As One, 20 second cooldown, or 16 seconds if traited. You’re not meant to be able to stuff half the game’s boons in your pocket and keep them there forever. That’s crazy broken. To the extent that I don’t even know how you can pretend that it’s not. How is a character being able to maintain permanent swiftness, quickness, retaliation, protection, fury, vigor and regeneration not broken? There are eleven boons currently in the game. You think that being able to permanently maintain seven of those eleven boons is an intended effect? Because it’s clearly not.

We Heal As One (Bug?)

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Posted by: Tapioca.9062

Tapioca.9062

It’s undoubtedly a bug. As long as you and your pet have the same boons with stacking duration, WHaO will refresh them. You can use this to essentially gain permanent quickness, protection, retaliation, fury, vigor, regeneration and swiftness.

If you and your pet get any stacks duration boon on you with a duration that’s longer than the cooldown for WHaO you can maintain it indefinitely.

I’ve already posted a bug report here: https://forum-en.gw2archive.eu/forum/support/bugs/We-Heal-As-One-refreshing-boons/first#post5548354

Feel free to jump in there if you want to add your voice to say that it’s bugged.

Update has killed Copper/Silver Fed Salvage

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Posted by: Tapioca.9062

Tapioca.9062

Found them. They’re in your bank.

Attachments:

We Heal As One refreshing boons

in Bugs: Game, Forum, Website

Posted by: Tapioca.9062

Tapioca.9062

This is most noticable with the boons that extend duration upon stacking. I think that when We Heal As One swaps long duration boons between the pet and PC it’s treating them as new applications and as such refreshing them and increasing their duration. I was able to get 8 minute long stacks of Regeneration, Swiftness, Fury, Vigor and Protection that could be refreshed solely by pressing We Heal As One. Regeneration and Swiftness I can stack infinitely from We Heal As One due to Resounding Timbre but none of my traits or Runes should be refreshing Vigor, Fury or Protection on either heals or shouts.

Pretty sure this is a bug.

Druid Reveal Feedback Thread

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Posted by: Tapioca.9062

Tapioca.9062

Just posting this on behalf of my friend, Heimskarl Ashfiend.9582 who got suspended.

“Apologies to all for my bad behavior. I will update the thread when my suspension is over which is currently the 13th of October, but I have contacted support about that duration. Thanks all.”

Let me guess:

  • Moderator does a huge disservice to Ranger community by merging all Druid threads into one useless megathread for “feedback” despite not doing the same thing to Revenant or other class forums.
  • User gets P.O.’d and complains about Moderator.
  • Moderator, upset and embarrassed when User’s thread becomes the Red thread, issues forum ban.

Thats my theory until rumored otherwise.

It wouldn’t surprise me. The moderation staff’s default response to criticism seems to be hiding it by burying it under merges. It’s better than the old system of just locking threads but it’s still not ideal.

Which elite spec do you like best?

in Guild Wars 2: Heart of Thorns

Posted by: Tapioca.9062

Tapioca.9062

Oh, I’ll also throw my opinion in to get us started.

I quite like the Timehunter. Mechanically I enjoy the effect of being able to manipulate time. I have no idea how the coders managed to pull that effect off but it’s amazing to me in practice. I also like how well the specialisation fits in with its base profession. It doesn’t feel tacked on or out of place, but more like you just suddenly have a lot more options available to you.

Which elite spec do you like best?

in Guild Wars 2: Heart of Thorns

Posted by: Tapioca.9062

Tapioca.9062

Now that all nine elite specs have finally been revealed which one have you most taken a shine to? As a recap, you can choose from the following:

- Dragonhunter
- Timehunter
- Healhunter
- Robohunter
- Misthunter
- Deathhunter
- Shouthunter
- Angerhunter
- Jumphunter

This isn’t necessarily a question of which one do you think is the most useful or the most optimised. It’s a pure popularity contest. Which one do you like the most?

Describe the Druid in 3 Words

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Posted by: Tapioca.9062

Tapioca.9062

Healy Space Man

Druid Reveal Feedback Thread

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Posted by: Tapioca.9062

Tapioca.9062

Itll be fun to see how the celestial avatar works on a traditional lb gs ranger, it could basically be like a free third weaponset/semi deathshroud in some ways depending on how effective ur healing is on a marauder amulet. I would def try MM BM druid as the condi clear in WS can be covered with druid, making us less dependant on wilderness knowledge trait for survival skills. Potentially more durable 1v1/onpoint, but we’ll see.

Im also very excited to see the new pets useful/responsiveness

Druid is more about burst healing in key moments as it takes a while to build up astral force to enter celestial avatar, Ventari is more about sustain healing.

Question is what’s “a while” ?

That is the $10,000 question we’re all waiting on the answer to. We’ll find out this weekend during the BWE and it will answer a lot of questions as to whether a non-staff or non-healer Druid is actually viable by reasonable standards. I’m hoping it is since I don’t want to run a healer, but we need actual testing to find out and we just have to be patient for that at the moment.

What's Wrong With Being A Healer?

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Posted by: Tapioca.9062

Tapioca.9062

I have no doubts that you’re willing to assert it. However you’ve also made it clear that you’re willing to 1. assert many things that aren’t correct. 2. If the majority of players in the community were happy with this we wouldn’t be seeing the kind dissatisfaction and friction that we are. You are not in a position to speak for the entire community, no matter how condescending you choose to be.

3. In addition to this, it is a farce to argue that Druid is a better thematic fit than Chronomancer which is a direct thematic follow-on to existing Mesmer themes. The same can be said of Berserker and Scrapper. They are much better fits than Druid will ever be. Both in function and theme.

4. To continue on with things you willingly and incorrectly assert as true, Druid is not a new profession. It is a new trait line. No matter how much it feels like an entirely new profession given its complete disconnect in theme and function from its profession. So no, you don’t stop being a Ranger when you trait into the Druid line. In Guild Wars 2 all Druids are Rangers even if all Rangers aren’t Druids. So you can’t just handwave away the inconvenient truth that nobody made a Ranger to play like this.

5. You can also claim that you don’t have to play the Druid as a healer, but when every single one of your minor traits is related to healing in some way if you’re not healing in some capacity you’re wasting traits. Which is the principle problem, given that this has nothing at all to do with Rangers or existing Ranger mechanics. None of the skills interact with the pet in any meaningful way and none of the pet mechanics are changed. It’s ridiculous. We don’t see Mesmers cobbling together robo-minions, or Elementalists leaping around like Spiderman on performance enhancing substances, or Necromancers channeling holy energy in new and interesting ways. Because those wouldn’t fit with their existing profession themes in the same way that turning into spacey healy man has absolutely nothing to do with Rangers.

1. How is it not correct? You’re arguing against my assertion with your own.

2. I speak on behalf of the majority voice of the Ranger forum community. As such, the majority voice as you will see from all Druid threads on here is in favour of the Druid. Therefore a statement that asserts most are in favour of the Druid is more reasonable than one that suggests they are not, with less evidence – i.e. less people are showing dissatisfaction at Druid than those showing appreciation – which is evident from ratio of posts on here.

3. Ironic, because you argued against a “farce” with your own farce. That matter is entirely subjective, and you just argued entirely from subjectivity. Also interesting to note that most of your response is directed towards the lesser, non-issues here.

4. Again, a non-issue you’re putting too much emphasis on to try and make your argument look more substantial

5. I don’t “claim” that we don’t have to play Druid as a healer, I state it as a matter of fact. I will repeat: specialising into being better at healing does not make you a healer. If you don’t like the fact that the Druid traitline has less interaction with the pet, how about discussing that in some constructive feedback rather than just whining like a child as you have been doing throughout the rest of the forum.

You speak on behalf of the Ranger forum community? I don’t remember voting for you. When were the elections held? You do actually have a mandate to speak for people and aren’t just puffing yourself up from unwarranted self-importance, right?

As to the ratio between posts for and against Druid, I’d love to see your metrics and statistical analysis. Because you’re surely not just arguing from a position of feelings and confirmation bias, are you? Please, dear Bryzy, share your data and research findings. It’s interesting that I didn’t actually assert that a majority was against Druid, I asserted that you had no standing to speak for the majority and that the discord seen suggests there is no pro-majority to be found. But still, you did claim that I somehow have less evidence than you, so I would love to see yours. It must have taken you a long time to poll a statistically significant proportion of the Ranger forum community in the past few days, but I have every faith that you’ve achieved sterling results. That is how you became the very voice of our people afterall, apparently.

You do remark that it’s a non-issue pointing out that Druid isn’t actually a new profession distinct from Ranger entirely. Which is an interesting position to take considering it was you would brought up the concept of Druid as something that completely over-rode Ranger as a profession. “You stop being a Ranger”, those were your words, right? It doesn’t seem like a non-issue to point out that has no factual grounding. Or is it solely a non-issue in your eyes because you were wrong?

As for the subject of feedback on playable mechanics, there will be time for that after actual play testing. One wouldn’t want to offer feedback on mechanics before actually conducting actual empirical testing and analysis would they? That would be silly. Instead I’m offering feedback on how I feel about Druid given its slated theme and role in comparison to baseline profession. It isn’t unreasonable to offer an opinion on what you think about the spec so far. Even if it does result in you getting angry at people saying things you don’t like, Dear Leader.

What's Wrong With Being A Healer?

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Posted by: Tapioca.9062

Tapioca.9062

Apparently I just have to get used to my new role as a Monk. But at least we get to be a medium armour Monk now? Maybe our next elite spec will be Smiting. I liked playing a smiter.

The QQ is real.

Here’s an alternative for you: don’t take the Druid traitline.

There. Now you don’t have to be better at healing. I along with most others however will happily enjoy being healing Druids and adding diversity to the rest of our builds without you.

Rangers get their existing profession mechanic augmented by… Oh wait, no, it gets completely ignored in favour of having something completely unrelated to Rangers being strapped on out of nowhere.

It’s not just that I don’t want to play a healer. Sure, I don’t, but who made their Ranger before the announcement with the idea of playing a Ranger as a healer? What I don’t like is that even taken as the concept as an elite specialisation Druid is a poor fit thematically for Ranger as a profession. Druid would make a great elite specialisation for a Monk which is why it’s a shame that we don’t have a Monk profession that it could be given to instead of being jury-rigged onto us.

1. You’re not a Ranger anymore if you take the Elite specialisation, you’re a Druid.

2. “who made their Ranger before the announcement with the idea of playing a Ranger as a healer?”

This is a redundant argument. Firstly you’re not playing a Ranger as a healer, you’d be playing a Druid. That’s if you wanted to heal at all, and if you choose to specialise as a Druid. Look up the definition of ‘specialisation’. As I’ve said around a million times now, taking the Druid traitline does not automatically make you a healer. It makes you better at healing. Here, have 4 other builds that use the Druid traitline that aren’t healing focussed: https://forum-en.gw2archive.eu/forum/professions/ranger/Druid-Build-Brainstorming-Templates-for-BWE/first#post5540015

3. I’m willing to assert that most of the Ranger community disagrees with you when you claim that Druid is not a decent fit for the Ranger theme. It is arguably the best Espec in terms of follow-on theme. In virtually every other MMO that has a Druid, it derives from a Ranger or Hunter class. Ranger is nature themed. Druid is nature themed (you can’t get much more natural than celestial bodies, of which I’ll remind you the Earth and everything it contains is one).

I have no doubts that you’re willing to assert it. However you’ve also made it clear that you’re willing to assert many things that aren’t correct. If the majority of players in the community were happy with this we wouldn’t be seeing the kind dissatisfaction and friction that we are. You are not in a position to speak for the entire community, no matter how condescending you choose to be.

In addition to this, it is a farce to argue that Druid is a better thematic fit than Chronomancer which is a direct thematic follow-on to existing Mesmer themes. The same can be said of Berserker and Scrapper. They are much better fits than Druid will ever be. Both in function and theme.

To continue on with things you willingly and incorrectly assert as true, Druid is not a new profession. It is a new trait line. No matter how much it feels like an entirely new profession given its complete disconnect in theme and function from its profession. So no, you don’t stop being a Ranger when you trait into the Druid line. In Guild Wars 2 all Druids are Rangers even if all Rangers aren’t Druids. So you can’t just handwave away the inconvenient truth that nobody made a Ranger to play like this.

You can also claim that you don’t have to play the Druid as a healer, but when every single one of your minor traits is related to healing in some way if you’re not healing in some capacity you’re wasting traits. Which is the principle problem, given that this has nothing at all to do with Rangers or existing Ranger mechanics. None of the skills interact with the pet in any meaningful way and none of the pet mechanics are changed. It’s ridiculous. We don’t see Mesmers cobbling together robo-minions, or Elementalists leaping around like Spiderman on performance enhancing substances, or Necromancers channeling holy energy in new and interesting ways. Because those wouldn’t fit with their existing profession themes in the same way that turning into spacey healy man has absolutely nothing to do with Rangers.

What's Wrong With Being A Healer?

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Posted by: Tapioca.9062

Tapioca.9062

Apparently I just have to get used to my new role as a Monk. But at least we get to be a medium armour Monk now? Maybe our next elite spec will be Smiting. I liked playing a smiter.

The QQ is real.

Here’s an alternative for you: don’t take the Druid traitline.

There. Now you don’t have to be better at healing. I along with most others however will happily enjoy being healing Druids and adding diversity to the rest of our builds without you.

But why wouldn’t I take the new Ranger elite spec? I get to do amazing Ranger things like conjure healing laser beams or turn into a healing starman. It’s just like the other elite specs where Mesmer get an interesting new shatter effect, Warriors get interesting new Adrenaline effects, Necromancers get an interesting new shroud effect or Thieves get an interesting new mobility effect. Rangers get their existing profession mechanic augmented by… Oh wait, no, it gets completely ignored in favour of having something completely unrelated to Rangers being strapped on out of nowhere.

It’s not just that I don’t want to play a healer. Sure, I don’t, but who made their Ranger before the announcement with the idea of playing a Ranger as a healer? What I don’t like is that even taken as the concept as an elite specialisation Druid is a poor fit thematically for Ranger as a profession. Druid would make a great elite specialisation for a Monk which is why it’s a shame that we don’t have a Monk profession that it could be given to instead of being jury-rigged onto us.

What's Wrong With Being A Healer?

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Posted by: Tapioca.9062

Tapioca.9062

I always joked that I lived in fear of the day I’d read the patch notes and see, “Fixed a bug where Rangers were still in the game.” I didn’t realise this was a legitimate concern. Apparently I just have to get used to my new role as a Monk. But at least we get to be a medium armour Monk now? Maybe our next elite spec will be Smiting. I liked playing a smiter.

New Mechanic: Synergy Guides

in Guild Wars 2: Heart of Thorns

Posted by: Tapioca.9062

Tapioca.9062

I like this a lot. I’m also embarrassed to say that I only just got the Adam and Eve reference. Over a decade after release and it finally clicked. There aren’t enough slowpoke images in the world for this.

Ideas for Elona

in Guild Wars 2 Discussion

Posted by: Tapioca.9062

Tapioca.9062

[…] Elona is a desert region, correct? […]

In Guild Wars 1, not entirely. Parts of Elona are desert. For instance, the Crystal Desert? That’s a desert. Elona was essentially Guild Wars Africa which meant it had a wide range of biomes. There were deserts, but there were also plains and lush, verdant areas. In addition to this was the Desolation, which was kind of like a desert visually except it will kill you if you touch it. However, considering that Joko dammed the Elon it remains to be seen how the ecosystems of the Vabbi and Kourna would have been impacted. Istan would have been unaffected by this given that it’s an island chain.

Elite spec skill bound on the trait line?

in Guild Wars 2 Discussion

Posted by: Tapioca.9062

Tapioca.9062

The weapon and skills are both bound to the trait line.

What's Wrong With Being A Healer?

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Posted by: Tapioca.9062

Tapioca.9062

The problem with healers is that in order to make them useful, you have to make them mandatory. If you make them mandatory, then you have just recreated the holy trinity. The LACK of a holy trinity was a main selling point (and the best part about) this game.

ArenaNet is going backwards by adding antique game content rather than developing new things and going forward. Raids, trinity, expansions, these are all the wrong direction for the game.

At this point it’s important to note that we can’t say for certain whether Anet has created a need for dedicated healers in PvE content until we play it.

I disagree completely that raids, trinity and expansions are the wrong direction for the game, but that’s just me.

There are plenty of games already out there that offer those things. We bought this game because it didn’t.

So yes, it is the wrong direction for this game.

The fact that you prefer it to go in the wrong direction, notwithstanding.

Exactly this. If I’d wanted to play a game with raids and dedicated healers, I would have bought WoW.