I wish I could understand where all the information comes from regarding caps on various aspects. Is that information readily available somewhere of is it found through just massive trial and error ? I am really try to learn as much about the class as I can so that I can become better at it. I appreciate the time put in on the replies btw!
There is not “really” a cap per say on how much condition duration, with that being said however there is a point where it becomes too much. Bleeds unlike most other conditions ticks on full second changeovers (meaning 1-2-3-4) and its duration does not increase when adding another bleed. What this means is that when you take a bleed and add 3.96s from 3.0s, you have not increased the damage at all and have wasted all the bonus. the same can be said about 4.05s as compared to 4.15s there is no reason to take that additional 10% as it does not increase the bleed dmg overall. Seeing as crossfire was your only choice for bleed damage on your entire original spec (have not looked at your newest revision) there was no reason to bypass the “bare minimum”. Condition duration for poison, burn, cripple, chill, etc all stacks in duration so any tiny bit of condition duration can (not will as poison + burn still tick per second) improve its ability.
For Nightmare being bugged all you really have to test is 2 pc centaur 2pc krait with 5 in marksman and notice that you get 4s crossfire bleeds, then if you change out 2 pc centaur for 4 pc nightmare it will work and give 4s crossfire bleeds when it should not. This means the 2pc (4% condi dur) added to its 4pc (6% condi dur) somehow adds to at least 14% condition duration. You can test the exact amount by inching up marksmanship until marksmanship contribution + nightmare makes the bleeds increase by a tick (from my tests it is 16%).
Most of the numbers are from logic and math, not trial and error.
I will try to tell you the shortcomings on your spec as I currently see them, firstly on your spec you are not taking a jewel with carrion amulet so I assume you just missed it and it it supposed to be carrions as well. First off your rune choice, currently nightmare 4 piece is bugged and will give double the condition duration it is labelled as, meaning the 4 piece gives 16% duration to all conditions, this is good, however you have overdone your condition duration overall. to attain 4 second crossfire bleeds you are required to give a + 34% increase in base bleeding duration which you currently have 16 + 15 +10 which is vastly overdone. I would suggest to remove agony from the bow and take out 5 of the 10 in beastmastery (which should never really be used as the trait you chose gets refreshed on pet swap anyway, and your pets abilities are not shorter than 20 seconds with the change in f2 recharge rate) and place 5 in marksmanship. This gives you the base amount of condi duration to increase your bleeds while making the overhead as minor as possibly (also increasing all condition durations by 21% instead of 16%).
The next change you should be aware of is weapon sigils, on weapon swap sigils are not allowed to trigger together, and they share the CD w/ on crit proc weapons. So you have to get rid of energy or hydromancy to have it work properly, for the replacement sigil I recommend minor corruption as it will actually assist your spec.
Your choice to wield a warhorn in a condition build is also a poor one. Of course this could be just for movement or something along those lines but you get movement speed in combat and while travelling you can still make good time using sword jumps for speed. I would suggest you try to use either Torch or Dagger for the offhand instead as they both scale incredibly well for condition damage.
Pets dealing additional condition damage is probably a poor choice as well, I am assuming you are using spider pet for the immobilize with the wolf for fear as stated in the previous post. Using this will only really give + poison dmg (which does not do much compared to ther condis already) a slight boost, and the wolf gains nothing. This is a waste of points, Vigorous renewal (+ vigor on every pulse of your chosen heal), Hide in plain sight (30s stealth when disabled) or martial mastery (-20% cd on sword abilities) would probably server you better.
Anyway, I hope that helps you out a bit. Have fun making the build.
I would prefer that they just list the classes top down in terms of play time percentages in PvP matches on the wall of champions.
There are EU and NA servers in name only, all the servers look like they are located in the US
I pretty much have had spouts of bad ping since release, most of the EU players have.
Don’t believe me that the EU servers are in the US? Run resource monitor, go to the network tab and check the external IP addresses that gw2.exe is connecting to.
Would be nice to have some EU servers but I suppose its too much to ask.
I can’t really blame my connection either I’m on fibre.
The resmon is not that accurate as it will connect to about 3 different servers, the patch server, a master list and something else I can’t remember atm. As I recall the patch server you connect to has to do with your initial login of the game, meaning if you first logged into an EU server from then on that account will always use an EU patch server. However, you can test your theory by typing /ip into the chat window and it will give you your game server’s IP, then you can use something like http://www.iplocation.net/ to find its physical location.
- You need to fix game breaking bugs. There is absolutely no excuse for this. Again, if we look at history, a lot of people quit when the block bug, svanir rune bug was prevelent. You couldn’t do a paid tournament without running into it, and this caused a large majority of at least the NA competitive community to die out. We lost so many teams, and so many players.
I think this was the most important thing that Follidus has said, which had echoed many peoples sentiments at the time of Svanir + Block bug. I remember the public complaints were responded to in a PvE manner “it is not stopping anyone from playing the game so it will be fixed with the next month content patch”. As Folly has said, when a balance breaking bug for PvP that can be exploited for an edge is found you have to be able to disable the ability (could just make it not do anything until it is fixed) or disable the weapon/sigil/rune. I still find it hilarious that svanirs never got a hotfix, but in the same time “area” the dyes dropping too often was gamebreaking and required its own patch.
With that said the patching methods used for PvP are operating incorrectly. I am not saying I do not mind small tweaks to try and balance things this approach is fine. The problem is with this scheme it is almost required to make minor PvP class tweaks weekly to attempt to better balance the game. Sometimes the balance changes might not be fully thought through in the impact they will have, but at worst you would wait is 7 days to have the change reverted. If they had taken this approach when the game was first released, class fluctuation in strength would have been all over the place, however the community would have seen Dev’s actively attempting to balance the game, instead of getting frustrated with no changes for a month.
sidenote: Test server patch notes are never set in stone, I still don’t understand the policy that you guys have that says everything you write down must be implemented. No other game I can think of treats test server patch notes in this way. If you show people a rough idea of what is planned for the future patch and you change something, I don’t believe it will be the nuclear fallout you think it is. In fact I think people react worse when a nerf is sprung on them with no warning or time to prepare for it.
Ya remove the ele class as well.
Reduce backstab damage by 50%, make rangers use light armor, remove stealth, remove any kind of passive health regen or protection from rangers, format C, and buy a mac.
Yea! Ranger protection too good! Its not like with 10 pts in one trait elementalists can gain 6 seconds of protection on a 10 second CD. Rangers with 2 seconds of protection that starts at the beginning of a dodge roll and requires a 15 pt trait investment is far too powerful. They also have access to another one that gives them 5 seconds of protection on a 30 second cooldown when someone hits them for 10% of their full HP in a single attack. Rangers protection is far too strong as you can see by the comparison with elementalists protection.
I like all of your ideas in the exact same fashion, I endorse hharry for dev <—> playerbase go between as his ideas are balanced and well reasoned.
I think you might need to rethink who you are sending as your offnode versus elementalist. As a trap ranger I do significantly well versus them and usually never lose the point cap (there are some specs that can do it but usually not quickly). You do not need to win the fight by killing them, just delaying long enough for a mid point cap will usually be enough. Map awareness for the rest of your team should also be stressed, if there is one at the home point, that means there is one less everywhere else, for example mid fight now either becomes a 4v4 or a 4v3 in your favor. If it is a 4v4 you can slip a mobile class off of middle and take their point as a free cap. All that really needs to happen is “survive” on the offnode, and you can push your advantage on other points.
Aggressive offnode pressure is a risk for the players doing it, as no matter what they have vulnerabilities in their formation. You just need to find out how to deal with these gaps that it creates.
stupid limit TT
I did not argue to make pets weaker at all, in fact in many spec’s pets would become much stronger. For example moa’s would actually become stronger support for a bunker tank increasing their survivability even more with their healing ability. It could open up more interesting avenues in combination with BM.
I also never once said rangers have great survival, what I did say was that one of the reasons that a Power Ranger is NOT taken is because its damage is sub-par. in fact I will just re-insert what I said about it right here in quotes “in its current state there is no reason to bring one as almost every other class in the game does more burst and is more survivable, now if their power pet complimented their power they could be matched strongly for burst vs the other classes.” See that? it doesn’t say that their survival is amazing and all that is missing is damage… no it reads one problem.
I like the idea of having the pet do a taunt type ability where that damage is just removed, instead of placed on the pet as that is a flawed mechanic in and of itself. Unless I am completely misunderstanding what you were attempting to say, if you are suggesting what I say in the next paragraph I will disagree with you completely!
In sPvP with the majority of things cleaving to extra damage and the fact that under gaurd the pet stands beside you it means that any cleave your pet is taking your damage + the damage that would normally hit him. It is simply double damage and it makes pets drop instantly. Now lets suppose that no damage while guard is up happens to either the pet or the ranger, the pet damage is completely nullified for this duration. It is one of THE WORST designed defensive ability that A-Net has made the worst being the signet as it requires a 30 point marksman investment. So what I think about those, they are horrible no argument here. The only bonus that protect me has is it can possible last an additional second and has a shorter cooldown, whereas endure pain breaks stuns and evaporates the damage into thin air while not even affecting the damage a warrior can put out.
As for the 5 points into for pet swap, I never said people did not place the points there I was listing points as to why pets are important to “non BM spec” as well as BM specs. One of the main arguments was that a player said micromanagement of the pet was harder because the pets do more damage, which is uninformed as the BM specs have the EASIEST time micromanaging their pets when compared to the other Ranger specs (sPvP again, I don’t care about how your WvW/PvE bear is performing as a tank).
It’s kindof wierd when you quote one of my posts then don’t argue with anything that was said inside of it. As far as pet scaling to player stats being in my previous posts it would strengthen pets based on both the BM investment AND the players supporting spec. Perhaps if I summarize this as simply as possible so it will be less confusing to the general populace and people can actually argue against me instead of being upset without fully understanding the idea.
Summary of my proposal
Pet Scaling will be dependant on 3 factors, type of pet (giving the base multipliers for each vit/tou/pwr/condi/etc), BM investment (adding to the multiplier per investment equally across the board), and a Player spec addition (which takes a certain % of the player stats or some multiplier algorithm to add the players stats from the base values would be transfered to the pets)
This would of course mean that pets initially start off weaker, and this WOULD make BM pets weaker damage wise, but as BM is contributing to all pet stats across the board, and spec (currently which is mostly toughness/pwr/healing) would also be transfered to the pet. The largest impact you would see would be a slight %age drop to crit rate while gaining an increase in critical bonus damage as that would transfer over.
I think many people in this thread assumed I just wanted player stats being the only source of pet stats, and that lead to a bunch of angry posts. The actual change would be relatively minor but would allow more Rangers to have more useful pets. If this idea breaks things in PvE it could even only be applied to sPvP.
snip cuz my post too long :/
If you look back up to where I was speaking you will understand the clarity of what I was saying, it is most unfortunate that people I speak with seem to play PvE and WvW which is pretty much the same thing. If a Ranger in sPvP takes a bear without using Protect me (which usually means he has gone hybrid dam/surv) it means he is horrible. In sPvP if the character is spec’d to do damage, the pet must also do the same or the entire design of the class is gone.
Now I don’t care what they keep in PvE as balance does not actually matter, things can over-perform and not make an impact in the game at large other than “I won’t bring class X to this dungeon” so to me that is completely irrelevent. My main focus is to make the game more interesting in a competetive (sPvP) arena which means more control over the characters, and reading opponents etc is rewarded where AI play or autopilot specs are not.
How it happens is the current system of pets not reflecting the nature of the Ranger makes some of the specs less viable, such as the Power/Crit ranger. In its current state there is no reason to bring one as almost every other class in the game does more burst and is more survivable, now if their power pet complimented their power they could be matched strongly for burst vs the other classes. The argument for pets filling in your weakness for PvE is an okay argument, however when you go to sPvP there is no reason for the other players to attack a bear pet. The bear is no longer filling its function and something has to be changed to make the ranger operate properly, and a large portion of ranger utilities were thought of in a PvE mind (he we can add stuff to the pet, ya cool) and not a PvP mind (what if everyone just ignored the tank pet?) it makes it rather less than helpful.
I know you are approaching everything from a PvE (WvW) standpoint, I have already made my stance on that clear, I don’t care about what is done there at all. In sPvP glass cannon rangers use glass cannon pets meaning there is less availability to swap pets that have less HP and do less damage (still significant damage a river drakes F2 ability can still hit for 4.5-6.5k on players and bounces twice), the petswap itself speeds up the players damage for QZ. When that pet is gone, a significant portion of the ranger damage, CC, and everything is missing, leaving the ranger as a cripple. Doing anything as half a class is just going to leave you useless regardless of your spec.
As BM you have 16 second pet swaps, higher base defence and better other stats. Saying that it requires more micromanagement for these things is true, however swapping the pet out every 16 seconds is an advantage not a hinderance. Granted the pets you have do a higher percentage of your damage IS TRUE, however saying that you have a harder time micromanaging your pets because of these ADVANTAGES is idiotic. Given the choice between 16 second and 20 second pet swap every ranger would chose (no downside for taking it) for 16 second as this “increase of micromanagement” makes pet management simpler, and easier. The longer CD, the less durable pet, makes you need to pull your pet out faster to preserve its life as it will die much faster. Just because the pet itself is more of a tank Rangers damage, does not mean it becomes increasingly harder to manage, perhaps slightly more important, but it is very important to ALL Rangers regardless.
I’m not a part of this system. You can’t quantify me.
You can’t buy me HOT DOG MANNNNNN!
So I threw it on the ground! I don’t need your hand outs!
“I have never once seen an sPvP player take a bear into a match. It hinders your damage too much, to even come close to the DPS potential of another class you have to bring pets that add to your damage otherwise you just become a squishy hybrid dps.”
You’ve never once seen a ranger use a Bear pet? Really? I can’t throw a stone without hitting 10 bear pets from 10 different rangers. Granted they’re coming less and less noticeable as people simply don’t go Squishy Glass Cannon anymore thus don’t use things like Protect Me and the Stone Signet as much. However before the new “craze” they were quite common.
“What you are failing to realize is that this “I want my cake and eat it too” approach to Bunker-DPS ranger is what is going to get the class as a whole nerfed. most likely in the damage of our weapon sets, which would be most unacceptable. To every ranger that is not BM spec (IE Pow/cri, Tough/condi, hybrid pow/condi) this would be a massive buff to their specs as pets would now natively SUPPORT a players spec instead of having to waste traits to make yourself condi and your pet “sorta” condi. This would also outmode many ranger traits leaving around 8~ traits that could be replaced by things that would improve the rangers strength as a whole.”
What stats do you think a Bunker Ranger is? they’re most like Power/Toughness/Healing and Condition/Toughness/Healing.
It also wouldn’t be a buff to the Ranger, Your stats right now aren’t comparable to the Pets Stats.. You think you’re going to match the Precision/Power of the Bird/Cats?
*All this would accomplish is making most of the Pets Carbon Copy, and weakening most of the current good pets. *
As for BM spec requiring the least attention? No….That would be Glass Cannon Specs or any spec that doesn’t require the pet to do damage… BM Bunker Pet requires you to monitor your pet, It requires you to swap your pet often, If you don’t, you’re failing to play a BM Bunker properly.
Did I say carbon copy?
At the very least AR. There are traits to give your pet some of everything else, but not AR.
I’d rather have all these traits disappear, have pets scale with ranger stats (not nec at a 1:1 ratio) and change the beastmastry line to increase the multiplier for pet stats. This way Tank rangers will be in line with other tank classes of other professions and DPS rangers can have pets that assist their line instead of detract from it in the way of traits and abilities. (IE burst pets with condition damage builds)
I also know full well what pets are used by the Power/Toughness/Healing rangers… Guess what its not a Power toughness or healing pet, its a precision vitality pet. In other words it does not back up your spec in the least.
On the topic of glass cannon spec, you still need to monitor your pet, perhaps even MORE than a BM spec which has more stats which will keep it alive. Non BM spec’s also have a longer pet swap cooldown in order to accomplish this. Regardless of what spec you are losing your pet causes a gigantic drop in damage, I don’t even understand how I have to explain this to another ranger.
This condition immunity thing you want, its called condition removal. Since conditions do not do up front damage and are mostly stacking in duration (except for bleeds) you can remove many seconds of condition damage with a single good condition removal. The counter is already in the game, and if you just want something to remove the movement impairing effects it already exists for the warrior it is an adept trait in strength that removes chill, cripple, immobilize and weakness on heal. Now all you need to learn is to time your heals properly
The “rules” as to which abilities work and which don’t seem very arbitrary. Is there really much functional different between a teleport and a “rush” ability? Why would Ride the Lightning be ok, but infiltrator’s arrow not? To me, the difference has always been style, rather than function. This may not have been the case back when teleports could actually teleport you places with no pathing, but when that ability was removed from teleport skills, they just became glorified “rush” abilities.
because you can use infiltrator arrow while immobilized (or shadowstep, lightning flash, blink, while stunned)
you cannot use ride the lightning or other leaps in those conditions
Just a random question about RLT since it will affect the orb, is RTL meant to ignore immobilization cast upon it in the middle of the ability until it reaches the end of it? I know immobilizations that trigger before RTL is used caused the RTL to remain in place until immo wears off, however the handling of it midway through RTL is not affected at all, also cripples/chills do not affect an elementalist until after RTL is over.
Why 18 im 16 and more mature than my 2x year old friends ;<
Contributing to the delinquincy of a minor.
Only that’s the way the Ranger Class is designed.
You become the “tank” while your pet is the “DPS”
It’s why you have glass cannon rangers generally use bears
They’re the DPS while their pet is the TANK
This is not a foreign concept for a game, It’s how a lot of games actually work with Ranger type classes.
I have never once seen an sPvP player take a bear into a match. It hinders your damage too much, to even come close to the DPS potential of another class you have to bring pets that add to your damage otherwise you just become a squishy hybrid dps.
What you are failing to realize is that this “I want my cake and eat it too” approach to Bunker-DPS ranger is what is going to get the class as a whole nerfed. most likely in the damage of our weapon sets, which would be most unacceptable. To every ranger that is not BM spec (IE Pow/cri, Tough/condi, hybrid pow/condi) this would be a massive buff to their specs as pets would now natively SUPPORT a players spec instead of having to waste traits to make yourself condi and your pet “sorta” condi. This would also outmode many ranger traits leaving around 8~ traits that could be replaced by things that would improve the rangers strength as a whole.
In my opinion, the pet scaling and reflecting our primary stats would hurt BM/Bunker builds. My pet is my main source of dps. I like that he doesn’t scale with me.
I tank while it hurts people. I’m still amazed how many opposing players don’t pay attention to pets.
But this is exactly the problem, a high damage pet that requires little to no attention that counteracts the spec that the player has chosen, what you describe what you enjoy so much is the balance issue itself.
The mechanic was designed to be this way.
Also, saying the pet requires little to no attention is not accurate. My cat can be facerolled if I’m not paying very close attention. In fact, most all GW2 pets can … even 30 deep in BM.
There’s an easy way to beat a bunker BM … kill his pet and then slowly kill him.
I’m not trying to troll or anything … I just don’t understand why people want to nerf the two main builds of a ranger that really make us viable..
I find in WvW or sPVP, people get embarrassed to be killed by a ranger because of the overall view of them. I killed the same mesmer close to 5 times in a row because he was upset a ranger killed him.
Yeah, all the cry for nerfs and changes to the ranger class lately is because mostly thieves and mesmers like to be at the top of the food chain, and stay there. They want to have their easy kills, and when that enemy starts to bite back, they get frustrated.
I am a ranger, have been since the beta. BM specs require the least attention out of any ranger spec in sPvP because the stat scaling of the creature and the 16 second pet swaps combined with passive condition cleansing. All of this is either automated (condition removal) or AI (Pet [your dps]) leaving the only thing a BM ranger needs to consider is very minor considering its tankiness (allowed to make more mistakes and still survive). Now I don’t care what they keep in PvE as balance does not actually matter, things can over-perform and not make an impact in the game at large other than “I won’t bring class X to this dungeon” so to me that is completely irrelevent. My main focus is to make the game more interesting in a competetive (sPvP) arena which means more control over the characters, and reading opponents etc is rewarded where AI play or autopilot specs are not.
Stats already affect pets? I always thought that wasn’t the case but I noticed it when putting on new weapons armor. Try it out. Look at the pet window and their primary attack. Take off gear and look again, it will be lower. I dunno if this is a UI bug or a change they snuck in but the damage values change from power at least. Tried it on multiple pets.
Have a friend link you his abilities and you will see that all tooltips scale to your own stats. this has been a tooltip bug since beta. The easiest way is to test shortbow 4 (gives bleeds to pet) on a target such as a training dummy in the mists you will see that the numbers do not match the tooltip when the pet is involved.
Every single time I hit F2 for my pets ability it never even activates so I have to spam it then it goes on a one second cool down, then hit it again and still doesn’t work then I’m dead.
Fix the kitten F2 already Anet
The F2 abilities operate on a queue so it will first take whatever ability the pet is trying to do then the F2 ability after it. It makes the ability impossible to judge, there are a few ways to make it respond faster, one way is to quickly call it back then tell it to do its f2 ability and thereby becomes the only ability in queue.
The most frustrating thing to me is what happens when a target goes stealth (and is the only target around) while you have an alpine wolf out, you tell it to fear but it won’t do it because if there is no target the pet has to be beside you…. and you have to remain stationary… who coded that?! its a horrible way to handle it.
Ahh, well the cooldown appears to be fixed but the “recharge” timer seems to not be fixed. (can use it when it shows it is still on CD) TT I just want out of combat pet swap back :/
In my opinion, the pet scaling and reflecting our primary stats would hurt BM/Bunker builds. My pet is my main source of dps. I like that he doesn’t scale with me.
I tank while it hurts people. I’m still amazed how many opposing players don’t pay attention to pets.
But this is exactly the problem, a high damage pet that requires little to no attention that counteracts the spec that the player has chosen, what you describe what you enjoy so much is the balance issue itself.
A long time ago rangers had the ability to pet swap out of combat off of the cooldown. This however was changed as people were able to swap and stack pets buffs (2 mins regen/swiftness w/e) due to how pets did not remember the skills they use after they were swapped. With the latest patch the pets now recall their abilities so it stands to reason that pet swap outside of combat should be reverted back to its natural state. If it is not set back to its original state then it sets a dangerous precedent for things like the mesmer “bandaid” CD for shatters. Anyway since the problem of repeated buff stacking on pet swap is fixed peel off the bandaid solution you gave us to fix it.
Thanks A-Net.
Opening strikes is actually very powerful for power based builds (although its ability to be re-applied is lackluster). However it synergizes well with the tree as a power line with that increases your damage. I believe its only issue is that it should recharge in long PvE encounters and in PvP (and not “on kill”).
At the very least AR. There are traits to give your pet some of everything else, but not AR.
I’d rather have all these traits disappear, have pets scale with ranger stats (not nec at a 1:1 ratio) and change the beastmastry line to increase the multiplier for pet stats. This way Tank rangers will be in line with other tank classes of other professions and DPS rangers can have pets that assist their line instead of detract from it in the way of traits and abilities. (IE burst pets with condition damage builds)
Maybe a change to their perma-vigor 5 trait and protection on dodge trait, maybe a change to the haste rezzes.
the 2 second on dodge roll trait that starts the timer at the start of a dodge roll is too strong? you literally get one second of actual protection from it.
The pet! its like 2 hits away from death just to throw salt in the wound! Or if he swapped it the pet would have been in there too! So close to perfection!
1.) Fix Empathic bond so that the pet actually absorbs the conditions and they do not simply evaporate.
2.) Switch Zephyr’s Speed (5 trait in Beastmastery) with Loud Whistle (15 trait in Beastmastery). That trait is simply too strong to be that low in the tree.
3.) Increase the cooldown of traps or reduce their AoE by a small amount. At the moment, if placed right, traps can completely cover a node which allows for no skillful counter-play. Traps can be placed prior to any engagement and by the time they are triggered they are already up again.
With these 3 fixes, I think rangers will be fine.
1) agreed
2) I would agree as long as certain other abilities that are performing amazingly low tier(mug, there are quite a few others but I guess start with the ones that do damage) would be re-arranged as well. Also when empathetic bond is fixed every ranger will have at least 15 more points to play with which will make taking the relocated version easier (plus I love lower CD on pet swap). This is also to say that this should not really be done until Empathetic bond is fixed.
3) Idea is a huge nerf, I do not support this at all. First try out the first two, this will force people to remove at least one trap to make room for condition removal (which is pretty bad) or take tanky pets. Either of which is already a significant nerf to rangers across the board. What you suggest here on top of all the other things is the response that A-Net gave to spirit and greatsword rangers in the beta which have turned into a ghost choice. I fear that if all three are thrown in at the same time rangers will be completely non-viable unless they go BM spec which is pretty much not even a player playing anymore. Watch how the first two effect it, then see what you think afterwards.
It seems every time i play spvp now there is always some drama or someone making the drama. The most recent thing i can show is there was just a normal game going on and 2 select individuals started the drama saying they wanted a 1v1 with me but when we got to the 1v1 the 2 just came to the server and talked trash. This isnt just a 1 time thing it happens once or even more then twice a day. What is going on to spvp QQ its already not that active now days and these people are making it worse for some who actuly play spvp while waiting on torunys or just for fun to get out of the habit of tournys.
Now these 2 are from the guild professionalz or something like that so i hope their leader can talk to them about not doing this type of stuff. Its just a small hope but they probably wont.
Please ppl lets stop this bs and just play the game.
The guy’s name you were careful to hide, is actually still in the screenshot.
I have been doing something similar for sPvP, using the spike trap as well makes it more effective because it actually does it’s damage before porting away leaving the enemy crippled.
Since they have fixed this as a global maybe they can revert the nerf they placed on pet swap out of combat (out of combat pet swap 0 CD like weapon swap out of combat) so we can prepare ourselves for fights by bringing out the proper pet. Please Dev
I think it is a really bad idea.
Appearance of teams running multiples of single class and dominating is actually very good data point about OP-ness of the class and need to tone it down.
Now you would completely remove that data.
The solution is to balance the class, not to destroy data that points out that class is OP.
What he is suggesting is a way of balance as well, instead of having 3 ele’s spam heals on each other now only one would do it. People would have to synergize with a variety of classes and not only a few familiar ones which is good for the game. Most classes would be designed as a stand alone entity within a group of unfamiliar classes, and in itself the ele might not be OP if it was only one per team, however when you add more than one, the strength of each individual player increases and that is where the problem comes in. In order to “balance” elementalists for this compounding issue it may take their single use (ie not bringing 2 or 3) out of the game entirely and no one wants the artificial removal of a class.
Sidenote to Sataar: A few of the rangers have been here since the start, not all of us are fotm people.
Thief traps CD starts immediately upon being planted.
Banners CD starts immediately upon being planted.
Spirits CD starts immediately upon being planted.Hence you can plant an Ambush trap as a thief, CD will wear off, Opponent steps on it, plant it again and have 2 thieves active at once.
My mistake then, well if this is working as intended then everything else should be like this as well..?
Also Necro marks which are the closest thing that is commonly used operates the exact same way.
ive heard gasmask mention that the CD should start once the trap is sprung. probably would be a good change, and the only chnage necessarry rangers not brokenly op or anything.
agreed. This seems like a reasonable change and wont hurt trap rangers overall.
Actually this would detract from the ability, what happens if you misplace the trap once and no one hits it for the entire game? would you continually be able to throw until one lands on the target as penalizing one failed throw is too much. Meaning the ranger could theoretically have two traps in the air of the same type making traps actually stronger than they are now? This is a bad idea, that can if handled poorly would severely cripple or strengthen the spec.
Instead they could fix empathetic bond to hit rangers where they already hurt, in their personal and pet survivability. This would make traps still remain strong but forcing players to choose between trip traps and condition removal, or taking empathetic bond but sacrificing pets to higher HP ones lowering their overall damage.
You can recast the trap as much as you want. The old one dissapears. once its sprung, it goes on cd.
The current way it works, is that the trap does not “disappear” until a new one of that type lands, not is thrown. So you would be able to throw a trap, the another of the same type immediately after without removing the first trap, the first one lands and hits someone triggering the cooldown, the second trap which is still in transit can not be retroactively removed, so it also lands allowing for double traps. Without adding two cooldown system(a post trap throw and a cooldown on trigger) I don’t see that happening, and I doubt that they would add the code for just the specific case as necro marks, and a few other skills in the game use the exact same cd style.
Thief traps CD starts immediately upon being planted.
Banners CD starts immediately upon being planted.
Spirits CD starts immediately upon being planted.Hence you can plant an Ambush trap as a thief, CD will wear off, Opponent steps on it, plant it again and have 2 thieves active at once.
My mistake then, well if this is working as intended then everything else should be like this as well..?
Also Necro marks which are the closest thing that is commonly used operates the exact same way.
ive heard gasmask mention that the CD should start once the trap is sprung. probably would be a good change, and the only chnage necessarry rangers not brokenly op or anything.
agreed. This seems like a reasonable change and wont hurt trap rangers overall.
Actually this would detract from the ability, what happens if you misplace the trap once and no one hits it for the entire game? would you continually be able to throw until one lands on the target as penalizing one failed throw is too much. Meaning the ranger could theoretically have two traps in the air of the same type making traps actually stronger than they are now? This is a bad idea, that can if handled poorly would severely cripple or strengthen the spec.
Instead they could fix empathetic bond to hit rangers where they already hurt, in their personal and pet survivability. This would make traps still remain strong but forcing players to choose between trip traps and condition removal, or taking empathetic bond but sacrificing pets to higher HP ones lowering their overall damage.
Would it not be simpler just to use the trebuchets?
However, some #2 downed skills cannot be prevented at all, thus you are forced to be delayed. Elementalist’s mobility, thieves and mesmer teleport.
Just wanted to point out that with teleports you can stomp a thief regardless of if they use their ability (Judges Intervention, Steal, Shadowstep). Another way to deal with theif teleport (1v1) is when they go down try to get in the centermost part of the point, if they teleport off the point to can timer them and it plays into your advantage.
Mesmers teleport and stealth is shorter than the duration of a stomp. If you cancel your stomp and restart it when you see a " faster AA" it will instant stomp them if they teleport in range (not 100%).
Elementalists have the only true “you can’t stomp me” button as they can choose their target of landing more accurately and can easily time if you will be finished the stomp. I think the largest thing with this is that all of these classes you have mentioned are able to be downed by damage rather easy so it is not like there isn’t another option.
ummm… if you’re just trying out a new char for the first time, or are just picking up an unplayed character again after leaving them on the shelf for a while, should your first thought be “Let’s see what this char does in a ranked match” ?
According to the last post the place where rating will be introduced is in free tournaments (unless their has been a chance since then). There has also been some rumor that they have been testing rating this week in paids but have also mentioned nothing on if their stance on where paids would be implemented has changed. What this means is that hotjoin would be to only way to bypass the either rated frees of paid to test a class and that does not put things into a team environment where you would want to test it.
This is also not mentioning that separating paids due to skill ranking and then giving QP (which is the way to enter into dailies/monthly tournaments) equally would mean that lesser skilled players would get into the tournaments but the top two of say the 2200’s get in which would make for an extremely biased tournament, but now you have got me WAAAAY off topic
I have been pondering for a little while on the problems that a rating system could bring to the game. The one thing that could possibly become an issue is if the rating is shared between different character types (ie Ele rank shared by unplayed Thief). What I believe this would do is discourage players from trying out new/multiple classes because they will always be paired against players of their best played character instead of “I just made this thief character 5 seconds ago”. This would also tank their rating as well as everyone in their group leading to a socially frowned upon “not playing main?!” negative spiral.
https://forum-en.gw2archive.eu/forum/professions/ranger/Show-your-rangers-here
Everyone else’s is over here in the giant sticky at the top of the forums.
Still waiting on custom announcers. Where’s my M M M M MONSTERKILL?
I’d buy the announcer voice done by Gilbert Gottfried. But in all seriousness, I would probably purchase different announcer voicepacks. and it is something that would not be exceedingly difficult to place in game.
I have been noticing with increased frequency that pet swapping does not always operate correctly. It started recently with the 28th patch, I started noticing that instead of swapping the pet all I would hear is the pet swap whistle (repeatedly). So I have wondered if any other rangers have noticed this as well.
Race: Asura
Gender: Female
Class: Ranger
Problem 1: Weapons are attached to the wrists instead of the hands, every weapon is anchored there making it rather humorous.
Problem 2: Any trench coat medium armor hides daggers, torches and other small ofhands and makes swords cut through fabric. The problem is pretty much that swords are anchoring to the character model and not the fabric above the character model
Encrusted doesnt look like other Orrian and its called even Encrusted, there are 2 Encrusted style Greatswords one has the icon of the Orrian so yeah thats what i call a bug Otti.
He was saying that the staff is not one of the bugged ones produde.
I thought it would be nice to ty and throw information into one spot for the Dev’s to read about everyone’s opinion good or bad and why they think that way for the map. So please try and look at the map itself and express balance concerns instead of just saying “I liek map”.
I will first say that I play a ranger so my bias’ as to how the map is imbalanced in one way or ther other will be based on what I play, so without further ado…
My first concern is the map visibility imbalance between the two side points. from the altar capture point you can clearly see through the middle area between the two home nodes. Whereas the walled in temple node care barely see out the door to the entrance (far too late to call for help). This imbalance favors one team over the other while capturing points. When the capturing of the node is complete both off node holders tend to push out, and experience a slightly different map imbalance. The area to walk around the “drop chutes” to the 3 point cap commune have unequal sizes of paths to skirt around them. For a trap ranger this means that the closest “skirting path” to the temple is too large to be blocked by a single trap (similar to kylo’s imbalance on the pathway up to treb on either side, one side can be covered with a single trap, the other cannot).
Another issue is the sidepoint design, it is far too prone to harassment from a theif or a mesmer. The high ground at its best can give you an 8 second window of attack where certain skills that allow you to jump up and down the raised section are on an initiative CD or 12 second CD. It makes certain node defenders much weaker and re-enforces the need for a mesmer or teleporting off node player (saying that a ranger become a weaker offnode due to the inability to flank).
The visibility of the buff spawns could do with a bit of an upgrade given that you can win or lose on one engagement with them. Perhaps a visual indicator of when the important ones will be spawning such as an icon of each buff/CD for them. By now most teams do know most of the timings for them however new players do not and it will make this map a little more friendly to them.
The ability to use shadowstep and portal while communing also has to be removed, I assume this was not an intended mechanic but looking for a thief or the other side of a mesmer portal to interupt it is not a good mechanic. Also for the double point tick commune you can pop timewarp and a mesmer invulnerability to capture it in the midst of an entire enemy team. Perhaps what I mean by all this is that perhaps there are certain abilities that should break communes (invulnerabilities, teleports) but I will leave it to men more intelligent than myself to decide which. I do agree that haste should speed up the commune, but haste in collaboration with invulnerabilities does not promote skillful play.
Underwater portions, while I don’t hate underwater fights (I am a ranger… yay) I don’t think it is in a state that is ready for competative play. There are underwater sections in forests however it is not something that you are regularily using (who goes for a swim at beach?), on this map the underwater section actually plays a part meaning the class imbalance underwater will play a role in determining the victor.
the “teleport return” problem, this is more of an issue within a fight between the two home nodes. Some classes have the ability to drop a mark to return to, when they jump down the holes to the water you cannot actually chase them allowing classes that already have a high life expectancy to have it much easier.
The map time is also over much quicker than any of the other maps as the bonus kills and double point ticks allow for points to be aquired much faster. While this is not a bad thing I believe it gives the player themselves a feeling of less bang for the buck upon entering it. Also this map’s “two exits” are much smaller in area than most other maps leading it to be the easist to spawn camp. For example the position between the home point and the home +pts per kill buff has a position right by the stairs where both are visible. and easier still to intervene.
That is all I can currently think of, but please add your own opinions of the map and add in your class as well so we can have a perspective on what classes have what standing on the map. Also if you watch streams and have an opinion on the excitement level of the map that is also an important factor for maps as this game is trying to become an e-sport so feel free to add your opinions as well from an observer standpoint.
Thought someone else was going to complain it didn’t double up the bleed stacks instead of making the bleeds last forever. Guess I am alone in this one TT
I just wanted to try and draw attention to the “prefix” of some of the addresses for twitch, the only thing they really do is change the language that the twitch bar will be displayed in. I believe the normal “www” autodetects the users region whereas “en” will force it to display in english. Perhaps instead of including the tag before the linked section we could instead list the main language(s) of the stream so people can find someone they can converse with easier in the game they enjoy. Just a thought really thought
In beta they allowed you to stack everything inside of the locker, however it was taken out of the game at pre-release. Perhaps this was a move to try and make people destroy some armor/weapons on accident and have to remake them or something so they can use all that extra glory almost everyone has stockpiled but has no purpose for them. There was a rumor a while back that they were going to put the armor as “unlocks” so when you got the piece you could take out as many as you wanted, but since then they have implemented the “infinite” withdrawls for runes, sigils, and jewels. This would mean that they have no intention of carrying over the system and the “rumors” are false.
TT
The Orrian greatsword, dagger, torch and warhorn all share the same name and skin as the encrusted variety for their type. The only difference is the icon is usually blue (so at least you know when they actually fix it you might get the correct skin). If this is not what you are talking about produde then, whoops :P
But it would be still nice to get them to fix 1/2 the Orrian weapons to be usable for pvp.
It would be nice if the spirits were not so obvious in their animation to get interupted since it is impossible for the spirit to have stability (without the use of another player on your team to grant it to them) Perhaps “stability while casting” could be a trait for spirits?
Personally I like the traits where they are, since I use the on weapon swap minors of the skirmishing tree and LOVE them more than is reasonable. What I would find extremely enjoyable though is if the condition duration from marksman was swapped with the skirmishing critical damage. I feel this would minimally impact things overall and not force you to pick and choose between the few good traits that are available to us. Putting traps in marksmanship is not a good idea because the minors do not assist condition builds in any way, whereas the skirmishing minors provide fury (crit—>bleed) and swiftness (no condition weapons give swiftness) which is very important.
I also do not support placing traps into the wilderness survival line as it is supposed to be a defensive line. Doing this would force people to choose between offensive and defensive traits and that is not supposed to be what the tree is about.
the map is horrible… way would anyone pay to play in it?! its terrible…
I agree the map is terrible, the “two” areas you can go out of spawn lead to like 4 steps from the same spot making spawn camping completely trivial to accomplish after just one team fight. The long drop into water makes any thief in the area impossible to kill as they can shadowstep then drop down, if you don’t follow they heal back to full if they do they go back up top. Or they could just heal into stealth and jump down or hide behind something forcing the other player to make a decision on “did he go down?”. Water combat was also said to be developer aknowledged as broken and imbalanced (ranger downed state being one of them), but it is in this map that is being pushed to the tournament line up.
As far as the rewards go, the expected return (assuming to equally talented teams play each other) is actually less than the old system. However there is also no way to increase your winnings, what you get is what you get and that is it. Also losing the matches since they take 1/3 of the time and require only two teams will drain tickets in a crazy fast speed and eventually these too will be time restricted due to people running out of tickets. People want some way to feel like that have a “gain” from a victory, chests glory and giving you back your tickets is not a gain as everyone already has the items from those they want so its just fluff. Allow a slight gain (like 5-10 gems) over the price of admission and people will be happy.
hiyooo…. not sure if this is serious, but how about making key-binding character-specific instead of account? I don’t want to change key-binding every time I switch to a different profession.
^ I really like this idea, or at the very least profession specific.
Thief + 100% crit on next attack sigilx2. run d/d and d/d.
5 + w/s + 1, 1, 1, 1
if there were no cooldown on weapon swap, you could insure a 100% crit on backstab every 3.5 seconds (up to 3.25 with haste), without actually having the trait required to do so. This would make that trait entirely pointless.
I have provided math and logic within my answer. Thank you for the question. Have a nice day.
Check: Sigil of Battle. No CD on weapon-change: get 25 Stacks might.
All weapon swap sigils have a 9 second CD by default. both of your answers are invalid, I one day dream of a world where people would test out their assumptions first as tooltips are not reliable in this game. Just because a CD is not listed does not mean it does not exist, examples of this are the two sigils you guys have mentioned and another is the earth sigil (2 sec CD), Please do not spread ignorance in this game.