1. Thrown Traps no longer teleport away when you are over 600m from their intended spot
2. Traits + Signets reworked to be less pet-centric in PvP (PvE you might actually want a pet with 6 second immunity… who knows). Also many traits in ranger trees that provide might usually gain only one stack whereas many other DPS classes gain 5 stacks. Some trait balancing should be looked at beyond the “less pet centric”. Traps are also in the wrong tree and should be placed in either the condi damage or condi duration lines.
3. Pets scale with player statistics, beastmastery bonus is now change to % bonus pet stats at 1% per level. Pets will also have a base multiplier to the rangers statistics so that certain pets excel at different things, this will stop tank spec’s from having decent burst due to pets and warranting a nerf of all ranger survivability down the road.
4. Place pets last on the buff priority of “in range” targets, having to stow pets at the start of a PvP map so it does not take someone’s swiftness is a pain.
5. Fix the tooltips, we don’t know what skills to report for not working correctly if we do not know what they are actually supposed to do in the tooltip. It will take a bunch of the burden off dev’s reading false bug reports due to incorrect information.
(edited by Taym.8326)
This is not needed currently (due to the teleport bug associated with thrown trap), but a ranger should be able to know the status of their trap to know if they have gone off. Currently there is a sound associated when they trigger and due to the teleport you will always be in range to hear the trap, if this sound could be implemented to always trigger, or a highlight around the skill when a trap has not been triggered this would help with the information.
There is one that I used to see quite often on Yak’s Bend before I left for a new server. His username was Mike and his charactername was Taru Taru (FFXI inspired I would guess
). I cannot say if this is his “main” but it’s the only one of his characters that I would see around the mists so I assume it was.
I had no idea about that bug (have given up trying to keep track of Ranger bugs).
Thanks for taking the extra effort with the video.
No problem, it just bothers me a great deal when people spread incorrect information. I apologize if what I said came across as harsh.
PvP issue:
Spirit of Nature: due to its one minute duration it is often alive at the end of a successful defense/offence. When it has its ability up and out of combat it can be removed from the elite spot in favor of something else to gain a secondary elite in the same time frame, other classes with the same advantage so far is necro with their pet + ability (but their pet lasts longer so less likely to use it in this way)
the reason I listed this as a pvp problem is because vs a boss or castle seige you will be locked in combat and this will not really be an issue.
(edited by Taym.8326)
None of the above is true.
All traps except the flame trap persist for a good long time. You do not need to stay in range of them once placed either. I run a ranged trap build and this is absolutely unquestionable. While it is true that you will see the trap teleport to your location when it is triggered, this is a bug (which works as a nice alarm feature) – it is in fact activated at the original location, applying all effects and damage, as intended.
I am not sure how ignorant you are, but just in case I went and tested them all again just to be certain I was informing this player correctly. The frost, fire, and poison trap will all teleport without hitting their initial tick, whereas the spike trap will apply its full effect when you take the throw trap talents. Please do not provide incorrect information to new players. I will agree that the fire trap duration is much shorter than the others which was interesting to know. If you are unable to properly test this yourself I can upload a video as proof of this, but I would rather not because upload speed is not my friend.
edit – added a video anyway.
http://www.youtube.com/watch?v=0NBABBCjQtk&feature=youtu.be
(edited by Taym.8326)
Only 600? Are you sure about that?
600 is how far you can throw the trap if you trait for it. You can definitely be more that 600 units away from a trap without it despawning.
When you take the throw trap ability the skill, after being thrown has a distance check when triggered, this is only done when you take the throw trap ability. If the trap on its second check is further than the permitted throw range, the trap will teleport towards you until it is in range causing it to do pretty much nothing. You can test this for yourself in HoTM with the moving golem. However if you do not take the trait there is no maximum distance and you can leave it places. The spike trap (since it uses all 3 hits at startup) tend to be useful even if you are over 600m, but the other ones will not be as helpful.
There is however a timer on how long the trap will last, I believe it to be around 45 seconds to a minute but I have never actually sat there to time it.
(edited by Taym.8326)
I only wish the announcer would be talk again. For a few weeks he has not uttered a peep to me and I need the illusion of human contact to keep me sane.
If players are being placed in matches with players of their same rating they will be able to learn against a consistent difficulty level of opposition compared to the current system where you will face teams far above and below your skill level the vast majority of the time. Is that really difficult to understand?
Although this is the ideal, with the current population this will not happen. At least not with the tournament type system, the size of the community is not large enough. If you think of the implementation of rated queues for SWTOR and how they started with a non-cross server implementation it was terrible. There were maybe 5-6 teams that would queue one team would win 98% of all games, and due to the fact that there was only 6 teams would get paired with the lowest level players all the time.
I wouldnt say our population as a whole is smaller than what used to be star wars teams, but compared to a 16 person requirement, the tournament requirement of 40 people the percentage population is going to be similar. Having 40 people share a similar ranking when there may be only 3 tournaments (not starting at the same time, staggered) means that the matchmaking system will have to conceede to one of two stronger than intended teams getting into a lower competition tournament to simply allow it to start. Almost every system in games with a rated system works by first checking for a suitable opponent, when one cannot be found the system increases the size of the drawing pool it is allowed to “apply” to be a part of, and due to the size this will normally happen.
In summary I believe unless a rating system is implemented in single games (non tournament format), most people holding out for ratings will become discouraged and leave the game due to the matching not working properly. After the population interested in PvP I would wholeheartedly love to see rankings in tournaments, however I don’t think that it is a viable prospect at this point.
Concern 1 stemming from “ranked tournament” and this is under the assumption that the system is flawless in its execution with balance – I am under the assumption that the prizes will be the same regardless of the bracket you would fall under, but I am also concerned about how this will effect the QP system. The QP system is meant to filter out a higher level of teams in order to qualify for monthly tournaments, but how will this work if a “1200 ranked” tournament gives 5 QP and an “1800 ranked” tournament gives that prize as well. Last place in a high level tournament still means you can defeat first place in a low level tournament and QP rewards (not cosmetic armor) should be scaled to reflect that.
Concern 2 premade versus pug – Balancing this by only the numerical average of the team can not truely account for one team having voip and the other not having it. Some sort of numerical concessions should be added to a premade to increase their rank for queuing together (can also be done for partial premades, also should be noted that having 5 person premade does not equal a 3 person premade joined by a 2 person premade).
Should be noted that all of these things can be used at the same time, and signet of renewal not only removes your conditions, but everyone’s conditions around you it is a great utility.
You can use plague also. Personally I prefer to have golem because Lich is not viable for a max condi build because of my low power. So I won’t use plague because I can survive better and dealmore damage without it, at least the way my spec is, your spec might need it.
Shouldn’t this be in the WvW section as any person who claims to use racial elites doesn’t actually sPvP? Also the form is amazing, calculating all those things over an 180 second window means you expect to be fighting the entire time when in truth that rarely happens. You could just use plague form for 20 seconds to completely shut down the enemy and win a crucial fight with the skill.
Anyway I think this is where you were trying to be https://forum-en.gw2archive.eu/forum/pvp/wuvwuv
So recently I have began to have this intolerable urge to shed light on something which I don’t consider to be a major issue but something that bothers me immensely. Since the sword auto-attack automatically leaps using it on boxes (which cannot be targetted) causes us to fly all over the place and not where we want to be. Like I said this is not a huge problem but there should be some kind of “no jump” with this when you do not have a target. This becomes a greater issue when trying to hit someone within a shadow refuge, its wonderful you tracked the guy or did I should say because you just warped away because you touched him.
tldr; sword leap should act more like a teleport ability when you hit something without a targer and not fly away from invisible/untargettable things.
or you could just run renewal.
So because so much emphasis is put on team fights this somehow takes the skill out of team fights? You people aren’t making any sense with your arguments.
No, it means the team who does win the team fight, 3 caps the other team. There is rarely a chance when you can hold your own point due to the new respawns. In all honesty you might as well throw all 5 people into the middle point now because even if your team loses the teamfight mid, your last player is just dead anyway.
On a sidenote: Doesn’t this patch just tempt people to “go to the mists” then load back in, my load time is only a few seconds and would save me time in doing so. Of course chancing a load bug an extra load bug could be stupid, but perhaps after they fix it, there we be an overload of people exploiting this in order to win games.
Does Lightning Reflexes not even work properly either? If it does manage to break stun, it just makes me do kitten roll on the spot and I’m still stuck there for like 3/4 of a second
Lighning reflexes does not break immobilize only stuns. If you want imobilize removal take renewal as your break instead, you will lose the dodge though.
Or you could just bottleneck tournaments and said “paids are only online for this period of time”. That would encourage more people to use them in that period, and would also make multiple tournaments go at the same time (instead of an elongated period with the same teams queuing with small trades outs). I do however know that people want to be able to jump in at any point in time and do paids, but that doesn’t happen at all due to the population (if in the future the community becomes large then a longer time duration or 24 hour possibilities should be revisited). Fixed time would make paids more player heavy for a short time, which is good for a larger variety of people winning them (winning makes people more interested in staying), and also improves the gathering of tickets left for the rest of the day (ie less people running out of tickets).
Fixed times are not that nice idea. REmember GW1 tournaments with fixed times. – most issues comming also from different timezones.
Fixed can be a big tournament from time to time, but not daily.
Although you may not like the idea, it would work. The base timezone for all the servers maybe has a spread across 4 hours, if the chosen time is placed someone central to that point it would not be too large of an issue. Personally I would rather have some people complain about time zone issues than have them available 24/7 and those same people with time zone issues don’t get to play regardless because there is not a community around at that time to support a tournament.
PvP queues may still be an issue, but what further damages the community and convinces people that the game is dieing is long queues. This would remove said problems as people would log in specifically for times alotted for paids, it would also go further in off hours to not fragment a small PvP community further between paids and free tournaments in the off hours. Perhaps you think petty time zone concerns are more important than this, however people with time zone issues ALREADY don’t get paids to pop. Using this however, they will at least be given a timeframe when they WILL pop.
Or you could just bottleneck tournaments and said “paids are only online for this period of time”. That would encourage more people to use them in that period, and would also make multiple tournaments go at the same time (instead of an elongated period with the same teams queuing with small trades outs). I do however know that people want to be able to jump in at any point in time and do paids, but that doesn’t happen at all due to the population (if in the future the community becomes large then a longer time duration or 24 hour possibilities should be revisited). Fixed time would make paids more player heavy for a short time, which is good for a larger variety of people winning them (winning makes people more interested in staying), and also improves the gathering of tickets left for the rest of the day (ie less people running out of tickets).
It seems as though the advent of the “tournament win” monthly has brought many new people to tournaments that will just try their luck and hope the team wins short-handed. I don’t know what can be done to fix it, but maybe some “no leaver” mode like they have in some mobas.
Can this be removed from Sticky and someone else take over? The person in charge of its upkeep has not updated the list in about a month. I think he has stopped playing, also any volinteers to take over? XD
Why is that? None of the bugs have been even fixed so what’s the point of updating the list.
I’d at least like the illusion that these posts or what we find is in some way useful.
Can this be removed from Sticky and someone else take over? The person in charge of its upkeep has not updated the list in about a month. I think he has stopped playing, also any volinteers to take over? XD
We should send flowers to the class balance dev’s saying
“We have made the first step, please accept this as a bribe” – The Ranger community
It could really say anything but the more commical the better. Perhaps we should do a flower day and bombard their office with the same kind of flower, I mean its nature and stuff too so perhaps it might have like a deeper meaning or something. shrug Let us call together a meeting for “F-Day” at Anet HQ.
They should have the f2 command operatate like a dodge roll for the pet, bypasses the ability queue. Isn’t that the reason why we have to wait so long? I am tired of telling my pet to return to me, then f2 so it can quickly fire only to have it glitch out and fire in the wrong direction, its annoying sirs.
It no longer appears to be leap finisher, it still displays the icon as if it is a leap finisher but never recieves the intended effect. I am not sure if I should really report this as a bug due to not knowing which way this bug is to be fixed in.
The pet is horrid with both the fire and ice drake, they have the inherent weakness of not being allowed to reface upon the initiation of the cast, then wait the almost 3 second cast time to do a frontal cone with a tiny spread and about 150 range. If the ability hits (without the talent for pets do more condition damage) a 5 stack of confusion from the pet with cause the target to hit itself for 360 ish damage. Like all of the other pets in the game the condition damage is horrible and should never be taken over ANY of the other drakes. Although I will admit the skin looks rather nice, but its just not viable for any PvP situation (like most other drakes).
Most of the pets need to be reworked for cast times and “ability to face” for PvP as you cannot force a knowledgeable player to stand infront of a drake for 3 seconds to start an ability and then wait another second there while being hit, it is not practical. Anyway I am getting off topic /end
They’ve fixed the Svanir bug. Removing the ice block through stun removal now removes the invulnerability . (I’ve test it; also see patch notes under “General”)
He is not really talking about the bugs themselves but its more of a ponderance of why when bugs are so pronounced and well know that they can skew results of paid tournaments which yield real rewards, are teams not discouraged from exploiting. By doing nothing to the skills/abilities when found, this means the developers are giving free reign to anyone that wishing to exploit it, and is why my team took a break after a run in with some well known teams using Svanir’s + Block bug while streaming their games. This type of behavior is not okay by the developers or the playerbase and needs a new approach to keep the honest competetive community playing.
The options he lists out are reasonable but I really like the idea of disabling the specific abilities or nerfing them out of existence in PvP until such a time as they ability is fixed. Letting exploiters farm is not okay in a competetive environment.
Hey all, we are aware of the bug with Ranger traps. A fix is slated for to take care of this tonight.
The five of us that are left as ranger thank you.
It seems they added a new pet Juvenile Reef Drake. It’s in the pet list in game atm.
Hey, Good catch! Mommy wants. Those things are beautiful.
Don’t bother it might look all nice, its special is “5 stack of confusion on a cone” like the fire and ice drake with a horrible charge up time, it will never hit in PvP and PvE it will be a pain. The 5 stack of confusion lasts a very short time and ticks for 364 if all 5 stacks hit. Its a worthless pet other than the collection aspect that marsh or river drakes will perform 3x better.
Speculating on the shoddy job of fixing the trap cooldown timers to bug them all. This means that trap traits were modified leading me to believe the changes they took back were either nerfs or buffs to the ranger trap abilities cooldowns. And quickly changing them back when they decided against them using ice trap as the “common” timer sometimes programmers like cntl c cntl v combo too much.
I’d be happy if the patch notes just read:
-Fixed blade trail bug
-Fixed block bug (did not make it last 3x longer this time)
-Svanir runes invulnerability is now tied to the control effect, if broken with stability or stun break the invulnerability now fades.
- Fixed thief stealth bug for now displaying the character for many seconds after the effect has worn off.
Any ranger buffs after this point will just be added bonus’, the first three being MUST have changes as they are being exploited in tPvP all over the place.
What about sPVP, do you ‘pwn’ there too?
He is to elite for sPvP, only 5 opponents are not enough for this monstrosity of a ranger…
But in all seriousness he probably feels great due to playing all the bads in WvW
Would also like to throw in:
Dev’s response to known bugs is to say “its broken, people are abusing it we are working on a fix for it” instead of “this is broken, until its fixed we have disabled or nerfed it into non-existence until its working to avoid people exploiting it”. This approach to bug fixing is turning many organized teams off of playing.
Another thing is that turns people off is the speed at which bug fixes are released. In fact the thief rendering issue has already been announced that it has been fixed and will be in on the 15th. Why wait that long for something that is already done, especially when “dyes are dropping too often” becomes an instant hotfix, makes people wonder where the games priorities lie. There is also the hesitation to balance things and to “wait until people find some kind of weakness that may or may not exist”, is not a good approach in my opinion.
I’ve been meaning to make a post about this for a while, to combat the ignorance that simply having a ladder system with “MMR” would fix anything. The problem is so far removed from a ladder system that no one seems to understand. The real issue is the population interested in PvP as a whole. Everyone who has a decent PvP team knows eachother, and the amount of which is probably countable on your fingers. If a ladder system was thrown up it would become very similar to what happened in SWTOR when they threw in “rated warzones” without cross server queues, one team dominates everyone and there is the “big fish, little pond syndrome” same thing would happen here. The only thing I could see “helping” the situation would be to abandon the tournament style all-together and just set up single matches, but that is entirely debatable as to how effective that would be with our current population.
There is also the fact that implementing such a system would destroy the QP monthly and yearly tournament idea, or botch it in such a way that it would also need to be completely reworked. You cannot rewards QP to say a 1000 rated player when a tournament of 8 teams rated 2000 or higher rewards only 1 QP. Logically speaking the way the tournaments are set up currently is completely fine IF they had the population to support it, which currently is not playing the game.
Why are the rangers arrows strafable but the thiefs aren’t?
So many rangers ask this question, but the answer most of us came up with was “cuz thief”.
What we need for tPvP now is to filter teams and pugs better (Since many noob teams enjoy PUG farming.)
I am not saying that teams should not play free tpvp, my point is:
This is team based game and, you should enjoy the challenge and competition of matches between two premade groups.PUG’s should have their own competition fun fighting other PUG (and not to be cannon fodder for teams unable to earn tickets in fair battle).
The simple solution here is to split queues. Pre-mades are only matched with pre-mades while PUGs are only matched with PUGs. However, this raises two new issues: 4 man pre-mades, and queue times. The former would be best resolved by including those in the pre-made queue (which probably makes programming more difficult, but maybe not) while the latter can only be solved by increasing the player population. It’s possible that populations are high enough as it is to support split queues without ridiculous queue times, but that’s something only Anet has figures on. However, I’d argue that splitting queues would actually increase participation in tPvP as it makes it more accessible for people who otherwise would steer clear of tournaments.
If you include 4 man premades into the “full 5 premade queue” that means solo players will also be drafted into the high comp team. Unless you mean to make them face 5 players with four of course.
Seeing as the pig’s forage is able to be picked up by either side in PvP (at least when I last toyed with the idea of using them) it should be something on demand, but since it is higly random you shouldn’t take the pig at all. The channel time, obviousness of the animation, and the randomness of this ability means it would be really bad if your pig said “hey I just foraged an egg for that thief that is beating on you lol”.
If you are looking for a pet that has a disable on their f2 ability, there are black widow/Jungle spiders, wolf with aoe fear (and random knockdown which they use as their first attack) and probably another one which I am missing. All pig types share the forage ability but forage much different things, much like moa’s all having a screech, wolves having howls, birds having slash, and so on.
I have noticed that Whirling Defense does not trigger combo field correctly.
Testing method
Use bonfire then swap weapons and used whirling def, 1 flame projectile was shot at the end of whirling defense animation, to confirm I asked a warrior to test his Whirling Axe ability and it seemed to work properly.
This one is important, figured I would quote it for more visibility
Randomly, Crossfire won’t apply its bleed for a entire duration of combat. This happens very frequently, and makes Short Bow bleed ranger unplayable competitively.
I think its related to the fact that Crossfire will never apply its bleeds to the Heavy Target Dummy to the left of the DPS Trials Waypoint in the mists.
Rusty, Crossfire only applies its bleeds while flanking, so hitting a target from the front will not stack bleeds. This has always been a complaint when our bow does less damage and does not stack bleeds as easily as other classes condi-weapons. Not a bug, but annoying none the less.
If he has the pig pet it is possible that he foraged an environmental weapon and went into stealth for a few seconds. (feather or another one, can’t remember them both)
FIX: The trapper’s expertise trap issue with battle for kylo midpoint has been resolved and they now work. So we all did get something, at least us traps rangers!
New bug:
You can lay down two traps, then add or remove trapper’s expertise and you can place two more. The game does not recognize them as the same type anymore and will not over-write them. (ie you can place 2 of every trap instead of 1) The traps still go on cooldown when used and you must be out of combat to swap the trait so I don’t see it being a high priority fix.
(edited by Taym.8326)
@Prince, if you actually go and do a free tournament as of right now you would know why paid tournaments are currently not available. I mean it may be due to 90% of the games being played 1-5 peoples clients are crashing throughout the match, I dunno about you but id rather they wait to release it if the competitive scene is going to be whichever team dc’s more wins.
- Team Chain Reaction -
Had a fun game versus ALFA earlier today, I think at the end of the game most people’s score was around 10-20 due to constant crashes (not DC’s, crashes). It was not even fun, and was borderline ridiculous. I will be the first to admit that I am very impatient with PvP releases but I do believe they made the right call this time to delay the release.
Sidenote: Thank you for finally fixing Kylo’s bug on the middle point for throwing traps, that and the block bug fix really made my day. Post patch it was fun to see how fast those guardians were falling that were near immovable objects before.
I actually messed around with the pig for a few days in tPvP, but I came to the realization that the enemy team can not only see what the pig forages, but also pick up what it forages. The pig is now shelved, but it could be a very fun teamfight thing if only the enemy couldn’t take your elixir of heroes!
Zephyr’s Speed Trait:
When you pet gains quickness he will not gain a target until after the effect has passed thereby nullifying its “2 seconds of quickness” for the pet.
Poison Volley:
Not sure if this is intended or not because the trait that gives piercing says “all arrow attacks pierce” but this attack pierces wihtout the trait.
(edited by Taym.8326)
The downed 3 ability for ranger works about 1/2 the time, it seems to be tied in with angled slopes. Just now I died on a slope and was complaining that my pet wasn’t healing me, then the engie used his bomb knockback and I landed flat on the ground and the pet started healing. No idea how this was changed from pet heal all the time on any ground to “you have to be in the correct CPR position”
You gain it by ally arrows flying through the water field (which is much to hard to do) but a second was you can do it is when your arrows hit the enemy it provides a “splash” regen effect with the water field that really helps for focusing down a single target, and just rooting one and QZ right behind him for crazy stacks of everything
Bugs with Trapper’s Expertise:
Description: Trap skills use ground targeting and are 50% larger
Issue 1: Battle for Kylo, when attempting to throw a trap on the middle point the trap will not land on the ground. When you remove this trait the traps work fine in the middle point on this map.
Issue 2: When you place a trap (with this trait) and move out of the 600m range, when an opponent moves over it, the distance to you is re-checked and if it is out of 600m range the trap is moved until it is within 600m thereby missing the target completely.
New Bug I have noticed:
When you swap pets and use the F2 ability immediately it will go off as if you have no target. So any target based attacks will immediately miss and do nothing. They work around is to wait for them to start the approach on the enemy (F2 ability will not allow queues in this time) call the pet back and use the F2 ability right after.
Just like “Protect Me” it appears Signet of Stone (active) does not stop condition damage.
All immunities in the game do not apply to pre-existing conditions. But they stop new application of conditions. This is not a bug.
(edited by Taym.8326)
I am also a fan of the torch but had to replace it, due to the fact that I enjoy the sword for its mobility and evasion options. What I eventually found is with the torch it felt like my survivability suffered. I tried out the dagger and that seemed to be quite an amazing way to increase my survivability while keeping my target perma-poisoned even when they dodge, with perma cripple, and sooo many bleeds. This setup pretty much has been what I have toyed with because it has abilities 2-4 having evasion (and two has of course two evasions). I just feel like the torch should be paired with a ranged weapon (if you are condition) or it suffers greatly. However in all cases if you are just pure physical dmg the horn is better since the bird call scales with power.
He could have used a variety of moves to dodge one tick of the roots and walk out of them, or used condition removal, or possibly even aegis.
Sotaudi: I am not meaning them dodging the ability itself, that would be working as intented, What I am meaning is due to the short pulse of 1 second and usually 1-1/4 second immobilize a person can use a skill with attached evade(see previous list) to then walk out of the roots. Test it yourself, have a friend use entangle on you and use an evade move followed by a dodge and walk out of an entangle that has landed (apparently has and hit cannot be placed together
) on you.